some improvements
This commit is contained in:
@@ -38,7 +38,7 @@ void generateNoiseGrid(VoxelGrid& grid, PNoise2& noise) {
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// Apply threshold to make some voxels "active"
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// Higher threshold = sparser voxels
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float threshold = 0.3f;
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float threshold = 0.01;
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float active = (noiseVal > threshold) ? noiseVal : 0.0f;
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// Create grayscale color based on noise value
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@@ -80,7 +80,17 @@ bool renderView(const std::string& filename, VoxelGrid& grid, const Vec3f& posit
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return success;
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}
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// Function to rotate a vector around the Y axis
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Vec3f rotateX(const Vec3f& vec, float angle) {
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TIME_FUNCTION;
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float cosA = cos(angle);
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float sinA = sin(angle);
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return Vec3f(
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vec.x,
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vec.y * cosA - vec.z * sinA,
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vec.y * sinA + vec.z * cosA
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);
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}
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Vec3f rotateY(const Vec3f& vec, float angle) {
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TIME_FUNCTION;
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float cosA = cos(angle);
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@@ -92,6 +102,17 @@ Vec3f rotateY(const Vec3f& vec, float angle) {
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);
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}
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Vec3f rotateZ(const Vec3f& vec, float angle) {
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TIME_FUNCTION;
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float cosA = cos(angle);
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float sinA = sin(angle);
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return Vec3f(
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vec.x * cosA - vec.y * sinA,
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vec.x * sinA + vec.y * cosA,
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vec.z
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);
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}
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int main() {
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TIME_FUNCTION;
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std::cout << "=== Noise Grid Generator and Renderer ===" << std::endl;
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@@ -113,8 +134,7 @@ int main() {
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// Camera distance from center (outside the grid)
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float cameraDistance = GRID_SIZE * 2.0f;
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// Create 180-degree rotation around the Y axis
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int numFrames = 2;
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int numFrames = 360;
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// Base camera position (looking from front)
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Vec3f basePosition(0, 0, cameraDistance);
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@@ -133,7 +153,45 @@ int main() {
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// Create filename with frame number
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char filename[256];
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snprintf(filename, sizeof(filename), "output/frame_%03d.bmp", i);
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snprintf(filename, sizeof(filename), "output/framey_%03d.bmp", i);
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std::cout << "Rendering frame " << i << "/" << numFrames
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<< " (angle: " << (angle * 360.0f / M_PI) << " degrees)" << std::endl;
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renderView(filename, grid, finalPos, rotatedDir, up);
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}
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for (int i = 0; i <= numFrames; i++) {
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float angle = (float)i / numFrames * M_PI; // 0 to π (180 degrees)
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// Rotate camera position around Y axis
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Vec3f rotatedPos = rotateZ(basePosition, angle);
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Vec3f finalPos = gridCenter + rotatedPos;
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//Vec3f rotatedDir = rotateY(baseDirection, angle);
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Vec3f rotatedDir = (gridCenter - finalPos).normalized();
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// Create filename with frame number
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char filename[256];
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snprintf(filename, sizeof(filename), "output/framez_%03d.bmp", i);
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std::cout << "Rendering frame " << i << "/" << numFrames
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<< " (angle: " << (angle * 360.0f / M_PI) << " degrees)" << std::endl;
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renderView(filename, grid, finalPos, rotatedDir, up);
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}
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for (int i = 0; i <= numFrames; i++) {
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float angle = (float)i / numFrames * M_PI; // 0 to π (180 degrees)
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// Rotate camera position around Y axis
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Vec3f rotatedPos = rotateX(basePosition, angle);
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Vec3f finalPos = gridCenter + rotatedPos;
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//Vec3f rotatedDir = rotateY(baseDirection, angle);
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Vec3f rotatedDir = (gridCenter - finalPos).normalized();
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// Create filename with frame number
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char filename[256];
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snprintf(filename, sizeof(filename), "output/framex_%03d.bmp", i);
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std::cout << "Rendering frame " << i << "/" << numFrames
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<< " (angle: " << (angle * 360.0f / M_PI) << " degrees)" << std::endl;
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@@ -1,6 +1,10 @@
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#include <limits>
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#ifndef M_PI
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#define M_PI 3.14159265358979323846f
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#endif
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#ifndef EPSILON
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#define EPSILON 0.0000000000000000000000001f
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#endif
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#ifndef INF
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#define INF 2^31-1
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#endif
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@@ -64,6 +64,47 @@ private:
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Result(3,2) = -(zfar * zNear) / (zfar - zNear);
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return Result;
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}
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std::pair<float,float> rayBoxIntersect(Vec3f origin, Vec3f direction) {
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Vec3f tBMin = Vec3f(0,0,0);
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Vec3f tBMax = Vec3f(width, height, depth);
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float tmin = 0;
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float tmax = INF;
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Vec3f invDir = direction.safeInverse();
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for (int i = 0; i < 3; ++i) {
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if (abs(direction[i] < EPSILON)) {
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if (origin[i] < tBMin[i] || origin[i] > tBMax[i]) return std::make_pair(0.0f, 0.0f);
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float t1 = tBMin[i] - origin[i] * invDir[i];
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float t2 = tBMax[i] - origin[i] * invDir[i];
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if (t1 > t2) std::swap(t1, t2);
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if (t1 > tmin) tmin = t1;
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if (t2 < tmax) tmax = t2;
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if (tmin > tmax) return std::make_pair(0,0);
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}
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}
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return std::make_pair(tmin, tmax);
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}
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//used to prevent division by 0 issues
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bool specialCases(Vec3f origin, Vec3f direction, float maxDist, Vec3f hitColor) {
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float stepSize = 0.5;
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int maxSteps = maxDist/stepSize;
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for (int step = 0; step < maxSteps; ++step) {
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float t = step * stepSize;
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Vec3f pos = Vec3f(origin + direction * t);
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Vec3T voxelCoords = pos.floorToT();
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if (inGrid(voxelCoords)) {
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Voxel cv = get(voxelCoords);
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if (cv.active > EPSILON) {
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hitColor = cv.color.toFloat();
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std::cout << "hit in special case at: " << voxelCoords << std::endl;
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return true;
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}
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}
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}
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return false;
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}
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public:
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VoxelGrid(size_t w, size_t h, size_t d) : width(w), height(h), depth(d) {
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voxels.resize(w * h * d);
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@@ -125,6 +166,19 @@ public:
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float aspect = static_cast<float>(imgWidth) / static_cast<float>(imgHeight);
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Vec3f worldUp(0, 1, 0);
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Vec3f camRight = worldUp.cross(dir).normalized();
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Vec3f camUp = dir.cross(camRight).normalized();
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for (int y = 0; y < height; ++y) {
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float ndcY = 1 - (2 * y / (height - 1));
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float screenY = ndcY * tanFov;
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for (int x = 0; x < width; ++x) {
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float ndcX = (2 * x / (width - 1)) - 1;
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float screenX = ndcX * aspect*tanFov;
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Vec3f dir = (camRight * screenX + camUp * screenY + dir).normalized();
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dirs[y*width+x] = dir;
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}
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}
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return dirs;
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}
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Vec3f perPixelRayDir(size_t x, size_t y, size_t imgWidth, size_t imgHeight, const Camera& cam) const {
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@@ -143,234 +197,68 @@ public:
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return rayDirWorld.normalized();
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}
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bool rayCast(const Ray3f& ray, float maxDistance, Vec3f hitPos, Vec3f hitNormal, Vec3f& hitColor) {
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hitColor = Vec3f(0,0,0);
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Vec3f rayDir = ray.direction;
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Vec3f rayOrigin = ray.origin;
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Vec3T currentVoxel = rayOrigin.floorToT();
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Vec3i step;
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step.x = (rayDir.x > 0) ? 1 : -1;
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step.y = (rayDir.y > 0) ? 1 : -1;
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step.z = (rayDir.z > 0) ? 1 : -1;
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Vec3f tMax;
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Vec3f tDelta;
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bool startOut = false;
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bool rayCast(Vec3f origin, Vec3f direction, float maxDist, Vec3f hitColor) {
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TIME_FUNCTION;
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direction.normalized();
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if (abs(direction.length()) < EPSILON) return false;
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tDelta.x = std::abs(1.0 / rayDir.x);
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tDelta.y = std::abs(1.0 / rayDir.y);
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tDelta.z = std::abs(1.0 / rayDir.z);
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tMax = mix(((rayOrigin - currentVoxel.toFloat()) / -rayDir).toFloat(),
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(((currentVoxel.toFloat() + 1) - rayOrigin) / rayDir).toFloat(),
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rayDir.mask([](float x, float value) { return x > 0; }, 0));
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Vec3f invDir = direction.safeInverse();
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Vec3T currentVoxel = origin.floorToT();
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if (!inGrid(rayOrigin)) {
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startOut = true;
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Vec3f tBMin;
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Vec3f tBMax;
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tBMin.x = (0.0 - rayOrigin.x) / rayDir.x;
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tBMax.x = (width - rayOrigin.x) / rayDir.x;
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if (tBMin.x > tBMax.x) std::swap(tBMin.x, tBMax.x);
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tBMin.y = (0.0 - rayOrigin.y) / rayDir.y;
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tBMax.y = (height - rayOrigin.y) / rayDir.y;
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if (tBMin.y > tBMax.y) std::swap(tBMin.y, tBMax.y);
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tBMin.z = (0.0 - rayOrigin.z) / rayDir.z;
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tBMax.z = (depth - rayOrigin.z) / rayDir.z;
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if (tBMin.z > tBMax.z) std::swap(tBMin.z, tBMax.z);
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float tEntry = tBMin.maxComp();
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float tExit = tBMax.minComp();
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if (tEntry > tExit || tExit < 0.0) return false;
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if (tEntry < 0.0) tEntry = 0.0;
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if (tEntry > 0.0) {
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rayOrigin = rayOrigin + rayDir * tEntry;
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currentVoxel = rayOrigin.floorToT();
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tMax = mix(((currentVoxel.toFloat() + 1) - rayOrigin) / rayDir,
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(rayOrigin - currentVoxel) / -rayDir,
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rayDir.mask([](float x, float value) { return x > 0; }, 0));
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}
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if (direction.x == 0 || direction.y == 0 || direction.z == 0) {
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return specialCases(origin, direction, maxDist, hitColor);
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}
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// if (startOut && !inGrid(currentVoxel)) {
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// std::cout << "grid edge not found. " << currentVoxel << std::endl;
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// }
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float tDist = 0.0;
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// Main DDA loop
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while (inGrid(currentVoxel) && tDist < maxDistance) {
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Voxel& voxel = get(currentVoxel);
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// Ignore alpha - treat any voxel with active > 0 as solid
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if (voxel.active > EPSILON) {
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// Convert color from 0-255 to 0-1 range
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Vec3f voxelColor(
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static_cast<float>(voxel.color.x / 255.0),
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static_cast<float>(voxel.color.y / 255.0),
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static_cast<float>(voxel.color.z / 255.0)
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);
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// No alpha blending - just take the first solid voxel's color
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hitColor = voxelColor;
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hitPos = rayOrigin + rayDir * tDist;
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// Determine which face was hit
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if (tMax.x <= tMax.y && tMax.x <= tMax.z) {
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hitNormal = Vec3f(-step.x, 0.0, 0.0);
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} else if (tMax.y <= tMax.x && tMax.y <= tMax.z) {
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hitNormal = Vec3f(0.0, -step.y, 0.0);
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} else {
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hitNormal = Vec3f(0.0, 0.0, -step.z);
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}
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return true; // Return immediately on first solid hit
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}
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// Move to next voxel
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if (tMax.x < tMax.y) {
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if (tMax.x < tMax.z) {
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tDist = tMax.x;
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tMax.x += tDelta.x;
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currentVoxel.x += step.x;
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} else {
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tDist = tMax.z;
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tMax.z += tDelta.z;
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currentVoxel.z += step.z;
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}
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} else {
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if (tMax.y < tMax.z) {
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tDist = tMax.y;
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tMax.y += tDelta.y;
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currentVoxel.y += step.y;
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} else {
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tDist = tMax.z;
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tMax.z += tDelta.z;
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currentVoxel.z += step.z;
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}
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}
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if (!inGrid(currentVoxel)) {
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std::pair<float,float> re = rayBoxIntersect(origin, direction);
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float tEntry = re.first;
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float tExit = re.second;
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if (tEntry < EPSILON || tExit < EPSILON) return false;
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float tStart = std::max(0.0f, tEntry);
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if (tStart > maxDist) return false;
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Vec3f gridOrig = Vec3f(origin+direction*tStart);
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currentVoxel = gridOrig.floorToT();
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}
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return false;
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Vec3i8 step = Vec3i8(direction.x >= 0 ? 1 : -1, direction.y >= 0 ? 1 : -1, direction.z >= 0 ? 1 : -1);
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Vec3f nextVoxel = Vec3f(currentVoxel.x + (step.x>0 ? 1 : 0) - origin.x,
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currentVoxel.y + (step.y>0 ? 1 : 0) - origin.y,
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currentVoxel.z + (step.z>0 ? 1 : 0) - origin.z);
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Vec3f tMax = nextVoxel*invDir;
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Vec3f tDelta = invDir.abs();
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float aalpha = 0;
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while (inGrid(currentVoxel)) {
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Voxel cv = get(currentVoxel);
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if (cv.active > EPSILON) {
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hitColor = (hitColor * aalpha) + (cv.color * cv.active);
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aalpha += cv.active;
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}
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if (aalpha >= 1 ) {
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//std::cout << "hit in normal case at: " << currentVoxel << " due to alpha overload" << std::endl;
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return true;
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}
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if (tMax.x < tMax.y && tMax.x < tMax.z) {
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if (tMax.x > maxDist) break;
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currentVoxel = (currentVoxel.x + step.x, currentVoxel.y, currentVoxel.z);
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tMax.x += tDelta.x;
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} else if (tMax.y < tMax.z)
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{
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currentVoxel = (currentVoxel.x, currentVoxel.y + step.y, currentVoxel.z);
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tMax.y += tDelta.y;
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}
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else {
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currentVoxel = (currentVoxel.x, currentVoxel.y, currentVoxel.z + step.z);
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tMax.z += tDelta.z;
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}
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}
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if (aalpha > EPSILON) {
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//std::cout << "hit in normal case " << " due to any alpha" << std::endl;
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return true;
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} else return false;
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}
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// bool rayCast(const Ray3f& ray, float maxDistance, Vec3f hitPos, Vec3f hitNormal, Vec3f& hitColor) {
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// hitColor = Vec3f(0,0,0);
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// Vec3f rayDir = ray.direction;
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// Vec3f rayOrigin = ray.origin;
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// Vec3T currentVoxel = rayOrigin.floorToT();
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// Vec3i step;
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// step.x = (rayDir.x > 0) ? 1 : -1;
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// step.y = (rayDir.y > 0) ? 1 : -1;
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// step.z = (rayDir.z > 0) ? 1 : -1;
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// Vec3f tMax;
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// Vec3f tDelta;
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// bool startOut = false;
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// tDelta.x = std::abs(1.0 / rayDir.x);
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// tDelta.y = std::abs(1.0 / rayDir.y);
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// tDelta.z = std::abs(1.0 / rayDir.z);
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// tMax = mix(((rayOrigin - currentVoxel.toFloat()) / -rayDir).toFloat(), (((currentVoxel.toFloat() + 1) - rayOrigin) / rayDir).toFloat(), rayDir.mask([](float x, float value) { return x > 0; }, 0));
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// if (!inGrid(rayOrigin)) {
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// startOut = true;
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// /*
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// The initialization phase begins by identifying the voxel in which the ray origin, →
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// u, is found. If the ray origin is outside the grid, we find the point in which the ray enters the grid and take the adjacent voxel. The integer
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// variables X and Y are initialized to the starting voxel coordinates. In addition, the variables stepX and
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// stepY are initialized to either 1 or -1 indicating whether X and Y are incremented or decremented as the
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// ray crosses voxel boundaries (this is determined by the sign of the x and y components of →
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// v).
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// Next, we determine the value of t at which the ray crosses the first vertical voxel boundary and
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// store it in variable tMaxX. We perform a similar computation in y and store the result in tMaxY. The
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// minimum of these two values will indicate how much we can travel along the ray and still remain in the
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// current voxel.
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// */
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// Vec3f tBMin;
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// Vec3f tBMax;
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// tBMin.x = (0.0 - rayOrigin.x) / rayDir.x;
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// tBMax.x = (width - rayOrigin.x) / rayDir.x;
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// if (tBMin.x > tBMax.x) std::swap(tBMin.x, tBMax.x);
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// tBMin.y = (0.0 - rayOrigin.y) / rayDir.y;
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// tBMax.y = (height - rayOrigin.y) / rayDir.y;
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// if (tBMin.y > tBMax.y) std::swap(tBMin.y, tBMax.y);
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// tBMin.z = (0.0 - rayOrigin.z) / rayDir.z;
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// tBMax.z = (depth - rayOrigin.z) / rayDir.z;
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// if (tBMin.z > tBMax.z) std::swap(tBMin.z, tBMax.z);
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// float tEntry = tBMin.maxComp();
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// float tExit = tBMax.minComp();
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// if (tEntry > tExit || tExit < 0.0) return false;
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// if (tEntry < 0.0) tEntry = 0.0;
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// if (tEntry > 0.0) {
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// rayOrigin = rayOrigin + rayDir * tEntry;
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// currentVoxel = rayOrigin.floorToT();
|
||||
// tMax = mix(((currentVoxel.toFloat() + 1) - rayOrigin) / rayDir, (rayOrigin - currentVoxel) / -rayDir, rayDir.mask([](float x, float value) { return x > 0; }, 0) );
|
||||
// }
|
||||
|
||||
// }
|
||||
// if (startOut && !inGrid(currentVoxel)) std::cout << "grid edge not found. " << currentVoxel << std::endl;
|
||||
|
||||
// float aalpha = 0.0;
|
||||
// bool hit = false;
|
||||
// float tDist = 0.0;
|
||||
|
||||
// /*
|
||||
// Finally, we compute tDeltaX and tDeltaY. TDeltaX indicates how far along the ray we must move
|
||||
// (in units of t) for the horizontal component of such a movement to equal the width of a voxel. Similarly,
|
||||
// we store in tDeltaY the amount of movement along the ray which has a vertical component equal to the
|
||||
// height of a voxel.
|
||||
// */
|
||||
// while (inGrid(currentVoxel) && tDist < maxDistance) {
|
||||
// Voxel& voxel = get(currentVoxel);
|
||||
|
||||
// if (voxel.active > EPSILON) {
|
||||
// Vec3f voxelColor(static_cast<float>(voxel.color.x / 255.0), static_cast<float>(voxel.color.y / 255.0), static_cast<float>(voxel.color.z / 255.0));
|
||||
// float contribution = voxel.active * (1.0 - aalpha);
|
||||
// hitColor = hitColor + voxelColor * contribution;
|
||||
// aalpha += contribution;
|
||||
// hitPos = rayOrigin + rayDir * tDist;
|
||||
// if (tMax.x <= tMax.y && tMax.x <= tMax.z) {
|
||||
// hitNormal = Vec3f(-step.x, 0.0, 0.0);
|
||||
// } else if (tMax.y <= tMax.x && tMax.y <= tMax.z) {
|
||||
// hitNormal = Vec3f(0.0, -step.y, 0.0);
|
||||
// } else {
|
||||
// hitNormal = Vec3f(0.0, 0.0, -step.z);
|
||||
// }
|
||||
// }
|
||||
// if (aalpha > EPSILON) {
|
||||
// hit = true;
|
||||
// }
|
||||
|
||||
// if (tMax.x < tMax.y) {
|
||||
// if (tMax.x < tMax.z) {
|
||||
// tDist = tMax.x;
|
||||
// tMax.x += tDelta.x;
|
||||
// currentVoxel.x += step.x;
|
||||
// } else {
|
||||
// tDist = tMax.z;
|
||||
// tMax.z += tDelta.z;
|
||||
// currentVoxel.z += step.z;
|
||||
// }
|
||||
// } else {
|
||||
// if (tMax.y < tMax.z) {
|
||||
// tDist = tMax.y;
|
||||
// tMax.y += tDelta.y;
|
||||
// currentVoxel.y += step.y;
|
||||
// } else {
|
||||
// tDist = tMax.z;
|
||||
// tMax.z += tDelta.z;
|
||||
// currentVoxel.z += step.z;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// // if (aalpha > EPSILON) {
|
||||
// // std::cout << "hit at: " << currentVoxel << " with value of " << aalpha << std::endl;
|
||||
// // }
|
||||
// return hit;
|
||||
// }
|
||||
|
||||
size_t getWidth() const {
|
||||
return width;
|
||||
@@ -384,9 +272,9 @@ public:
|
||||
|
||||
void renderOut(std::vector<uint8_t>& output, size_t& outwidth, size_t& outheight, const Camera& cam) {
|
||||
output.resize(outwidth * outheight * 3);
|
||||
Vec3f backgroundColor(0.1f, 0.1f, 0.1f);
|
||||
Vec3f backgroundColor(0.1f, 0.1f, 1.0f);
|
||||
float maxDistance = std::sqrt(width*width + height*height + depth*depth) * 2.0f;
|
||||
|
||||
std::vector<Vec3f> dirs = genPixelDirs(cam.posfor.origin, cam.posfor.direction, outwidth, outheight, cam.fov);
|
||||
for (size_t y = 0; y < outheight; y++) {
|
||||
for (size_t x = 0; x < outwidth; x++) {
|
||||
Vec3f rayDir = perPixelRayDir(x, y, outwidth, outheight, cam);
|
||||
@@ -394,7 +282,7 @@ public:
|
||||
Vec3f hitPos;
|
||||
Vec3f hitNorm;
|
||||
Vec3f hitColor;
|
||||
bool hit = rayCast(ray, maxDistance, hitPos, hitNorm, hitColor);
|
||||
bool hit = rayCast(cam.posfor.origin, rayDir, maxDistance, hitColor);
|
||||
|
||||
Vec3f finalColor;
|
||||
if (!hit) {
|
||||
|
||||
@@ -458,6 +458,7 @@ using Vec3i = Vec3<int>;
|
||||
using Vec3i8 = Vec3<int8_t>;
|
||||
using Vec3ui8 = Vec3<uint8_t>;
|
||||
using Vec3T = Vec3<size_t>;
|
||||
using Vec3b = Vec3<bool>;
|
||||
|
||||
template<typename T>
|
||||
inline std::ostream& operator<<(std::ostream& os, const Vec3<T>& vec) {
|
||||
|
||||
Reference in New Issue
Block a user