基础题部分
根据教程PDF,首先需要引用如下函数(在作业5的基础上稍作修改):
renderer() in Renderer.cpp
解说见注释:
// The main render function. This where we iterate over all pixels in the image,
// generate primary rays and cast these rays into the scene. The content of the
// framebuffer is saved to a file.
void Renderer::Render(const Scene& scene)
{
std::vector<Vector3f> framebuffer(scene.width * scene.height);
float scale = tan(deg2rad(scene.fov * 0.5));
float imageAspectRatio = scene.width / (float)scene.height;
Vector3f eye_pos(-1, 5, 10);
int m = 0;
for (uint32_t j = 0; j < scene.height; ++j) {
for (uint32_t i = 0; i < scene.width; ++i) {
// generate primary ray direction
// TODO: Find the x and y positions of the current pixel to get the
// direction
// vector that passes through it.
// Also, don't forget to multiply both of them with the variable
// *scale*, and x (horizontal) variable with the *imageAspectRatio*
float x = (2 * (i + 0.5) / (float)scene.width - 1) * imageAspectRatio * scale;
float y = (1 - 2 * (j + 0.5) / (float)scene.height) * scale;
// 从这里开始
Vector3f dir = normalize(Vector3f(x, y, -1)); // Don't forget to normalize this direction!
// 在本次代码框架中,castRay()函数放在了Scene类中
// 并且castRay()的传入参数修改为(const Ray &ray, int depth)
// 所以要先声明Ray ray(const Vector3f& ori, const Vector3f& dir)
Ray ray(eye_pos, dir);
// 调用scene.castRay()
// 并将返回结果(Vector3f类型的像素RGB颜色)存入framebuffer中
framebuffer[m++] = scene.castRay(ray, 0);
}
UpdateProgress(j / (float)scene.height);
}
UpdateProgress(1.f);
// save framebuffer to file
FILE* fp = fopen("binary.ppm", "wb");
(void)fprintf(fp, "P6\n%d %d\n255\n", scene.width, scene.height);
for (auto i = 0; i < scene.height * scene.width; ++i) {
static unsigned char color[3];
color[0] = (unsigned char)(255 * clamp(0, 1, framebuffer[i].x));
color[1] = (unsigned char)(255 * clamp(0, 1, framebuffer[i].y));
color[2] = (unsigned char)(255 * clamp(0, 1, framebuffer[i].z));
fwrite(color, 1, 3, fp);
}
fclose(fp);
}
Triangle::getIntersection in Triangle.hpp
解说见注释:
// TODO find ray triangle intersection
inline Intersection Triangle::getIntersection(Ray ray)
{
Intersection inter;
if (dotProduct(ray.direction, normal) > 0)
return inter;
// u,v为三角形重心坐标,即PPT中的b1,b2
// t_tmp是PPT中的t
double u, v, t_tmp = 0;
Vector3f pvec = crossProduct(ray.direction, e2);
double det = dotProduct(e1, pvec);
if (fabs(det) < EPSILON)
return inter;
double det_inv = 1. / det;
Vector3f tvec = ray.origin - v0;
u = dotProduct(tvec, pvec) * det_inv;
if (u < 0 || u > 1)
return inter;
Vector3f qvec = crossProduct(tvec, e1);
v = dotProduct(ray.direction, qvec) * det_inv;
if (v < 0 || u &#