#pragma once #include #include "camera.h" #include "colour.h" #include "image.h" #include "interval.h" #include "rand.h" #include "ray.h" #include "raytracer.h" #include "renderobject.h" #include "vec3.h" class Renderer { public: constexpr explicit Renderer(Camera camera, u32 samples_per_pixel = 10) : camera_{camera}, rand_{0}, samples_per_pixel_{samples_per_pixel} {} constexpr Image Render(const RenderObject& world) { Image img{camera_.image_width(), camera_.image_height()}; for (u32 j = 0; j < img.height(); j++) { std::clog << "\rWriting line " << j << " of " << img.height() << std::flush; for (u32 i = 0; i < img.width(); i++) { Colour colour_sum{0.0, 0.0, 0.0}; for (u32 num_sample = 0; num_sample < samples_per_pixel_; num_sample++) { auto ray = SampleRay(i, j); colour_sum += Cast(ray, world); } img[i, j] = colour_sum / samples_per_pixel_; } } return img; } private: constexpr Ray SampleRay(u32 i, u32 j) { auto pixel_centre = camera_.PixelToWorld(i, j); Vec3 random_shift = rand_.GenF64(-0.5, 0.5) * camera_.d_u_pixel() + rand_.GenF64(-0.5, 0.5) * camera_.d_v_pixel(); pixel_centre += random_shift; auto ray_direction = pixel_centre - camera_.centre(); return Ray{camera_.centre(), ray_direction}; } static constexpr Colour Cast(const Ray& ray, const RenderObject& world) { auto hit_record = world.hit(ray, Interval::kPositive); if (hit_record.has_value()) { Vec3 n = hit_record->normal; if (!hit_record->front_face) { return Colour::kBlack; } return Colour{0.5 * (n + Vec3{1, 1, 1})}; } auto unit_dir = ray.direction().normed(); f64 a = 0.5 * (unit_dir.y() + 1.0); return (1.0 - a) * Colour{1.0, 1.0, 1.0} + a * Colour{0.5, 0.7, 1.0}; } Camera camera_; Random rand_; u32 samples_per_pixel_; };