Files
dorayme/source/camera.cpp
Godzil 9849c16f66 Couple of small optimisation
Add option to build for gprof
Do not build by default with the renderstat (they have a reasonable impact on performances)
Separated created ray and castedray in the stats
Trying to force some simple function to be inlined
2020-03-13 18:22:35 +00:00

85 lines
2.1 KiB
C++

/*
* DoRayMe - a quick and dirty Raytracer
* Camera implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <matrix.h>
#include <stdint.h>
#include <math.h>
#include <ray.h>
#include <camera.h>
#include <stdio.h>
#include <renderstat.h>
Camera::Camera(uint32_t hsize, uint32_t vsize, double fov) : verticalSize(vsize), horizontalSize(hsize), fieldOfView(fov)
{
double aspectRatio = (double)hsize / (double)vsize;
double halfView = tan(fov / 2.0);
if (aspectRatio >= 1)
{
this->halfWidth = halfView;
this->halfHeight = halfView / aspectRatio;
}
else
{
this->halfWidth = halfView * aspectRatio;
this->halfHeight = halfView;
}
this->pixelSize = (this->halfWidth * 2) / this->horizontalSize;
this->setTransform(Matrix4().identity());
}
void Camera::setTransform(Matrix transform)
{
this->transformMatrix = transform;
this->inverseTransform = transform.inverse();
}
Ray Camera::rayForPixel(uint32_t pixelX, uint32_t pixelY)
{
double xOffset = ((double)pixelX + 0.5) * this->pixelSize;
double yOffset = ((double)pixelY + 0.5) * this->pixelSize;
double worldX = this->halfWidth - xOffset;
double worldY = this->halfHeight - yOffset;
Tuple pixel = this->inverseTransform * Point(worldX, worldY, -1);
Tuple origin = this->inverseTransform * Point(0, 0, 0);
Tuple direction = (pixel - origin).normalise();
stats.addCastedRay();
return Ray(origin, direction);
}
Canvas Camera::render(World world, uint32_t depth)
{
uint32_t x, y;
Canvas image = Canvas(this->horizontalSize, this->verticalSize);
#pragma omp parallel default(shared) private(x, y) shared(image, stats)
{
#pragma omp for schedule(dynamic, 5)
for (y = 0 ; y < this->verticalSize ; y++)
{
for (x = 0 ; x < this->horizontalSize ; x++)
{
Ray r = this->rayForPixel(x, y);
Tuple colour = world.colourAt(r, depth);
stats.addPixel();
image.putPixel(x, y, colour);
}
}
}
stats.printStats();
return image;
}