Chapter 6: Antialiasing

This commit is contained in:
Michael Smith
2019-01-21 12:27:52 +01:00
parent 0c01a876b0
commit 0e5ce7ec07
7 changed files with 161 additions and 29 deletions

View File

@@ -1,48 +1,53 @@
#include <float.h>
#include "rt_weekend.h"
#include "ray.h"
#include "sphere.h"
#include "target_list.h"
#include "camera.h"
bool hit_sphere(const vec3 &center, float radius, const ray &r)
vec3 color(const ray &r, target *world)
{
vec3 oc = r.origin() - center;
float a = dot(r.direction(), r.direction());
float b = 2.0 * dot(oc, r.direction());
float c = dot(oc, oc) - radius * radius;
float discriminant = b * b - 4 * a * c;
return (discriminant > 0);
}
vec3 color (const ray &r)
{
if (hit_sphere(vec3(0, 0, -1), 0.5, r))
return vec3(1, 0, 0);
vec3 unit_direction = unit_vector(r.direction());
float t = 0.5 * (unit_direction.y() + 1.0);
return (1.0 - t) * vec3(1.0, 1.0, 1.0) + t * vec3(0.5, 0.7, 1.0);
hit_record rec;
if (world->hit(r, 0.0, MAXFLOAT, rec))
{
return 0.5 * vec3(rec.normal.x() + 1, rec.normal.y() + 1, rec.normal.z() + 1);
}
else
{
vec3 unit_direction = unit_vector(r.direction());
float t = 0.5 * (unit_direction.y() + 1.0);
return (1.0 - t) * vec3(1.0, 1.0, 1.0) + t * vec3(0.5, 0.7, 1.0);
}
}
extern "C"
void
PluginUpdateAndRender(plugin_offscreen_buffer *Buffer)
{
int ns = 1;
int Pitch = Buffer->Pitch;
uint8_t *Row = (uint8_t *)Buffer->Memory;
vec3 lower_left_corner(-2.0, -1.0, -1.0);
vec3 horizontal(4.0, 0.0, 0.0);
vec3 vertical(0.0, 2.0, 0.0);
vec3 origin(0.0, 0.0, 0.0);
target *list[2];
list[0] = new sphere(vec3(0, 0, -1), 0.5);
list[1] = new sphere(vec3(0, -100.5, -1), 100);
target *world = new target_list(list, 2);
camera cam;
for(int j = Buffer->Height - 1; j >= 0; j--)
{
uint32_t *Pixel = (uint32_t *)Row;
for(int i = 0; i < Buffer->Width; i++)
{
float u = float(i) / float(Buffer->Width);
float v = float(j) / float(Buffer->Height);
ray r(origin, lower_left_corner + u * horizontal + v * vertical);
vec3 col = color(r);
vec3 col(0, 0, 0);
for (int s = 0; s < ns; s++)
{
float u = float(i + drand48()) / float(Buffer->Width);
float v = float(j + drand48()) / float(Buffer->Height);
ray r = cam.get_ray(u, v);
vec3 p = r.point_at_parameter(2.0);
col += color(r, world);
}
col /= float(ns);
int ir = int(255.99 * col[0]);
int ig = int(255.99 * col[1]);
int ib = int(255.99 * col[2]);