C++ 渲染器主函数:Render() 的详细解析
该函数是渲染器的主要函数,用于遍历图像中的所有像素,并生成主光线并将这些光线投射到场景中。渲染结果保存在帧缓冲区中,并保存为文件。
在函数内部,首先创建一个大小为'场景宽度 x 场景高度'的帧缓冲区。然后,使用视野角度(即FOV)计算比例因子,并计算图像的宽高比。接下来,使用初始眼睛位置(即(0,0,0))创建一个循环,遍历每个像素。对于每个像素,计算出通过它的光线方向,并将其保存在一个Vector3f对象中。然后使用该方向调用castRay函数,该函数将返回该光线在场景中的颜色值,并将其存储在帧缓冲区中的相应位置。最后,将帧缓冲区中的内容保存到名为'binary.ppm'的文件中。
需要注意的是,x和y的计算使用了当前像素的位置,因此需要将其归一化为[0,1]的范围。此外,生成的光线方向需要进行归一化处理。
代码示例:
// [comment]
// 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.
// [/comment]
void Renderer::Render(const Scene& scene)
{
std::vector<Vector3f> framebuffer(scene.width * scene.height);
//
float scale = std::tan(deg2rad(scene.fov * 0.5f));
//宽高比
float imageAspectRatio = (float)scene.width / (float)scene.height;
// Use this variable as the eye position to start your rays.
Vector3f eye_pos(0);
int m = 0;
for (int j = 0; j < scene.height; ++j)
{
for (int i = 0; i < scene.width; ++i)
{
// generate primary ray direction
float x = (2*(((float)i+0.5)/scene.width-1) * imageAspectRatio * scale;
float y = (1.0-2*((float)j+0.5)/scene.height) * scale;
// 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*
//vector = op,说明scene在z=-1,故znear距离人眼距离=1
Vector3f dir = normalize(Vector3f(x, y, -1)); // Don't forget to normalize this direction!
framebuffer[m++] = castRay(eye_pos, dir, scene, 0);
}
UpdateProgress(j / (float)scene.height);
}
// 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] = (char)(255 * clamp(0, 1, framebuffer[i].x));
color[1] = (char)(255 * clamp(0, 1, framebuffer[i].y));
color[2] = (char)(255 * clamp(0, 1, framebuffer[i].z));
fwrite(color, 1, 3, fp);
}
fclose(fp);
}
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