Games101 作业6 AABB包围盒 + BVH 加速结构

       老规矩,上 学霸笔记

       光线生成

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
            float x = (2 * (i + 0.5) / (float)scene.width - 1) *
                      imageAspectRatio * scale;
            float y = (1 - 2 * (j + 0.5) / (float)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*

            // Don't forget to normalize this direction!
            Vector3f dir = Vector3f(x, y, -1);
            dir = normalize(dir);
            Ray ray = Ray(eye_pos, dir);
            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
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