#include "rt.h"
struct framebuffer fb;
+struct thread_pool *tpool;
+float view_xform[16];
+float vfov = M_PI / 4;
+
+static float aspect;
+
+static void ray_trace(cgm_vec3 *color, cgm_ray *ray);
+static void primary_ray(cgm_ray *ray, int x, int y, int sample);
int fbsize(int width, int height)
{
fb.pixels = tmp;
fb.width = width;
fb.height = height;
+
+ aspect = (float)fb.width / (float)fb.height;
+
return 0;
}
void render(void)
{
int i, j;
+ cgm_ray ray;
cgm_vec3 *fbptr = fb.pixels;
for(i=0; i<fb.height; i++) {
for(j=0; j<fb.width; j++) {
- if(i < 3 || i >= fb.height - 3 || j < 3 || j >= fb.width - 3) {
- fbptr->x = 1.0f;
- fbptr->y = fbptr->z = 0.0f;
- } else {
- fbptr->x = fbptr->z = 0.0f;
- fbptr->y = 1.0f;
- }
+ primary_ray(&ray, j, i, 0);
+ ray_trace(fbptr, &ray);
fbptr++;
}
}
}
+
+static void ray_trace(cgm_vec3 *color, cgm_ray *ray)
+{
+ color->x = ray->dir.x * 0.5f + 0.5f;
+ color->y = ray->dir.y * 0.5f + 0.5f;
+ color->z = 0.0f;
+}
+
+static void primary_ray(cgm_ray *ray, int x, int y, int sample)
+{
+ ray->origin.x = ray->origin.y = ray->origin.z = 0.0f;
+ ray->dir.x = (2.0f * (float)x / (float)fb.width - 1.0f) * aspect;
+ ray->dir.y = 1.0f - 2.0f * (float)y / (float)fb.height;
+ ray->dir.z = -1.0f / tan(vfov / 2.0f);
+ cgm_vnormalize(&ray->dir);
+
+ /* TODO jitter */
+
+ cgm_rmul_mr(ray, view_xform);
+}