Threaded progressive renderer
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30
src/engine/renderengine.cpp
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30
src/engine/renderengine.cpp
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#include "renderengine.hpp"
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#include "../pixel.hpp"
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#include "../definitions/primatives/primative.hpp"
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#include "../definitions/scene.hpp"
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#include "../definitions/ray.hpp"
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RenderEngine::RenderEngine() {
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}
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void RenderEngine::SetScene(Scene* scene) {
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m_scene = scene;
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}
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glm::vec3 RenderEngine::GetColour(Ray ray, int depth) {
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float t; Primative* hit = nullptr;
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bool didhit = TraceRayScene(ray, m_scene, t, hit);
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if (!didhit) {
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return m_scene->SampleSky(ray);
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}
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glm::vec3 hitPoint = ray.origin + ray.direction * t;
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glm::vec3 normal = hit->SurfaceNormal(hitPoint);
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return { (normal.x + 1.0f) * 127.5f, (normal.y + 1.0f) * 127.5f, (normal.z + 1.0f) * 127.5f };
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}
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