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-rw-r--r--aa.h2
-rw-r--r--hitlist.h4
-rw-r--r--main_simple_scanner.cpp2
-rw-r--r--viewport.h8
4 files changed, 7 insertions, 9 deletions
diff --git a/aa.h b/aa.h
index ed3bc7f..2c4c4e4 100644
--- a/aa.h
+++ b/aa.h
@@ -27,7 +27,7 @@ public:
delete subviews;
}
- virtual bitmap<T> render(const hitlist<T> &world, vec3d viewpoint, uint16_t image_width, uint16_t image_height) {
+ virtual bitmap<T> render(const hitlist &world, vec3d viewpoint, uint16_t image_width, uint16_t image_height) {
const unsigned hwcc = std::thread::hardware_concurrency();
std::cerr << "Rendering with " << hwcc << " thread(s)." << std::endl;
diff --git a/hitlist.h b/hitlist.h
index 02c942a..8625cb5 100644
--- a/hitlist.h
+++ b/hitlist.h
@@ -28,7 +28,6 @@
//#define DIFFUSE_HEMI // Diffuse with hemispherical scattering, i.e. using a normalized random vector within the hemisphere
// A world, T is color depth
-template<typename T>
class hitlist {
std::vector<std::shared_ptr<object>> objects;
@@ -43,6 +42,7 @@ public:
}
// Given a ray, compute the color.
+ template<typename T>
pixel<T> color(ray3d r, random_uv_gen_3d &ruvg, uint_fast32_t max_recursion_depth = 64) const {
assert(r.decay() == 1.0);
while (max_recursion_depth-- > 0) {
@@ -114,6 +114,4 @@ public:
}
};
-using hitlist8b = hitlist<uint8_t>;
-
#endif //RT_HITLIST_H
diff --git a/main_simple_scanner.cpp b/main_simple_scanner.cpp
index 67a41d9..806fcfe 100644
--- a/main_simple_scanner.cpp
+++ b/main_simple_scanner.cpp
@@ -35,7 +35,7 @@ void generate_image(uint16_t image_width, uint16_t image_height, double viewport
} else {
vp = new aa_viewport<T>{viewport_width, viewport_width / r, vec3d{0, 0, -focal_length}, samples};
}
- hitlist<T> world;
+ hitlist world;
world.add_object(std::make_shared<sphere>(
vec3d{0, -100.5, -1},
100)); // the earth
diff --git a/viewport.h b/viewport.h
index 1e3eaf0..85d17f5 100644
--- a/viewport.h
+++ b/viewport.h
@@ -43,7 +43,7 @@ public:
template<typename T>
class viewport {
public:
- virtual bitmap<T> render(const hitlist<T> &world, vec3d viewpoint, uint16_t image_width, uint16_t image_height) = 0;
+ virtual bitmap<T> render(const hitlist &world, vec3d viewpoint, uint16_t image_width, uint16_t image_height) = 0;
virtual ~viewport() = default;
};
@@ -61,7 +61,7 @@ public:
half_width(width / 2.0), half_height(height / 2.0), center(viewport_center) {}
virtual bitmap<T>
- render(const hitlist<T> &world, vec3d viewpoint, uint16_t image_width, uint16_t image_height) override {
+ render(const hitlist &world, vec3d viewpoint, uint16_t image_width, uint16_t image_height) override {
bias_ctx bc{};
static constexpr uint64_t default_diffuse_seed = 123456789012345678ULL;
return render(world, viewpoint, image_width, image_height, bc, default_diffuse_seed);
@@ -73,7 +73,7 @@ public:
* @param by bias on y axis (0.0 <= by < 1.0)
* @return
*/
- virtual bitmap<T> render(const hitlist<T> &world, vec3d viewpoint,
+ virtual bitmap<T> render(const hitlist &world, vec3d viewpoint,
uint16_t image_width, uint16_t image_height,
bias_ctx &bias, uint64_t diffuse_seed) const {
bitmap<T> image{image_width, image_height};
@@ -96,7 +96,7 @@ public:
}; // offset on screen plane
const auto dir = r + off; // direction vector from camera to current pixel on screen
ray3d ray{viewpoint, dir}; // from camera to pixel (on the viewport)
- const auto pixel = world.color(ray, ruvg);
+ const auto pixel = world.color<T>(ray, ruvg);
image.set(i + img_hw, -j + img_hh, pixel);
}
}