3D C/C++ tutorials - Ray tracing - CPU ray tracer 01 - Ray triangle intersection
3D C/C++ tutorials -> Ray tracing -> CPU ray tracer 01 - Ray triangle intersection
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To compile and run these tutorials some or all of these libraries are required: FreeImage 3.16.0, GLEW 1.11.0, GLUT 3.7.6 / GLUT for Dev-C++, GLM 0.9.5.4
cpu_ray_tracer.h
#include <windows.h>

#include "string.h"
#include "glmath.h"

// ----------------------------------------------------------------------------------------------------------------------------

class CCamera
{
public:
    vec3 X, Y, Z, Reference, Position;
    mat4x4 Vin, Pin, VPin, RayMatrix;

public:
    CCamera();
    ~CCamera();

    void CalculateRayMatrix();
    void Look(const vec3 &Position, const vec3 &Reference, bool RotateAroundReference = false);
    bool OnKeyDown(UINT nChar);
    void OnMouseMove(int dx, int dy);
    void OnMouseWheel(short zDelta);
};

// ----------------------------------------------------------------------------------------------------------------------------

class CTriangle
{
public:
    float D, D1, D2, D3;
    vec3 a, b, c, Color, N, N1, N2, N3;

public:
    CTriangle();
    CTriangle(const vec3 &a, const vec3 &b, const vec3 &c, const vec3 &Color);

    bool Inside(const vec3 &Point);
    bool Intersect(const vec3 &Origin, const vec3 &Ray, float MaxDistance, float &Distance, vec3 &Point);
    bool Intersect(const vec3 &Origin, const vec3 &Ray, float MaxDistance, float &Distance);
    bool Intersect(const vec3 &Origin, const vec3 &Ray, float MaxDistance);
};

// ----------------------------------------------------------------------------------------------------------------------------

class RTData
{
public:
    float Distance, TestDistance;
    vec3 Color, Point, TestPoint;
    CTriangle *Triangle;

public:
    RTData();
};

// ----------------------------------------------------------------------------------------------------------------------------

class CRayTracer
{
private:
    BYTE *ColorBuffer;
    BITMAPINFO ColorBufferInfo;
    int Width, LineWidth, Height;

protected:
    CTriangle *Triangles, *LastTriangle;
    int TrianglesCount;

public:
    bool SuperSampling;

public:
    CRayTracer();
    ~CRayTracer();

    bool Init();
    void RayTrace(int x, int y);
    void Resize(int Width, int Height);
    void Destroy();

    void ClearColorBuffer();
    void SwapBuffers(HDC hDC);

protected:
    vec3 RayTrace(const vec3 &Origin, const vec3 &Ray);

protected:
    virtual bool InitScene() = 0;
};

// ----------------------------------------------------------------------------------------------------------------------------

class CMyRayTracer : public CRayTracer
{
protected:
    bool InitScene();
};

// ----------------------------------------------------------------------------------------------------------------------------

class CWnd
{
protected:
    char *WindowName;
    HWND hWnd;
    int Width, Height, x, y, LastX, LastY;

public:
    CWnd();
    ~CWnd();

    bool Create(HINSTANCE hInstance, char *WindowName, int Width, int Height);
    void RePaint();
    void Show(bool Maximized = false);
    void MsgLoop();
    void Destroy();

    void OnKeyDown(UINT Key);
    void OnMouseMove(int X, int Y);
    void OnMouseWheel(short zDelta);
    void OnPaint();
    void OnRButtonDown(int X, int Y);
    void OnSize(int Width, int Height);
};

// ----------------------------------------------------------------------------------------------------------------------------

LRESULT CALLBACK WndProc(HWND hWnd, UINT uiMsg, WPARAM wParam, LPARAM lParam);
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR sCmdLine, int iShow);
cpu_ray_tracer.cpp
#include "cpu_ray_tracer.h"

// ----------------------------------------------------------------------------------------------------------------------------

CString ErrorLog;

// ----------------------------------------------------------------------------------------------------------------------------

CCamera::CCamera()
{
    X = vec3(1.0, 0.0, 0.0);
    Y = vec3(0.0, 1.0, 0.0);
    Z = vec3(0.0, 0.0, 1.0);

    Reference = vec3(0.0, 0.0, 0.0);
    Position = vec3(0.0, 0.0, 5.0);
}

CCamera::~CCamera()
{
}

void CCamera::CalculateRayMatrix()
{
    Vin[0] = X.x; Vin[4] = Y.x; Vin[8] = Z.x;
    Vin[1] = X.y; Vin[5] = Y.y; Vin[9] = Z.y;
    Vin[2] = X.z; Vin[6] = Y.z; Vin[10] = Z.z;

    RayMatrix = Vin * Pin * BiasMatrixInverse * VPin;
}

void CCamera::Look(const vec3 &Position, const vec3 &Reference, bool RotateAroundReference)
{
    this->Reference = Reference;
    this->Position = Position;

    Z = normalize(Position - Reference);
    X = normalize(cross(vec3(0.0f, 1.0f, 0.0f), Z));
    Y = cross(Z, X);

    if(!RotateAroundReference)
    {
        this->Reference = this->Position;
        this->Position += Z * 0.05f;
    }

    CalculateRayMatrix();
}

bool CCamera::OnKeyDown(UINT nChar)
{
    float Distance = 0.125f;

    if(GetKeyState(VK_CONTROL) & 0x80) Distance *= 0.5f;
    if(GetKeyState(VK_SHIFT) & 0x80) Distance *= 2.0f;

    vec3 Up(0.0f, 1.0f, 0.0f);
    vec3 Right = X;
    vec3 Forward = cross(Up, Right);

    Up *= Distance;
    Right *= Distance;
    Forward *= Distance;

    vec3 Movement;

    if(nChar == 'W') Movement += Forward;
    if(nChar == 'S') Movement -= Forward;
    if(nChar == 'A') Movement -= Right;
    if(nChar == 'D') Movement += Right;
    if(nChar == 'R') Movement += Up;
    if(nChar == 'F') Movement -= Up;

    Reference += Movement;
    Position += Movement;

    return Movement.x != 0.0f || Movement.y != 0.0f || Movement.z != 0.0f;
}

void CCamera::OnMouseMove(int dx, int dy)
{
    float sensitivity = 0.25f;

    float hangle = (float)dx * sensitivity;
    float vangle = (float)dy * sensitivity;

    Position -= Reference;

    Y = rotate(Y, vangle, X);
    Z = rotate(Z, vangle, X);

    if(Y.y < 0.0f)
    {
        Z = vec3(0.0f, Z.y > 0.0f ? 1.0f : -1.0f, 0.0f);
        Y = cross(Z, X);
    }

    X = rotate(X, hangle, vec3(0.0f, 1.0f, 0.0f));
    Y = rotate(Y, hangle, vec3(0.0f, 1.0f, 0.0f));
    Z = rotate(Z, hangle, vec3(0.0f, 1.0f, 0.0f));

    Position = Reference + Z * length(Position);

    CalculateRayMatrix();
}

void CCamera::OnMouseWheel(short zDelta)
{
    Position -= Reference;

    if(zDelta < 0 && length(Position) < 500.0f)
    {
        Position += Position * 0.1f;
    }

    if(zDelta > 0 && length(Position) > 0.05f)
    {
        Position -= Position * 0.1f;
    }

    Position += Reference;
}

// ----------------------------------------------------------------------------------------------------------------------------

CCamera Camera;

// ----------------------------------------------------------------------------------------------------------------------------

CTriangle::CTriangle()
{
}

CTriangle::CTriangle(const vec3 &a, const vec3 &b, const vec3 &c, const vec3 &Color) : a(a), b(b), c(c), Color(Color)
{
    N = normalize(cross(b - a, c - a));
    D = -dot(N, a);

    N1 = normalize(cross(N, b - a));
    D1 = -dot(N1, a);

    N2 = normalize(cross(N, c - b));
    D2 = -dot(N2, b);

    N3 = normalize(cross(N, a - c));
    D3 = -dot(N3, c);
}

bool CTriangle::Inside(const vec3 &Point)
{
    if(dot(N1, Point) + D1 < 0.0f) return false;
    if(dot(N2, Point) + D2 < 0.0f) return false;
    if(dot(N3, Point) + D3 < 0.0f) return false;

    return true;
}

bool CTriangle::Intersect(const vec3 &Origin, const vec3 &Ray, float MaxDistance, float &Distance, vec3 &Point)
{
    float NdotR = -dot(N, Ray);

    if(NdotR > 0.0f)
    {
        Distance = (dot(N, Origin) + D) / NdotR;

        if(Distance >= 0.0f && Distance < MaxDistance)
        {
            Point = Ray * Distance + Origin;

            return Inside(Point);
        }
    }

    return false;
}

bool CTriangle::Intersect(const vec3 &Origin, const vec3 &Ray, float MaxDistance, float &Distance)
{
    float NdotR = -dot(N, Ray);

    if(NdotR > 0.0f)
    {
        Distance = (dot(N, Origin) + D) / NdotR;

        if(Distance >= 0.0f && Distance < MaxDistance)
        {
            return Inside(Ray * Distance + Origin);
        }
    }

    return false;
}

bool CTriangle::Intersect(const vec3 &Origin, const vec3 &Ray, float MaxDistance)
{
    float NdotR = -dot(N, Ray);

    if(NdotR > 0.0f)
    {
        float Distance = (dot(N, Origin) + D) / NdotR;

        if(Distance >= 0.0f && Distance < MaxDistance)
        {
            return Inside(Ray * Distance + Origin);
        }
    }

    return false;
}

// ----------------------------------------------------------------------------------------------------------------------------

RTData::RTData()
{
    Distance = 1048576.0f;
    Triangle = NULL;
}

// ----------------------------------------------------------------------------------------------------------------------------

CRayTracer::CRayTracer()
{
    ColorBuffer = NULL;

    Triangles = NULL;
    LastTriangle = NULL;
    TrianglesCount = 0;

    SuperSampling = false;
}

CRayTracer::~CRayTracer()
{
}

bool CRayTracer::Init()
{
    if(InitScene() == false)
    {
        return false;
    }

    LastTriangle = Triangles + TrianglesCount;

    return true;
}

void CRayTracer::RayTrace(int x, int y)
{
    if(ColorBuffer != NULL && Triangles != NULL && TrianglesCount > 0)
    {
        vec3 Color;

        if(!SuperSampling)
        {
            Color = RayTrace(Camera.Position, normalize(*(vec3*)&(Camera.RayMatrix * vec4((float)x + 0.5f, (float)y + 0.5f, 0.0f, 1.0f))));
        }
        else
        {
            for(float yy = 0.125f; yy < 1.0f; yy += 0.25f)
            {
                for(float xx = 0.125f; xx < 1.0f; xx += 0.25f)
                {
                    Color += RayTrace(Camera.Position, normalize(*(vec3*)&(Camera.RayMatrix * vec4((float)x + xx, (float)y + yy, 0.0f, 1.0f))));
                }
            }

            Color /= 16.0f;
        }

        BYTE *colorbuffer = (LineWidth * y + x) * 3 + ColorBuffer;

        colorbuffer[2] = Color.r <= 0.0f ? 0 : Color.r >= 1.0 ? 255 : (BYTE)(Color.r * 255);
        colorbuffer[1] = Color.g <= 0.0f ? 0 : Color.g >= 1.0 ? 255 : (BYTE)(Color.g * 255);
        colorbuffer[0] = Color.b <= 0.0f ? 0 : Color.b >= 1.0 ? 255 : (BYTE)(Color.b * 255);
    }
}

void CRayTracer::Resize(int Width, int Height)
{
    this->Width = Width;
    this->Height = Height;

    if(ColorBuffer != NULL)
    {
        delete [] ColorBuffer;
        ColorBuffer = NULL;
    }

    if(Width > 0 && Height > 0)
    {
        LineWidth = Width;

        int WidthMod4 = Width % 4;

        if(WidthMod4 > 0)
        {
            LineWidth += 4 - WidthMod4;
        }

        ColorBuffer = new BYTE[LineWidth * Height * 3];

        memset(&ColorBufferInfo, 0, sizeof(BITMAPINFOHEADER));
        ColorBufferInfo.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
        ColorBufferInfo.bmiHeader.biPlanes = 1;
        ColorBufferInfo.bmiHeader.biBitCount = 24;
        ColorBufferInfo.bmiHeader.biCompression = BI_RGB;
        ColorBufferInfo.bmiHeader.biWidth = LineWidth;
        ColorBufferInfo.bmiHeader.biHeight = Height;

        Camera.VPin[0] = 1.0f / (float)Width;
        Camera.VPin[5] = 1.0f / (float)Height;

        float tany = tan(45.0f / 360.0f * (float)M_PI), aspect = (float)Width / (float)Height;

        Camera.Pin[0] = tany * aspect;
        Camera.Pin[5] = tany;
        Camera.Pin[10] = 0.0f;
        Camera.Pin[14] = -1.0f;

        Camera.CalculateRayMatrix();
    }
}

void CRayTracer::Destroy()
{
    if(Triangles != NULL)
    {
        delete [] Triangles;
        Triangles = NULL;
        LastTriangle = NULL;
        TrianglesCount = 0;
    }

    if(ColorBuffer != NULL)
    {
        delete [] ColorBuffer;
        ColorBuffer = NULL;
    }
}

void CRayTracer::ClearColorBuffer()
{
    if(ColorBuffer != NULL)
    {
        memset(ColorBuffer, 0, LineWidth * Height * 3);
    }
}

void CRayTracer::SwapBuffers(HDC hDC)
{
    if(ColorBuffer != NULL)
    {
        StretchDIBits(hDC, 0, 0, Width, Height, 0, 0, Width, Height, ColorBuffer, &ColorBufferInfo, DIB_RGB_COLORS, SRCCOPY);
    }
}

vec3 CRayTracer::RayTrace(const vec3 &Origin, const vec3 &Ray)
{
    RTData rtdata;

    for(CTriangle *Triangle = Triangles; Triangle < LastTriangle; Triangle++)
    {
        if(Triangle->Intersect(Origin, Ray, rtdata.Distance, rtdata.TestDistance, rtdata.TestPoint))
        {
            rtdata.Point = rtdata.TestPoint;
            rtdata.Distance = rtdata.TestDistance;
            rtdata.Triangle = Triangle;
        }
    }

    if(rtdata.Triangle)
    {
        rtdata.Color = rtdata.Triangle->Color;

        float NdotL = -dot(rtdata.Triangle->N, Ray);

        if(NdotL < 0.0f)
        {
            NdotL = 0.0f;
        }

        rtdata.Color *= 0.75f * NdotL + 0.25f;
    }

    return rtdata.Color;
}

// ----------------------------------------------------------------------------------------------------------------------------

bool CMyRayTracer::InitScene()
{
    bool Error = false;

    if(Error)
    {
        return false;
    }

    TrianglesCount = 12;

    Triangles = new CTriangle[TrianglesCount];

    int t = 0;

    Triangles[t++] = CTriangle(vec3( 0.5f, -0.5f,  0.5f), vec3( 0.5f, -0.5f, -0.5f), vec3( 0.5f,  0.5f, -0.5f), vec3(1.0f, 1.0f, 1.0f));
    Triangles[t++] = CTriangle(vec3( 0.5f,  0.5f, -0.5f), vec3( 0.5f,  0.5f,  0.5f), vec3( 0.5f, -0.5f,  0.5f), vec3(1.0f, 1.0f, 1.0f));
    Triangles[t++] = CTriangle(vec3(-0.5f, -0.5f, -0.5f), vec3(-0.5f, -0.5f,  0.5f), vec3(-0.5f,  0.5f,  0.5f), vec3(1.0f, 1.0f, 1.0f));
    Triangles[t++] = CTriangle(vec3(-0.5f,  0.5f,  0.5f), vec3(-0.5f,  0.5f, -0.5f), vec3(-0.5f, -0.5f, -0.5f), vec3(1.0f, 1.0f, 1.0f));
    Triangles[t++] = CTriangle(vec3(-0.5f,  0.5f,  0.5f), vec3( 0.5f,  0.5f,  0.5f), vec3( 0.5f,  0.5f, -0.5f), vec3(1.0f, 1.0f, 1.0f));
    Triangles[t++] = CTriangle(vec3( 0.5f,  0.5f, -0.5f), vec3(-0.5f,  0.5f, -0.5f), vec3(-0.5f,  0.5f,  0.5f), vec3(1.0f, 1.0f, 1.0f));
    Triangles[t++] = CTriangle(vec3(-0.5f, -0.5f, -0.5f), vec3( 0.5f, -0.5f, -0.5f), vec3( 0.5f, -0.5f,  0.5f), vec3(1.0f, 1.0f, 1.0f));
    Triangles[t++] = CTriangle(vec3( 0.5f, -0.5f,  0.5f), vec3(-0.5f, -0.5f,  0.5f), vec3(-0.5f, -0.5f, -0.5f), vec3(1.0f, 1.0f, 1.0f));
    Triangles[t++] = CTriangle(vec3(-0.5f, -0.5f,  0.5f), vec3( 0.5f, -0.5f,  0.5f), vec3( 0.5f,  0.5f,  0.5f), vec3(1.0f, 1.0f, 1.0f));
    Triangles[t++] = CTriangle(vec3( 0.5f,  0.5f,  0.5f), vec3(-0.5f,  0.5f,  0.5f), vec3(-0.5f, -0.5f,  0.5f), vec3(1.0f, 1.0f, 1.0f));
    Triangles[t++] = CTriangle(vec3( 0.5f, -0.5f, -0.5f), vec3(-0.5f, -0.5f, -0.5f), vec3(-0.5f,  0.5f, -0.5f), vec3(1.0f, 1.0f, 1.0f));
    Triangles[t++] = CTriangle(vec3(-0.5f,  0.5f, -0.5f), vec3( 0.5f,  0.5f, -0.5f), vec3( 0.5f, -0.5f, -0.5f), vec3(1.0f, 1.0f, 1.0f));

    Camera.Look(vec3(0.0f, 0.0f, 2.5f), vec3(0.0f, 0.0f, 0.0f), true);

    return true;
}

// ----------------------------------------------------------------------------------------------------------------------------

CMyRayTracer RayTracer;

// ----------------------------------------------------------------------------------------------------------------------------

CWnd::CWnd()
{
}

CWnd::~CWnd()
{
}

bool CWnd::Create(HINSTANCE hInstance, char *WindowName, int Width, int Height)
{
    WNDCLASSEX WndClassEx;

    memset(&WndClassEx, 0, sizeof(WNDCLASSEX));

    WndClassEx.cbSize = sizeof(WNDCLASSEX);
    WndClassEx.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW;
    WndClassEx.lpfnWndProc = WndProc;
    WndClassEx.hInstance = hInstance;
    WndClassEx.hIcon = LoadIcon(NULL, IDI_APPLICATION);
    WndClassEx.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
    WndClassEx.hCursor = LoadCursor(NULL, IDC_ARROW);
    WndClassEx.lpszClassName = "Win32CPURayTracerWindow";

    if(RegisterClassEx(&WndClassEx) == 0)
    {
        ErrorLog.Set("RegisterClassEx failed!");
        return false;
    }

    this->WindowName = WindowName;

    this->Width = Width;
    this->Height = Height;

    DWORD Style = WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS | WS_CLIPCHILDREN;

    if((hWnd = CreateWindowEx(WS_EX_APPWINDOW, WndClassEx.lpszClassName, WindowName, Style, 0, 0, Width, Height, NULL, NULL, hInstance, NULL)) == NULL)
    {
        ErrorLog.Set("CreateWindowEx failed!");
        return false;
    }

    return RayTracer.Init();
}

void CWnd::RePaint()
{
    x = y = 0;
    InvalidateRect(hWnd, NULL, FALSE);
}

void CWnd::Show(bool Maximized)
{
    RECT dRect, wRect, cRect;

    GetWindowRect(GetDesktopWindow(), &dRect);
    GetWindowRect(hWnd, &wRect);
    GetClientRect(hWnd, &cRect);

    wRect.right += Width - cRect.right;
    wRect.bottom += Height - cRect.bottom;

    wRect.right -= wRect.left;
    wRect.bottom -= wRect.top;

    wRect.left = dRect.right / 2 - wRect.right / 2;
    wRect.top = dRect.bottom / 2 - wRect.bottom / 2;

    MoveWindow(hWnd, wRect.left, wRect.top, wRect.right, wRect.bottom, FALSE);

    ShowWindow(hWnd, Maximized ? SW_SHOWMAXIMIZED : SW_SHOWNORMAL);
}

void CWnd::MsgLoop()
{
    MSG Msg;

    while(GetMessage(&Msg, NULL, 0, 0) > 0)
    {
        TranslateMessage(&Msg);
        DispatchMessage(&Msg);
    }
}

void CWnd::Destroy()
{
    RayTracer.Destroy();

    DestroyWindow(hWnd);
}

void CWnd::OnKeyDown(UINT Key)
{
    switch(Key)
    {
        case VK_F1:
            RayTracer.SuperSampling = !RayTracer.SuperSampling;
            RePaint();
            break;
    }

    if(Camera.OnKeyDown(Key))
    {
        RePaint();
    }
}

void CWnd::OnMouseMove(int X, int Y)
{
    if(GetKeyState(VK_RBUTTON) & 0x80)
    {
        Camera.OnMouseMove(LastX - X, LastY - Y);

        LastX = X;
        LastY = Y;

        RePaint();
    }
}

void CWnd::OnMouseWheel(short zDelta)
{
    Camera.OnMouseWheel(zDelta);

    RePaint();
}

void CWnd::OnPaint()
{
    PAINTSTRUCT ps;

    HDC hDC = BeginPaint(hWnd, &ps);

    static DWORD Start;
    static bool RayTracing;

    if(x == 0 && y == 0)
    {
        RayTracer.ClearColorBuffer();

        Start = GetTickCount();

        RayTracing = true;
    }

    DWORD start = GetTickCount();

    while(GetTickCount() - start < 125 && y < Height)
    {
        int x16 = x + 16, y16 = y + 16;

        for(int yy = y; yy < y16; yy++)
        {
            if(yy < Height)
            {
                for(int xx = x; xx < x16; xx++)
                {
                    if(xx < Width)
                    {
                        RayTracer.RayTrace(xx, yy);
                    }
                    else
                    {
                        break;
                    }
                }
            }
            else
            {
                break;
            }
        }

        x = x16;

        if(x >= Width)
        {
            x = 0;
            y = y16;
        }
    }

    RayTracer.SwapBuffers(hDC);

    if(RayTracing)
    {
        if(y >= Height)
        {
            RayTracing = false;
        }

        DWORD End = GetTickCount();

        CString text = WindowName;

        text.Append(" - %dx%d", Width, Height);
        text.Append(", Time: %.03f s", (float)(End - Start) * 0.001f);

        SetWindowText(hWnd, text);

        InvalidateRect(hWnd, NULL, FALSE);
    }

    EndPaint(hWnd, &ps);
}

void CWnd::OnRButtonDown(int X, int Y)
{
    LastX = X;
    LastY = Y;
}

void CWnd::OnSize(int Width, int Height)
{
    this->Width = Width;
    this->Height = Height;

    RayTracer.Resize(Width, Height);

    RePaint();
}

// ----------------------------------------------------------------------------------------------------------------------------

CWnd Wnd;

// ----------------------------------------------------------------------------------------------------------------------------

LRESULT CALLBACK WndProc(HWND hWnd, UINT uiMsg, WPARAM wParam, LPARAM lParam)
{
    switch(uiMsg)
    {
        case WM_CLOSE:
            PostQuitMessage(0);
            break;

        case WM_MOUSEMOVE:
            Wnd.OnMouseMove(LOWORD(lParam), HIWORD(lParam));
            break;

        case 0x020A: // WM_MOUSWHEEL
            Wnd.OnMouseWheel(HIWORD(wParam));
            break;

        case WM_KEYDOWN:
            Wnd.OnKeyDown((UINT)wParam);
            break;

        case WM_PAINT:
            Wnd.OnPaint();
            break;

        case WM_RBUTTONDOWN:
            Wnd.OnRButtonDown(LOWORD(lParam), HIWORD(lParam));
            break;

        case WM_SIZE:
            Wnd.OnSize(LOWORD(lParam), HIWORD(lParam));
            break;

        default:
            return DefWindowProc(hWnd, uiMsg, wParam, lParam);
    }

    return 0;
}

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR sCmdLine, int iShow)
{
    SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_HIGHEST);

    if(Wnd.Create(hInstance, "CPU ray tracer 01 - Ray triangle intersection", 800, 600))
    {
        Wnd.Show();
        Wnd.MsgLoop();
    }
    else
    {
        MessageBox(NULL, ErrorLog, "Error", MB_OK | MB_ICONERROR);
    }

    Wnd.Destroy();

    return 0;
}
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cpu_ray_tracer_01_ray_triangle_intersection.zip (Visual Studio 2005 Professional)
© 2010 - 2016 Bc. Michal Belanec, michalbelanec (at) centrum (dot) sk
Last update June 25, 2016
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