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Copy pathmain.cpp
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146 lines (125 loc) · 4.46 KB
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#include "utils.h"
#include "hittable_list.h"
#include "sphere.h"
#include "camera.h"
#include "material.h"
#include <iostream>
hittable_list random_scene()
{
hittable_list world;
auto ground_material = make_shared<lambertian>(color(0.5, 0.5, 0.5));
world.add(make_shared<sphere>(point3(0, -1000, 0), 1090, ground_material));
for (int a = -11; a < 11; a++)
{
for (int b = -11; b < 11; b++)
{
auto choose_mat = random_double();
point3 center(a + 0.9 * random_double(), 0.2, b + 0.9 * random_double());
if ((center - point3(4, 0.2, 0)).length() > 0.9)
{
shared_ptr<material> sphere_material;
if (choose_mat < 0.8)
{
auto albedo = color::random() * color::random();
sphere_material = make_shared<lambertian>(albedo);
world.add(make_shared<sphere>(center, 0.2, sphere_material));
}
else if (choose_mat < 0.95)
{
auto albedo = color::random(0.5, 1);
auto fuzz = random_double(0, 0.5);
sphere_material = make_shared<metal>(albedo, fuzz);
world.add(make_shared<sphere>(center, 0.2, sphere_material));
}
else
{
sphere_material = make_shared<dielectric>(1.5);
world.add(make_shared<sphere>(center, 0.2, sphere_material));
}
}
}
}
auto material1 = make_shared<dielectric>(1.5);
world.add(make_shared<sphere>(point3(0, 1, 0), 1.0, material1));
auto material2 = make_shared<lambertian>(color(0.4, 0.2, 0.1));
world.add(make_shared<sphere>(point3(-4, 1, 0), 1.0, material2));
auto material3 = make_shared<metal>(color(0.7, 0.6, 0.5), 0.0);
world.add(make_shared<sphere>(point3(4, 1, 0), 1.0, material3));
return world;
}
double hit_sphere(vec3 center, double radius, const ray &r)
{
vec3 oc = r.origin() - center;
auto a = dot(r.direction(), r.direction());
auto half_b = dot(oc, r.direction());
auto c = dot(oc, oc) - radius * radius;
auto discriminant = half_b * half_b - a * c;
if (discriminant < 0)
{
return -1.0;
}
else
{
return (-half_b - sqrt(discriminant)) / a;
}
}
color ray_color(const ray &r, const hittable &world, int depth)
{
hit_record rec;
if (depth <= 0)
return color(0, 0, 0);
if (world.hit(r, 0.001, infinity, rec))
{
ray scattered;
color attenuation;
if (rec.mat_ptr->scatter(r, rec, attenuation, scattered))
return attenuation * ray_color(scattered, world, depth - 1);
return color(0, 0, 0);
// point3 target = rec.p + random_in_hemisphere(rec.normal);
// return 0.5 * ray_color(ray(rec.p, target - rec.p), world, depth - 1);
// return 0.5 * (rec.normal + color(1,1,1);
}
vec3 unit_direction = unit_vector(r.direction());
auto t = 0.5 * (unit_direction.y() + 1.0);
return (1.0 - t) * vec3(1.0, 1.0, 1.0) + t * vec3(0.5, 0.7, 1.0);
}
int main()
{
const auto aspect_ratio = 16.0 / 9.0;
const int image_width = 600;
const int image_height = static_cast<int>(image_width / aspect_ratio);
const int samples_per_pixel = 100;
const int max_depth = 50;
std::cout << "P3\n"
<< image_width << " " << image_height << "\n255\n";
// hittable_list world = random_scene();
hittable_list world;
world.add(make_shared<sphere>(point3(0, 0, -1), 0.5, make_shared<lambertian>(color(.1, .2, .5))));
world.add(make_shared<sphere>(point3(0, -100.5, -1), 100, make_shared<lambertian>(color(.8, .8, 0.))));
world.add(make_shared<sphere>(point3(1, 0, -1), 0.5, make_shared<metal>(color(.8, .6, .2), 0.3)));
world.add(make_shared<sphere>(point3(-1, 0, -1), 0.5, make_shared<dielectric>(1.5)));
world.add(make_shared<sphere>(point3(-1, 0, -1), -0.45, make_shared<dielectric>(1.5)));
point3 lookfrom(3, 3, 2);
point3 lookat(0, 0, -1);
vec3 vup(0, 1, 0);
auto dist_to_focus = (lookfrom - lookat).length();
auto aperture = 2.0;
camera cam(lookfrom, lookat, vup, 20, aspect_ratio, aperture, dist_to_focus);
for (int j = image_height - 1; j >= 0; --j)
{
std::cerr << "\rScanlines remaining: " << j << ' ' << std::flush;
for (int i = 0; i < image_width; ++i)
{
color pixel_color(0, 0, 0);
for (int s = 0; s < samples_per_pixel; ++s)
{
auto u = (i + random_double(0, 1)) / (image_width - 1);
auto v = (j + random_double(0, 1)) / (image_height - 1);
ray r = cam.get_ray(u, v);
pixel_color += ray_color(r, world, max_depth);
}
pixel_color.write_color(std::cout, samples_per_pixel);
}
}
std::cerr << "\nDone.\n";
}