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main.cpp
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88 lines (79 loc) · 2.72 KB
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#include <iostream>
#include <random>
#include "ray.h"
#include "sphere.h"
#include "hitableList.h"
#include "float.h"
#include "camera.h"
#include "material.h"
vec3 color(const ray& r, hitable *world, int depth) {
hit_record rec;
if(world->hit(r, 0.001, DBL_MAX, rec)) {
ray scattered;
vec3 attenuation;
if(depth < 50 && rec.matPtr->scatter(r, rec, attenuation, scattered)) {
return attenuation * color(scattered, world, depth+1);
} else {
return vec3(0,0,0);
}
} else {
vec3 unitDirection = unitVector(r.direction());
double t = 0.5*(unitDirection.y() + 1.0);
return (1.0-t)*vec3(1.0, 1.0, 1.0) + t*vec3(0.5, 0.7, 1.0);
}
}
hitable *randomScene() {
int n = 500;
hitable **list = new hitable*[n+1];
list[0] = new sphere(vec3(0, -1000, 0), 1000, new lambertian(vec3(0.5, 0.5, 0.5)));
int i = 1;
for(int a = -11; a < 11; a++) {
for(int b = -11; b < 11; b++) {
double chooseMat = drand48();
vec3 center(a+0.9*drand48(), 0.2, b+0.9*drand48());
if((center - vec3(4, 0.2, 0)).length() > 0.9) {
if(chooseMat < 0.8) {
list[i++] = new sphere(center, 0.2, new lambertian(vec3(drand48()*drand48(), drand48()*drand48(), drand48()*drand48())));
} else if(chooseMat < 0.75) {
list[i++] = new sphere(center, 0.2, new metal(vec3(0.5*(1+drand48()), 0.5*(1 + drand48()), 0.5*(1 + drand48())), 0.5*drand48()));
} else {
list[i++] = new sphere(center, 0.2, new dielectric(1.5));
}
}
}
}
list[i++] = new sphere(vec3(0, 1, 0), 1.0, new dielectric(1.5));
list[i++] = new sphere(vec3(-4, 1, 0), 1.0, new lambertian(vec3(0.4, 0.2, 0.1)));
list[i++] = new sphere(vec3(4, 1, 0), 1.0, new metal(vec3(0.7, 0.6, 0.5), 0.0));
return new hitableList(list, i);
}
int main() {
int nx = 1200;
int ny = 800;
int ns = 10;
std::cout << "P3\n" << nx << " " << ny << "\n255\n";
hitable *world = randomScene();
vec3 lookFrom(13, 2, 3);
vec3 lookAt(0, 0, 0);
double distToFocus = 10.0;
double aperature = 0.1;
camera cam(lookFrom, lookAt, vec3(0, 1, 0), 20, double(nx)/double(ny), aperature, distToFocus);
for(int j = ny-1; j >= 0; j--) {
for(int i = 0; i < nx; i++) {
vec3 col(0,0,0);
for(int k = 0; k < ns; k++) {
double u = double(i + drand48()) / double(nx);
double v = double(j + drand48()) / double(ny);
ray r = cam.getRay(u, v);
vec3 p = r.pointAtParameter(2.0);
col += color(r, world,0);
}
col /= double(ns);
col = vec3(sqrt(col[0]), sqrt(col[1]), sqrt(col[2]));
int ir = int(255.99 * col[0]);
int ig = int(255.99 * col[1]);
int ib = int(255.99 * col[2]);
std::cout << ir << " " << ig << " " << ib << "\n";
}
}
}