-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathmain.cpp
More file actions
125 lines (101 loc) · 4.18 KB
/
main.cpp
File metadata and controls
125 lines (101 loc) · 4.18 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
#include <iostream>
#include "sphere.h"
#include "hitable_list.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, FLT_MAX, rec)) {
ray scattered;
vec3 attenuation;
if (depth < 50 && rec.mat_ptr->scatter(r, rec, attenuation, scattered)) {
return attenuation*color(scattered, world, depth + 1);
}
else {
return vec3(0, 0, 0);
}
}
else {
vec3 unit_direction = unit_vector(r.direction());
float 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);
}
}
hitable *random_scene() {
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++){
float choose_mat = drand48();
vec3 center(a + 0.9*drand48(), 0.2, b + 0.9*drand48());
if ((center - vec3(4, 0.2, 0)).length() > 0.9){
if (choose_mat < 0.7) { // diffuse
list[i++] = new sphere(center,
0.2,
new lambertian(vec3(
drand48()*drand48(),
drand48()*drand48(),
drand48()*drand48())));
}
else if (choose_mat < .9) { // metal
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 { // glass
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 hitable_list(list, i);
}
int main() {
int nx = 900;
int ny = 600;
int ns = 100;
std::cout << "P3\n" << nx << " " << ny << "\n255\n";
// hitable *list[5];
// list[0] = new sphere(vec3(0, 0, -1), 0.5, new lambertian(vec3(0.1, 0.2, 0.5)));
// list[1] = new sphere(vec3(0, -100.5, -1), 100, new lambertian(vec3(0.8, 0.8, 0.0)));
// list[2] = new sphere(vec3(1, 0, -1), 0.5, new metal(vec3(0.8, 0.6, 0.2), 0.0));
// list[3] = new sphere(vec3(-1, 0, -1), 0.5, new dielectric(1.5));
// list[4] = new sphere(vec3(-1, 0, -1), -0.45, new dielectric(1.5));
// hitable *world = new hitable_list(list, 5);
hitable *world;
world = random_scene();
vec3 lookfrom(13, 2, 2);
vec3 lookat(0, 0, 0);
float dist_to_focus = (lookfrom - lookat).length();
float aperture = .1;
camera cam(lookfrom, lookat, vec3(0, 1, 0), 40,
float(nx)/float(ny), aperture, dist_to_focus);
for (int j = ny - 1; j >= 0; j--){
for (int i = 0; i < nx; i++){
vec3 col(0, 0, 0);
for (int s = 0; s < ns; s++) {
float u = float(i + drand48()) / float(nx);
float v = float(j + drand48()) / float(ny);
ray r = cam.get_ray(u, v);
vec3 p = r.point_at_parameter(2.0);
col += color(r, world, 0);
}
col /= float(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";
}
}
}