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main.cpp
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main.cpp
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#include <iostream>
#include "camera.h"
#include "float.h"
#include "hitable_list.h"
#include "material.h"
#include "sphere.h"
using namespace std;
vec3 color(const ray& r, hitable* world, int depth) {
hit_record rec;
if (world->hit(r, 0.001, MAXFLOAT, 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 < 0.8) { // diffuse
list[i++] = new sphere(
center, 0.2,
new lambertian(vec3(drand48() * drand48() * drand48(),
drand48() * drand48() * drand48(),
drand48() * drand48() * drand48())));
} else if (choose_mat < 0.95) { // 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 = 1200;
int ny = 800;
int ns = 10;
cout << "P3\n" << nx << " " << ny << "\n255\n";
hitable* world = random_scene();
vec3 lookfrom(13, 2, 3);
vec3 lookat(0, 0, 0);
float dist_to_focus = 10.0;
float apeture = 0.1;
camera cam(lookfrom, lookat, vec3(0, 1, 0), 20, float(nx) / float(ny),
apeture, 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);
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]);
cout << ir << " " << ig << " " << ib << endl;
}
}
return 0;
}