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main.cpp
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#include <float.h>
#include <time.h>
#include <iostream>
#include "bvh.h"
#include "camera.h"
#include "color.h"
#include "constant_medium.h"
#include "hittable_list.h"
#include "interval.h"
#include "material.h"
#include "quad.h"
#include "ray.h"
#include "rtweekend.h"
#include "sphere.h"
#include "texture.h"
#include "vec3.h"
void random_spheres() {
/* 生成场景 */
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), 1000, 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());
// 根据随机数 choose_mat 的取值大小随机生成 diffuse, metal, glass 材质的球
if ((center - point3(4, 0.2, 0)).length() > 0.9) {
shared_ptr<material> sphere_material;
if (choose_mat < 0.8) {
// diffuse, 漫反射材质, 反射光线在交点法线方向存在散射(漫反射)和衰减
auto albedo = color::random() * color::random();
sphere_material = make_shared<lambertian>(albedo);
// 增加可以移动的球
auto center2 = center + vec3(0, random_double(0, 0.5), 0);
world.add(make_shared<sphere>(center, center2, 0.2, sphere_material));
} else if (choose_mat < 0.95) {
// metal, 金属材质, 反射光线在理想反射光线方向存在散射(漫反射)和衰减
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 {
// glass, 玻璃材质, 反射光线存在折射,反射和衰减
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));
/* 设置相机和输出图像的属性 */
camera cam;
cam.aspect_ratio = 16.0 / 9.0; // 图像的长宽比
cam.image_width = 400; // 图像的宽(像素数)
cam.samples_per_pixel = 100; // 每个像素的采样光线数
cam.max_depth = 50; // 光线的最大深度
cam.vfov = 20; // 视场角
cam.lookfrom = point3(13, 2, 3); // 相机位置
cam.lookat = point3(0, 0, 0); // 相机观察的点
cam.vup = vec3(0, 1, 0); // 相机上方向向量
cam.defocus_angle = 0.6; // 模拟实际相机的散射角度(以实现景深效果)
cam.focus_dist = 10.0; // 模拟实际相机的理想焦距(以实现景深效果)
auto start = clock();
cam.render(world);
auto finish = clock();
std::clog << "Elapsed:" << (double)(finish - start) / (CLOCKS_PER_SEC)
<< "\n";
}
void two_spheres() {
hittable_list world;
auto checker =
make_shared<checker_texture>(0.8, color(.2, .3, .1), color(.9, .9, .9));
world.add(make_shared<sphere>(point3(0, -10, 0), 10,
make_shared<lambertian>(checker)));
world.add(make_shared<sphere>(point3(0, 10, 0), 10,
make_shared<lambertian>(checker)));
camera cam;
cam.aspect_ratio = 16.0 / 9.0;
cam.image_width = 400;
cam.samples_per_pixel = 100;
cam.max_depth = 50;
cam.vfov = 20;
cam.lookfrom = point3(13, 2, 3);
cam.lookat = point3(0, 0, 0);
cam.vup = vec3(0, 1, 0);
cam.defocus_angle = 0;
cam.render(world);
}
void earth() {
auto earth_texture = make_shared<image_texture>("earthmap.jpg");
auto earth_surface = make_shared<lambertian>(earth_texture);
auto globe = make_shared<sphere>(point3(0, 0, 0), 2, earth_surface);
camera cam;
cam.aspect_ratio = 16.0 / 9.0;
cam.image_width = 400;
cam.samples_per_pixel = 100;
cam.max_depth = 50;
cam.vfov = 20;
// 这里的 lookfrom 应该为 (12,0,0) 才能和网站上的结果相同
cam.lookfrom = point3(12, 0, 0);
cam.lookat = point3(0, 0, 0);
cam.vup = vec3(0, 1, 0);
cam.defocus_angle = 0;
cam.render(hittable_list(globe));
}
void two_perlin_spheres() {
hittable_list world;
auto pertext = make_shared<noise_texture>(4);
world.add(make_shared<sphere>(point3(0, -1000, 0), 1000,
make_shared<lambertian>(pertext)));
world.add(make_shared<sphere>(point3(0, 2, 0), 2,
make_shared<lambertian>(pertext)));
camera cam;
cam.aspect_ratio = 16.0 / 9.0;
cam.image_width = 400;
cam.samples_per_pixel = 100;
cam.max_depth = 50;
cam.vfov = 20;
cam.lookfrom = point3(13, 2, 3);
cam.lookat = point3(0, 0, 0);
cam.vup = vec3(0, 1, 0);
cam.defocus_angle = 0;
cam.render(world);
}
void quads() {
hittable_list world;
// Materials
auto left_red = make_shared<lambertian>(color(1.0, 0.2, 0.2));
auto back_green = make_shared<lambertian>(color(0.2, 1.0, 0.2));
auto right_blue = make_shared<lambertian>(color(0.2, 0.2, 1.0));
auto upper_orange = make_shared<lambertian>(color(1.0, 0.5, 0.0));
auto lower_teal = make_shared<lambertian>(color(0.2, 0.8, 0.8));
// Quads
world.add(make_shared<quad>(point3(-3, -2, 5), vec3(0, 0, -4), vec3(0, 4, 0),
left_red));
world.add(make_shared<quad>(point3(-2, -2, 0), vec3(4, 0, 0), vec3(0, 4, 0),
back_green));
world.add(make_shared<quad>(point3(3, -2, 1), vec3(0, 0, 4), vec3(0, 4, 0),
right_blue));
world.add(make_shared<quad>(point3(-2, 3, 1), vec3(4, 0, 0), vec3(0, 0, 4),
upper_orange));
world.add(make_shared<quad>(point3(-2, -3, 5), vec3(4, 0, 0), vec3(0, 0, -4),
lower_teal));
camera cam;
cam.aspect_ratio = 1.0;
cam.image_width = 400;
cam.samples_per_pixel = 100;
cam.max_depth = 50;
cam.vfov = 80;
cam.lookfrom = point3(0, 0, 9);
cam.lookat = point3(0, 0, 0);
cam.vup = vec3(0, 1, 0);
cam.defocus_angle = 0;
cam.render(world);
}
void simple_light() {
hittable_list world;
// perlin noise 纹理
auto pertext = make_shared<noise_texture>(4);
// 增加两个使用 perlin noise 纹理的球
world.add(make_shared<sphere>(point3(0, -1000, 0), 1000,
make_shared<lambertian>(pertext)));
world.add(make_shared<sphere>(point3(0, 2, 0), 2,
make_shared<lambertian>(pertext)));
// 增加一个自发光的球
auto difflight = make_shared<diffuse_light>(color(4, 4, 4));
world.add(make_shared<sphere>(point3(0, 7, 0), 2, difflight));
// 增加一个自发光的四边形
world.add(make_shared<quad>(point3(3, 1, -2), vec3(2, 0, 0), vec3(0, 2, 0),
difflight));
camera cam;
cam.aspect_ratio = 16.0 / 9.0;
cam.image_width = 400;
cam.samples_per_pixel = 100;
cam.max_depth = 50;
cam.background = color(0, 0, 0);
cam.vfov = 20;
cam.lookfrom = point3(26, 3, 6);
cam.lookat = point3(0, 2, 0);
cam.vup = vec3(0, 1, 0);
cam.defocus_angle = 0;
cam.render(world);
}
void cornell_box() {
// Cornell Box 场景
hittable_list world;
auto red = make_shared<lambertian>(color(.65, .05, .05));
auto white = make_shared<lambertian>(color(.73, .73, .73));
auto green = make_shared<lambertian>(color(.12, .45, .15));
auto light = make_shared<diffuse_light>(color(15, 15, 15));
// 增加 Cornel Box 的墙壁
world.add(make_shared<quad>(point3(555, 0, 0), vec3(0, 555, 0),
vec3(0, 0, 555), green));
world.add(make_shared<quad>(point3(0, 0, 0), vec3(0, 555, 0), vec3(0, 0, 555),
red));
world.add(make_shared<quad>(point3(343, 554, 332), vec3(-130, 0, 0),
vec3(0, 0, -105), light));
world.add(make_shared<quad>(point3(0, 0, 0), vec3(555, 0, 0), vec3(0, 0, 555),
white));
world.add(make_shared<quad>(point3(555, 555, 555), vec3(-555, 0, 0),
vec3(0, 0, -555), white));
world.add(make_shared<quad>(point3(0, 0, 555), vec3(555, 0, 0),
vec3(0, 555, 0), white));
// 在场景中增加两个四面体
// 必须先 rotate 再 translate
shared_ptr<hittable> box1 =
box(point3(0, 10, 0), point3(165, 330, 165), white);
box1 = make_shared<rotate_y>(box1, 15);
box1 = make_shared<translate>(box1, vec3(265, 0, 295));
world.add(box1);
shared_ptr<hittable> box2 =
box(point3(0, 0, 0), point3(165, 165, 165), white);
box2 = make_shared<rotate_y>(box2, -18);
box2 = make_shared<translate>(box2, vec3(130, 0, 65));
world.add(box2);
camera cam;
cam.aspect_ratio = 1.0;
cam.image_width = 400;
cam.samples_per_pixel = 100;
cam.max_depth = 10;
cam.background = color(0, 0, 0);
cam.vfov = 40;
cam.lookfrom = point3(278, 278, -800);
cam.lookat = point3(278, 278, 0);
cam.vup = vec3(0, 1, 0);
cam.defocus_angle = 0;
cam.render(world);
}
void cornell_smoke() {
hittable_list world;
auto red = make_shared<lambertian>(color(.65, .05, .05));
auto white = make_shared<lambertian>(color(.73, .73, .73));
auto green = make_shared<lambertian>(color(.12, .45, .15));
auto light = make_shared<diffuse_light>(color(7, 7, 7));
world.add(make_shared<quad>(point3(555, 0, 0), vec3(0, 555, 0),
vec3(0, 0, 555), green));
world.add(make_shared<quad>(point3(0, 0, 0), vec3(0, 555, 0), vec3(0, 0, 555),
red));
world.add(make_shared<quad>(point3(113, 554, 127), vec3(330, 0, 0),
vec3(0, 0, 305), light));
world.add(make_shared<quad>(point3(0, 555, 0), vec3(555, 0, 0),
vec3(0, 0, 555), white));
world.add(make_shared<quad>(point3(0, 0, 0), vec3(555, 0, 0), vec3(0, 0, 555),
white));
world.add(make_shared<quad>(point3(0, 0, 555), vec3(555, 0, 0),
vec3(0, 555, 0), white));
shared_ptr<hittable> box1 =
box(point3(0, 0, 0), point3(165, 330, 165), white);
box1 = make_shared<rotate_y>(box1, 15);
box1 = make_shared<translate>(box1, vec3(265, 0, 295));
shared_ptr<hittable> box2 =
box(point3(0, 0, 0), point3(165, 165, 165), white);
box2 = make_shared<rotate_y>(box2, -18);
box2 = make_shared<translate>(box2, vec3(130, 0, 65));
world.add(make_shared<constant_medium>(box1, 0.01, color(0, 0, 0)));
world.add(make_shared<constant_medium>(box2, 0.01, color(1, 1, 1)));
camera cam;
cam.aspect_ratio = 1.0;
cam.image_width = 600;
cam.samples_per_pixel = 200;
cam.max_depth = 50;
cam.background = color(0, 0, 0);
cam.vfov = 40;
cam.lookfrom = point3(278, 278, -800);
cam.lookat = point3(278, 278, 0);
cam.vup = vec3(0, 1, 0);
cam.defocus_angle = 0;
cam.render(world);
}
void final_scene(int image_width, int samples_per_pixel, int max_depth) {
hittable_list boxes1;
auto ground = make_shared<lambertian>(color(0.48, 0.83, 0.53));
int boxes_per_side = 20;
for (int i = 0; i < boxes_per_side; i++) {
for (int j = 0; j < boxes_per_side; j++) {
auto w = 100.0;
auto x0 = -1000.0 + i * w;
auto z0 = -1000.0 + j * w;
auto y0 = 0.0;
auto x1 = x0 + w;
auto y1 = random_double(1, 101);
auto z1 = z0 + w;
boxes1.add(box(point3(x0, y0, z0), point3(x1, y1, z1), ground));
}
}
hittable_list world;
world.add(make_shared<bvh_node>(boxes1));
auto light = make_shared<diffuse_light>(color(7, 7, 7));
world.add(make_shared<quad>(point3(123, 554, 147), vec3(300, 0, 0),
vec3(0, 0, 265), light));
auto center1 = point3(400, 400, 200);
auto center2 = center1 + vec3(30, 0, 0);
auto sphere_material = make_shared<lambertian>(color(0.7, 0.3, 0.1));
world.add(make_shared<sphere>(center1, center2, 50, sphere_material));
world.add(make_shared<sphere>(point3(260, 150, 45), 50,
make_shared<dielectric>(1.5)));
world.add(make_shared<sphere>(point3(0, 150, 145), 50,
make_shared<metal>(color(0.8, 0.8, 0.9), 1.0)));
auto boundary = make_shared<sphere>(point3(360, 150, 145), 70,
make_shared<dielectric>(1.5));
world.add(boundary);
world.add(make_shared<constant_medium>(boundary, 0.2, color(0.2, 0.4, 0.9)));
boundary =
make_shared<sphere>(point3(0, 0, 0), 5000, make_shared<dielectric>(1.5));
world.add(make_shared<constant_medium>(boundary, .0001, color(1, 1, 1)));
auto emat =
make_shared<lambertian>(make_shared<image_texture>("earthmap.jpg"));
world.add(make_shared<sphere>(point3(400, 200, 400), 100, emat));
auto pertext = make_shared<noise_texture>(0.1);
world.add(make_shared<sphere>(point3(220, 280, 300), 80,
make_shared<lambertian>(pertext)));
hittable_list boxes2;
auto white = make_shared<lambertian>(color(.73, .73, .73));
int ns = 1000;
for (int j = 0; j < ns; j++) {
boxes2.add(make_shared<sphere>(point3::random(0, 165), 10, white));
}
world.add(make_shared<translate>(
make_shared<rotate_y>(make_shared<bvh_node>(boxes2), 15),
vec3(-100, 270, 395)));
camera cam;
cam.aspect_ratio = 1.0;
cam.image_width = image_width;
cam.samples_per_pixel = samples_per_pixel;
cam.max_depth = max_depth;
cam.background = color(0, 0, 0);
cam.vfov = 40;
cam.lookfrom = point3(478, 278, -600);
cam.lookat = point3(278, 278, 0);
cam.vup = vec3(0, 1, 0);
cam.defocus_angle = 0;
cam.render(world);
}
int main(int argc, char** argv) {
if (argc < 1) {
std::clog << "请输入要生成的场景参数id[0-9]."
<< "\n"
<< "例如: ./RayTracingTheNextWeek 0 > image.ppm"
<< "\n";
return -1;
}
int scene_id = int(argv[1][0] - '0');
switch (scene_id) {
case 0:
// 随机场景
random_spheres();
break;
case 1:
// 网格纹理
two_spheres();
break;
case 2:
// 地球image纹理
earth();
break;
case 3:
// perlin noise纹理
two_perlin_spheres();
break;
case 4:
// 四边形
quads();
break;
case 5:
// 光源
simple_light();
break;
case 6:
// 基础 cornell box
cornell_box();
break;
case 7:
// 带有烟雾材质的 cornell box
cornell_smoke();
break;
case 8:
// 最终的场景
final_scene(800, 10000, 40);
break;
case 9:
// 最终的场景
final_scene(400, 250, 4);
break;
default:
std::clog << "场景参数id需要在[0,9]之内."
<< "\n"
<< "例如: ./RayTracingTheNextWeek 0 > image.ppm"
<< "\n";
return -1;
}
return 0;
}