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main.cpp
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main.cpp
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#include <iostream>
#include <cctype>
#include <cfloat>
#include "drand48.h"
#include "sphere.h"
#include "hitable_list.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
{
// Make it an unit vector so -1.0 < y < 1.0
vec3 unit_direction = unit_vector(r.direction());
// Scale y to t such that 0.0 < t < 1.0
float t = 0.5 * (unit_direction.y() + 1.0);
// Linear blending(lerp) based on y coordinate
// Here top is blue(0.5,0.7,1.0) and bottom is white
// Formula: blend_color = (1-t)*white + t*blue
return (1.0 - t) * vec3(1.0, 1.0, 1.0) + t * vec3(0.5, 0.7, 1.0);
}
}
hitable *random_scene(int n)
{
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())));
}
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 argc, char *argv[])
{
int nx = 200;
int ny = 100;
int ns = 500;
if (argc > 2)
{
nx = atoi(argv[1]);
ny = atoi(argv[2]);
ns = atoi(argv[3]);
}
std::cout << "P3\n"
<< nx << " " << ny << "\n255\n";
// TODO: Build config file for objects to be added to scene.
hitable *world = random_scene(500);
vec3 lookfrom(13, 2, 3);
vec3 lookat(0, 0, 0);
float dist_to_focus = 10.0; //(lookfrom-lookat).length();
float aperture = 0.1;
camera cam(lookfrom, lookat, vec3(0, 1, 0), 20, 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";
}
}
}