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main.cpp
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#include <iostream>
#include <cmath>
#include "vec3.hpp"
#include "ray.hpp"
#include "color.hpp"
#include "hittable.hpp"
#include "hittable_list.hpp"
#include "utility.hpp"
#include "sphere.hpp"
#include "camera.hpp"
#include "material.hpp"
color ray_color(const ray& r,const hittable& world,int depth)
{
hit_record rec;
if (depth <= 0) return color(0,0,0);
if (world.hit(r, 0.001, infinity, rec))
{
ray scattered ;
color attenuation;
if (rec.mat_ptr->scatter(r,rec,attenuation,scattered))
{
return attenuation*ray_color(scattered,world,depth-1);
}
return color(0,0,0);
}
vec3 unit_direction = unit_vector(r.direction());
double t= 0.5*(unit_direction.y()+1.0);
return (1.0-t)*color(1.0, 1.0, 1.0) + t*color(0.5, 0.7, 1);
}
void process(int i,int j,int samples_per_pixel,int image_width,int image_height,camera& cam,hittable_list& world,int max_depth)
{
color pixel_color(0,0,0);
for (int s = 0;s<samples_per_pixel;s++)
{
double u = double(i+random_double())/(image_width-1);
double v = double(j+random_double())/(image_height-1);
ray r = cam.get_ray(u, v);
pixel_color += ray_color(r, world,max_depth);
}
write_color(pixel_color,samples_per_pixel);
}
int main()
{
#ifndef IMAGE
freopen("image.ppm", "w", stdout);
#endif
//Image
double aspect_ratio = 16.0/9.0;
const int image_height =200;
const int image_width = image_height*aspect_ratio;
const int samples_per_pixel = 100;
const int max_depth = 50;
// std::cerr<< aspect_ratio <<" "<<image_width;
//World
hittable_list world;
auto ground_material = std::make_shared<lambertian>(color(0.5, 0.5, 0.5));
world.add(std::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());
if ((center - point3(4, 0.2, 0)).length() > 0.9) {
std::shared_ptr<material> sphere_material;
if (choose_mat < 0.8) {
// diffuse
auto albedo = color::random() * color::random();
sphere_material = std::make_shared<lambertian>(albedo);
world.add(std::make_shared<sphere>(center, 0.2, sphere_material));
} else if (choose_mat < 0.95) {
// metal
auto albedo = color::random(0.5, 1);
auto fuzz = random_double(0, 0.5);
sphere_material = std::make_shared<metal>(albedo, fuzz);
world.add(std::make_shared<sphere>(center, 0.2, sphere_material));
} else {
// glass
sphere_material = std::make_shared<dielectric>(1.5);
world.add(std::make_shared<sphere>(center, 0.2, sphere_material));
}
}
}
}
auto material1 = std::make_shared<dielectric>(1.5);
world.add(std::make_shared<sphere>(point3(0, 1, 0), 1.0, material1));
auto material2 = std::make_shared<lambertian>(color(0.4, 0.2, 0.1));
world.add(std::make_shared<sphere>(point3(-4, 1, 0), 1.0, material2));
auto material3 = std::make_shared<metal>(color(0.7, 0.6, 0.5), 0.0);
world.add(std::make_shared<sphere>(point3(4, 1, 0), 1.0, material3));
//Camera
point3 lookfrom(13,2,3);
point3 lookat(0,0,0);
vec3 vup(0,1,0);
auto dist_to_focus = 10.0;
auto aperture = 0.1;
camera cam(lookfrom, lookat, vup, 90, aspect_ratio, aperture, dist_to_focus);
// Thread Pool
// ctpl::thread_pool p(11);
// Render
std::cout << "P3\n" << image_width << ' ' << image_height << "\n255\n";
for (int j = image_height-1; j>=0;j--)
{
for (int i = 0; i < image_width; i++)
{
process(i,j,samples_per_pixel,image_width,image_height,cam,world,max_depth);
}
}
std::cerr << "\nDone.\n";
}