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Copy pathmain.cpp
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80 lines (59 loc) · 2.51 KB
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#include "Classes/utils.h"
#include "Classes/color.h"
#include "Classes/hittable_list.h"
#include "Classes/sphere.h"
#include "Classes/camera.h"
#include "Classes/material.h"
#include <iostream>
color ray_color(const ray& r, const hittable& world, int bounce_limit) {
hit_record rec;
// If we've exceeded the ray bounce limit, no more light is gathered.
if (bounce_limit<=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, bounce_limit-1);
return color(0,0,0);
}
vec3 unit_direction = unit_vector(r.direction());
auto 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, 1.0);
}
int main() {
// Image
const auto aspect_ratio = 16.0 / 9.0;
const int image_width = 640;
const int image_height = static_cast<int>(image_width / aspect_ratio);
const int samples_per_pixel = 500;
const int bounce_lim = 50;
//World
hittable_list world;
auto material_ground = make_shared<lambertian>(color(0.235, 0.647, 0.843));
auto material_center = make_shared<dielectric>(2.5);
auto material_left = make_shared<metal>(color(0.8,0.8,0.8),0.3);
auto material_right = make_shared<metal>(color(0.882, 0.439, 0.117),1.0);
world.add(make_shared<sphere>(point3(0.0, -100.5, -1.0),100.0, material_ground));
world.add(make_shared<sphere>(point3(0.0,0.0,-1), 0.5, material_center));
world.add(make_shared<sphere>(point3(-1.0,0.0,-1), 0.5, material_left));
world.add(make_shared<sphere>(point3(1.0,0.0,-1), 0.5, material_right));
// Camera
camera cam(point3(-2,2,1), point3(0,0,-1), vec3(0,1,0), 25, aspect_ratio);
// Render
std::cout << "P3\n" << image_width << " " << image_height << "\n255\n";
for (int j = image_height-1; j >= 0; --j) {
std::cerr << "\rScanlines remaining: " << j << ' ' << std::flush;
for (int i = 0; i < image_width; ++i) {
color pixel_color(0,0,0);
for (int s =0; s<samples_per_pixel; ++s){
auto u = (i + random_double()) / (image_width-1);
auto v = (j + random_double()) /(image_height-1);
ray r = cam.get_ray(u,v);
pixel_color += ray_color(r, world, bounce_lim);
}
write_color(std::cout,pixel_color,samples_per_pixel);
}
}
std::cerr << "\nDone.\n";
}