feat: create final render
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# Ray Tracing in One Weekend
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_P.S. This took 2h+ for my poor laptop to render T-T_
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## Quickstart
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```shell
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@ -9,4 +12,4 @@ sxiv image.ppm
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```
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## Resources
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* ["Ray Tracing in One Weekend" book](https://raytracing.github.io/books/RayTracingInOneWeekend.html)
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* [_Ray Tracing in One Weekend_](https://raytracing.github.io/books/RayTracingInOneWeekend.html)
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80
main.cc
80
main.cc
@ -28,35 +28,69 @@ color ray_color(const ray& r, const hittable& world, int depth) {
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return (1.0 - t)*color(1.0, 1.0, 1.0) + t*color(0.5, 0.7, 1.0);
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}
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int main() {
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// Image
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const auto aspect_ratio = 16.0 / 9.0;
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const int image_width = 400;
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const int image_height = static_cast<int>(image_width / aspect_ratio);
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const int samples_per_pixel = 32;
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const int max_depth = 32;
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// World
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auto R = cos(pi/4);
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hittable_list random_scene() {
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hittable_list world;
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auto material_ground = make_shared<lambertian>(color(0.8, 0.8, 0.0));
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auto material_center = make_shared<lambertian>(color(0.1, 0.2, 0.5));
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auto material_left = make_shared<dialectric>(1.5);
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auto material_right = make_shared<metal>(color(0.8, 0.6, 0.2), 0.1);
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auto ground_material = make_shared<lambertian>(color(0.5, 0.5, 0.5));
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world.add(make_shared<sphere>(point3(0, -1000, 0), 1000, ground_material));
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world.add(make_shared<sphere>(point3( 0, -100.5, -1), 100, material_ground));
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world.add(make_shared<sphere>(point3( 0, 0, -1), 0.5, material_center));
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world.add(make_shared<sphere>(point3(-1, 0, -1), 0.5, material_left));
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world.add(make_shared<sphere>(point3(-1, 0, -1), -0.45, material_left));
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world.add(make_shared<sphere>(point3( 1, 0, -1), 0.5, material_right));
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for (int a = -11; a < 11; a++) {
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for (int b = -11; b < 11; b++) {
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auto choose_mat = random_double();
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point3 center(a + 0.9*random_double(), 0.2, b + 0.9*random_double());
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if ((center - point3(4, 0.2, 0)).length() > 0.9) {
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shared_ptr<material> sphere_material;
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if (choose_mat < 0.8) {
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// diffuse
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auto albedo = color::random() * color::random();
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sphere_material = make_shared<lambertian>(albedo);
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world.add(make_shared<sphere>(center, 0.2, sphere_material));
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} else if(choose_mat < 0.95) {
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// metal
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auto albedo = color::random(0.5, 1);
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auto fuzz = random_double(0, 0.5);
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sphere_material = make_shared<metal>(albedo, fuzz);
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world.add(make_shared<sphere>(center, 0.2, sphere_material));
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} else {
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// glass
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sphere_material = make_shared<dialectric>(1.5);
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world.add(make_shared<sphere>(center, 0.2, sphere_material));
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}
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}
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}
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}
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auto material1 = make_shared<dialectric>(1.5);
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world.add(make_shared<sphere>(point3(0, 1, 0), 1.0, material1));
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auto material2 = make_shared<lambertian>(color(0.4, 0.2, 0.1));
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world.add(make_shared<sphere>(point3(-4, 1, 0), 1.0, material2));
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auto material3 = make_shared<metal>(color(0.7, 0.6, 0.5), 0.0);
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world.add(make_shared<sphere>(point3(4, 1, 0), 1.0, material3));
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return world;
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}
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int main() {
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// Image
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const auto aspect_ratio = 3.0 / 2.0;
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const int image_width = 1200;
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const int image_height = static_cast<int>(image_width / aspect_ratio);
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const int samples_per_pixel = 50;
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const int max_depth = 50;
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// World
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hittable_list world = random_scene();
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// Camera
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point3 lookfrom(3, 3, 2);
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point3 lookat(0, 0, -1);
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point3 lookfrom(13, 2, 3);
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point3 lookat(0, 0, 0);
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vec3 vup(0, 1, 0);
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auto dist_to_focus = (lookfrom-lookat).length();
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auto aperture = 2.0;
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auto dist_to_focus = 10;
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auto aperture = 0.1;
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camera cam(lookfrom, lookat, vup, 20, aspect_ratio, aperture, dist_to_focus);
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// Render
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