#include "color.h" #include "rtweekend.h" #include "hittable_list.h" #include "sphere.h" #include "camera.h" #include "material.h" #include color ray_color(const ray& r, const hittable& world, int depth) { hit_record rec; // If we've exceeded the ray bounce limit, no more light is gathered. 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()); 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); } hittable_list random_scene() { hittable_list world; auto ground_material = make_shared(color(0.5, 0.5, 0.5)); world.add(make_shared(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) { shared_ptr sphere_material; if (choose_mat < 0.8) { // diffuse auto albedo = color::random() * color::random(); sphere_material = make_shared(albedo); world.add(make_shared(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 = make_shared(albedo, fuzz); world.add(make_shared(center, 0.2, sphere_material)); } else { // glass sphere_material = make_shared(1.5); world.add(make_shared(center, 0.2, sphere_material)); } } } } auto material1 = make_shared(1.5); world.add(make_shared(point3(0, 1, 0), 1.0, material1)); auto material2 = make_shared(color(0.4, 0.2, 0.1)); world.add(make_shared(point3(-4, 1, 0), 1.0, material2)); auto material3 = make_shared(color(0.7, 0.6, 0.5), 0.0); world.add(make_shared(point3(4, 1, 0), 1.0, material3)); return world; } int main() { // Image const auto aspect_ratio = 3.0 / 2.0; const int image_width = 1200; const int image_height = static_cast(image_width / aspect_ratio); const int samples_per_pixel = 50; const int max_depth = 50; // World hittable_list world = random_scene(); // Camera point3 lookfrom(13, 2, 3); point3 lookat(0, 0, 0); vec3 vup(0, 1, 0); auto dist_to_focus = 10; auto aperture = 0.1; camera cam(lookfrom, lookat, vup, 20, aspect_ratio, aperture, dist_to_focus); // Render std::cout<<"P3\n" <= 0; --j) { std::cerr<<"\rScanlines remaining: "<