#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); } int main() { // Image const auto aspect_ratio = 16.0 / 9.0; const int image_width = 400; const int image_height = static_cast(image_width / aspect_ratio); const int samples_per_pixel = 32; const int max_depth = 32; // World hittable_list world; auto material_ground = make_shared(color(0.8, 0.8, 0.0)); auto material_center = make_shared(color(0.1, 0.2, 0.5)); auto material_left = make_shared(1.5); auto material_right = make_shared(color(0.8, 0.6, 0.2), 0.1); world.add(make_shared(point3( 0, -100.5, -1), 100, material_ground)); world.add(make_shared(point3( 0, 0, -1), 0.5, material_center)); world.add(make_shared(point3(-1, 0, -1), 0.5, material_left)); world.add(make_shared(point3(-1, 0, -1), -0.4, material_left)); world.add(make_shared(point3( 1, 0, -1), 0.5, material_right)); // Camera camera cam; // Render std::cout<<"P3\n" <= 0; --j) { std::cerr<<"\rScanlines remaining: "<