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raytracing-in-a-weekend-oop/main.cc

73 lines
2.2 KiB
C++

#include "color.h"
#include "rtweekend.h"
#include "hittable_list.h"
#include "sphere.h"
#include "camera.h"
#include "material.h"
#include <iostream>
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<int>(image_width / aspect_ratio);
const int samples_per_pixel = 32;
const int max_depth = 32;
// World
hittable_list world;
auto material_ground = make_shared<lambertian>(color(0.8, 0.8, 0.0));
auto material_center = make_shared<lambertian>(color(0.1, 0.2, 0.5));
auto material_left = make_shared<dialectric>(1.5);
auto material_right = make_shared<metal>(color(0.8, 0.6, 0.2), 0.1);
world.add(make_shared<sphere>(point3( 0, -100.5, -1), 100, material_ground));
world.add(make_shared<sphere>(point3( 0, 0, -1), 0.5, material_center));
world.add(make_shared<sphere>(point3(-1, 0, -1), 0.5, material_left));
world.add(make_shared<sphere>(point3(-1, 0, -1), -0.4, material_left));
world.add(make_shared<sphere>(point3( 1, 0, -1), 0.5, material_right));
// Camera
camera cam;
// 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, max_depth);
}
write_color(std::cout, pixel_color, samples_per_pixel);
}
}
std::cerr<<"\nDone.\n";
}