113 lines
3.3 KiB
C++
113 lines
3.3 KiB
C++
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#include "color.h"
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#include "rtweekend.h"
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#include "hittable_list.h"
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#include "sphere.h"
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#include "camera.h"
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#include "material.h"
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#include <iostream>
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color ray_color(const ray& r, const hittable& world, int depth) {
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hit_record rec;
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// If we've exceeded the ray bounce limit, no more light is gathered.
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if (depth <= 0)
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return color(0, 0, 0);
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if (world.hit(r, 0.001, infinity, rec)) {
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ray scattered;
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color attenuation;
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if (rec.mat_ptr->scatter(r, rec, attenuation, scattered))
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return attenuation * ray_color(scattered, world, depth-1);
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return color(0,0,0);
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}
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vec3 unit_direction = unit_vector(r.direction());
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auto t = 0.5*(unit_direction.y() + 1.0);
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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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hittable_list random_scene() {
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hittable_list world;
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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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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(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 = 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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std::cout<<"P3\n" <<image_width<<" "<<image_height<<"\n255\n";
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for (int j = image_height-1; j >= 0; --j) {
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std::cerr<<"\rScanlines remaining: "<<j<<" "<<std::flush;
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for (int i = 0; i < image_width; ++i) {
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color pixel_color(0, 0, 0);
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for (int s = 0; s < samples_per_pixel; ++s) {
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auto u = (i + random_double()) / (image_width-1);
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auto v = (j + random_double()) / (image_height-1);
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ray r = cam.get_ray(u, v);
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pixel_color += ray_color(r, world, max_depth);
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}
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write_color(std::cout, pixel_color, samples_per_pixel);
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}
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}
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std::cerr<<"\nDone.\n";
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}
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