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@ -1,5 +1,8 @@
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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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54
camera.h
Normal file
54
camera.h
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@ -0,0 +1,54 @@
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#ifndef CAMERA_H
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#define CAMERA_H
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#include "rtweekend.h"
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#include "vec3.h"
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#include "ray.h"
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class camera {
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public:
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camera(
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point3 lookfrom,
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point3 lookat,
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vec3 vup,
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double vfov, // vertical field-of-view in degrees,
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double aspect_ratio,
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double aperture,
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double focus_dist
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) {
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auto theta = degrees_to_radians(vfov);
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auto h = tan(theta/2);
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auto viewport_height = 2.0 * h;
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auto viewport_width = aspect_ratio * viewport_height;
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w = unit_vector(lookfrom - lookat);
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u = unit_vector(cross(vup, w));
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v = cross(w, u);
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origin = lookfrom;
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horizontal = focus_dist * viewport_width * u;
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vertical = focus_dist * viewport_height * v;
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lower_left_corner = origin - horizontal/2 - vertical/2 - focus_dist*w;
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lens_radius = aperture/2;
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}
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ray get_ray(double s, double t) const {
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vec3 rd = lens_radius * random_in_unit_sphere();
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vec3 offset = u* rd.x() + v * rd.y();
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return ray(
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origin + offset,
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lower_left_corner + s*horizontal + t*vertical - origin - offset
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);
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}
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private:
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point3 origin;
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point3 lower_left_corner;
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vec3 horizontal;
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vec3 vertical;
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vec3 u, v, w;
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double lens_radius;
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};
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#endif
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19
color.h
19
color.h
@ -1,15 +1,26 @@
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#ifndef COLOR_H
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#define COLOR_H
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#include "rtweekend.h"
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#include "vec3.h"
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#include <iostream>
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void write_color(std::ostream &out, color pixel_color) {
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void write_color(std::ostream &out, color pixel_color, int samples_per_pixel) {
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auto r = pixel_color.x();
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auto g = pixel_color.y();
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auto b = pixel_color.z();
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// Divide the color by the number of samples and gamma-correct for gamma=2.0
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auto scale = 1.0 / samples_per_pixel;
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r = sqrt(scale * r);
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g = sqrt(scale * g);
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b = sqrt(scale * b);
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// Write the translated [0,255] value of each color component
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out << static_cast<int>(255.999 * pixel_color.x()) << " "
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<< static_cast<int>(255.999 * pixel_color.y()) << " "
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<< static_cast<int>(255.999 * pixel_color.z()) << "\n";
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out << static_cast<int>(256 * clamp(r, 0.0, 0.999)) << " "
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<< static_cast<int>(256 * clamp(g, 0.0, 0.999)) << " "
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<< static_cast<int>(256 * clamp(b, 0.0, 0.999)) << "\n";
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}
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#endif
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27
hittable.h
Normal file
27
hittable.h
Normal file
@ -0,0 +1,27 @@
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#ifndef HITTABLE_H
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#define HITTABLE_H
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#include "rtweekend.h"
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#include "ray.h"
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class material;
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struct hit_record {
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point3 p;
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vec3 normal;
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shared_ptr<material> mat_ptr;
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double t;
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bool front_face;
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inline void set_face_normal(const ray& r, const vec3& outward_normal) {
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front_face = dot(r.direction(), outward_normal) < 0;
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normal = front_face ? outward_normal : -outward_normal;
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}
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};
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class hittable {
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public:
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virtual bool hit(const ray& r, double t_min, double t_max, hit_record& hit) const = 0;
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};
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#endif
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43
hittable_list.h
Normal file
43
hittable_list.h
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@ -0,0 +1,43 @@
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#ifndef HITTABLE_LIST_H
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#define HITTABLE_LIST_H
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#include "hittable.h"
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#include <memory>
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#include <vector>
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using std::shared_ptr;
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using std::make_shared;
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class hittable_list : public hittable {
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public:
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hittable_list() {}
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hittable_list(shared_ptr<hittable> object) { add(object); }
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void clear() { objects.clear(); }
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void add(shared_ptr<hittable> object) { objects.push_back(object); }
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virtual bool hit(
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const ray& r, double t_min, double t_max, hit_record& rec) const override;
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public:
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std::vector<shared_ptr<hittable>> objects;
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};
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bool hittable_list::hit(const ray& r, double t_min, double t_max, hit_record& rec) const {
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hit_record temp_rec;
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bool hit_anything = false;
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auto closest_so_far = t_max;
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for (const auto& object : objects) {
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if (object->hit(r, t_min, closest_so_far, temp_rec)) {
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hit_anything = true;
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closest_so_far = temp_rec.t;
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rec = temp_rec;
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}
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}
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return hit_anything;
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}
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#endif
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104
main.cc
104
main.cc
@ -1,21 +1,111 @@
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#include "color.h"
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#include "vec3.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 int image_width = 256;
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const int image_height = 256;
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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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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(double(i) / (image_width-1), double(j) / (image_height-1), 0.25);
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write_color(std::cout, pixel_color);
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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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94
material.h
Normal file
94
material.h
Normal file
@ -0,0 +1,94 @@
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#ifndef MATERIAL_H
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#define MATERIAL_H
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#include "hittable.h"
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#include "rtweekend.h"
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#include "vec3.h"
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struct hit_record;
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class material {
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public:
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virtual bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered) const = 0;
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};
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class lambertian : public material {
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public:
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lambertian(const color& a) : albedo(a) {}
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bool scatter(
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const ray &r_in, const hit_record &rec, color &attenuation, ray &scattered
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) const override {
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auto scatter_direction = rec.normal + random_in_hemisphere(rec.normal);
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// Catch degenerate scatter direction
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if (scatter_direction.near_zero())
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scatter_direction = rec.normal;
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scattered = ray(rec.p, scatter_direction);
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attenuation = albedo;
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return true;
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}
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public:
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color albedo;
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};
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class metal : public material {
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public:
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metal(const color& a, double f) : albedo(a), fuzz(f < 1 ? f : 1) {}
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bool scatter(
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const ray &r_in, const hit_record &rec, color &attenuation, ray &scattered
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) const override {
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vec3 reflected = reflect(unit_vector(r_in.direction()), rec.normal);
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scattered = ray(rec.p, reflected + fuzz*random_in_hemisphere(rec.normal));
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attenuation = albedo;
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return (dot(scattered.direction(), rec.normal) > 0);
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}
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public:
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color albedo;
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double fuzz;
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};
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class dialectric : public material {
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public:
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dialectric(double index_of_refraction): ir(index_of_refraction) {}
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bool scatter(
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const ray &r_in, const hit_record &rec, color &attenuation, ray &scattered
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) const override {
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attenuation = color(1.0, 1.0, 1.0);
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double refraction_ratio = rec.front_face ? (1.0/ir) : ir;
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vec3 unit_direction = unit_vector(r_in.direction());
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double cos_theta = fmin(dot(-unit_direction, rec.normal), 1.0);
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double sin_theta = sqrt(1 - cos_theta*cos_theta);
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bool cannot_refract = refraction_ratio * sin_theta > 1.0;
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vec3 direction;
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if (cannot_refract || reflectance(cos_theta, refraction_ratio) > random_double())
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direction = reflect(unit_direction, rec.normal);
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else
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direction = refract(unit_direction, rec.normal, refraction_ratio);
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scattered = ray(rec.p, direction);
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return true;
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}
|
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|
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public:
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double ir; // Index of Refraction
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|
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private:
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static double reflectance(double cosine, double ref_idx) {
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// Use Schlick's approximation for reflectance
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auto r0 = (1-ref_idx) /(1+ref_idx);
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r0 = r0*r0;
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return r0 + (1-r0)*pow((1 - cosine), 5);
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}
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};
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#endif
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25
ray.h
Normal file
25
ray.h
Normal file
@ -0,0 +1,25 @@
|
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#ifndef RAY_H
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#define RAY_H
|
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|
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#include "vec3.h"
|
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|
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class ray {
|
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public:
|
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ray() {}
|
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ray(const point3& origin, const vec3& direction)
|
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: orig(origin), dir(direction)
|
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{}
|
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|
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point3 origin() const { return orig; }
|
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vec3 direction() const { return dir; }
|
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|
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point3 at(double t) const {
|
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return orig + t*dir;
|
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}
|
||||
|
||||
public:
|
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point3 orig;
|
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vec3 dir;
|
||||
};
|
||||
|
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#endif
|
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39
rtweekend.h
Normal file
39
rtweekend.h
Normal file
@ -0,0 +1,39 @@
|
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#ifndef RTWEEKEND_H
|
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#define RTWEEKEND_H
|
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|
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#include <cmath>
|
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#include <limits>
|
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#include <memory>
|
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#include <cstdlib>
|
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|
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// Usings
|
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using std::shared_ptr;
|
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using std::make_shared;
|
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using std::sqrt;
|
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|
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// Constants
|
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const double infinity = std::numeric_limits<double>::infinity();
|
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const double pi = 3.1415926535897932385;
|
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|
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// Utility functions
|
||||
inline double degrees_to_radians(double degrees) {
|
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return degrees * pi / 180.0;
|
||||
}
|
||||
|
||||
// Returns a random number between (0,1]
|
||||
inline double random_double() {
|
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return rand() / (RAND_MAX + 1.0);
|
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}
|
||||
|
||||
inline double clamp(double x, double min, double max) {
|
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if (x < min) return min;
|
||||
if (x > max) return max;
|
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return x;
|
||||
}
|
||||
|
||||
// Returns a random number between (min,max]
|
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inline double random_double(double min, double max) {
|
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return min + (max - min) * random_double();
|
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}
|
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|
||||
#endif
|
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48
sphere.h
Normal file
48
sphere.h
Normal file
@ -0,0 +1,48 @@
|
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#ifndef SPHERE_H
|
||||
#define SPHERE_H
|
||||
|
||||
#include "hittable.h"
|
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#include "vec3.h"
|
||||
|
||||
class sphere : public hittable {
|
||||
public:
|
||||
sphere() {}
|
||||
sphere(point3 cen, double r, shared_ptr<material> m) : center(cen), radius(r), mat_ptr(m) {};
|
||||
|
||||
virtual bool hit(
|
||||
const ray& r, double t_min, double t_max, hit_record& rec) const override;
|
||||
|
||||
public:
|
||||
point3 center;
|
||||
double radius;
|
||||
shared_ptr<material> mat_ptr;
|
||||
};
|
||||
|
||||
bool sphere::hit(const ray& r, double t_min, double t_max, hit_record& rec) const {
|
||||
vec3 oc = r.origin() - center;
|
||||
auto a = r.direction().length_squared();
|
||||
auto half_b = dot(oc, r.direction());
|
||||
auto c = oc.length_squared() - radius*radius;
|
||||
|
||||
auto discriminant = half_b*half_b - a*c;
|
||||
if (discriminant < 0) return false;
|
||||
auto sqrtd = sqrt(discriminant);
|
||||
|
||||
// Find the nearest root that lies in the acceptable range.
|
||||
auto root = (-half_b - sqrtd) / a;
|
||||
if (root < t_min || t_max < root) {
|
||||
root = (-half_b + sqrtd) / a;
|
||||
if (root < t_min || t_max < root)
|
||||
return false;
|
||||
}
|
||||
|
||||
rec.t = root;
|
||||
rec.p = r.at(rec.t);
|
||||
vec3 outward_normal = (rec.p - center) / radius;
|
||||
rec.set_face_normal(r, outward_normal);
|
||||
rec.mat_ptr = mat_ptr;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#endif
|
||||
46
vec3.h
46
vec3.h
@ -4,6 +4,8 @@
|
||||
#include <cmath>
|
||||
#include <iostream>
|
||||
|
||||
#include "rtweekend.h"
|
||||
|
||||
using std::sqrt;
|
||||
|
||||
class vec3 {
|
||||
@ -45,6 +47,19 @@ class vec3 {
|
||||
return e[0]*e[0] + e[1]*e[1] + e[2]*e[2];
|
||||
}
|
||||
|
||||
inline static vec3 random() {
|
||||
return vec3(random_double(), random_double(), random_double());
|
||||
}
|
||||
|
||||
inline static vec3 random(double min, double max) {
|
||||
return vec3(random_double(min, max), random_double(min, max), random_double(min, max));
|
||||
}
|
||||
|
||||
bool near_zero() const {
|
||||
auto s = 1e-8;
|
||||
return fabs(e[0]) < s && fabs(e[1]) < s && fabs(e[2]) < s;
|
||||
}
|
||||
|
||||
public:
|
||||
double e[3];
|
||||
};
|
||||
@ -95,8 +110,39 @@ inline vec3 cross(const vec3 &u, const vec3 &v) {
|
||||
u.e[0] * v.e[1] - u.e[1] * v.e[0]);
|
||||
}
|
||||
|
||||
vec3 random_in_unit_sphere() {
|
||||
while(true) {
|
||||
auto p = vec3::random(-1, 1);
|
||||
if (p.length_squared() >= 1) continue;
|
||||
return p;
|
||||
}
|
||||
}
|
||||
|
||||
inline vec3 unit_vector(vec3 v) {
|
||||
return v / v.length();
|
||||
}
|
||||
|
||||
vec3 random_unit_vector() {
|
||||
return unit_vector(random_in_unit_sphere());
|
||||
}
|
||||
|
||||
vec3 random_in_hemisphere(const vec3& normal) {
|
||||
vec3 in_unit_sphere = random_in_unit_sphere();
|
||||
if (dot(in_unit_sphere, normal) > 0.0) // In thesame hemisphere as the normal
|
||||
return in_unit_sphere;
|
||||
else
|
||||
return -in_unit_sphere;
|
||||
}
|
||||
|
||||
vec3 reflect(const vec3& v, const vec3& n) {
|
||||
return v - 2*dot(v,n)*n;
|
||||
}
|
||||
|
||||
vec3 refract(const vec3& uv, const vec3& n, double etai_over_etat) {
|
||||
auto cos_theta = fmin(dot(-uv, n), 1.0);
|
||||
vec3 r_out_perp = etai_over_etat * (uv + cos_theta*n);
|
||||
vec3 r_out_parrallel = -sqrt(fabs(1.0 - r_out_perp.length_squared())) * n;
|
||||
return r_out_perp + r_out_parrallel;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
Loading…
Reference in New Issue
Block a user