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main.cc
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//==============================================================================================
// Originally written in 2016 by Peter Shirley <[email protected]>
//
// To the extent possible under law, the author(s) have dedicated all copyright and related and
// neighboring rights to this software to the public domain worldwide. This software is
// distributed without any warranty.
//
// You should have received a copy (see file COPYING.txt) of the CC0 Public Domain Dedication
// along with this software. If not, see <http://creativecommons.org/publicdomain/zero/1.0/>.
//==============================================================================================
#include "rtweekend.h"
#include "camera.h"
#include "color.h"
#include "hittable_list.h"
#include "material.h"
#include "sphere.h"
#include "cube.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)
// This is the ambient color
return color(0,0,0);
if (world.hit(r, 0.001, infinity, rec)) {
point3 lightpos = point3(0, 15, 15);
point3 lightpos_softshadow = lightpos + + 3.0 * random_in_unit_sphere();
vec3 lightdir = rec.p - lightpos;
vec3 lightdir_softshadow = rec.p - lightpos_softshadow;
ray shadowRay(rec.p, -lightdir_softshadow);
double kdiffuse = 1.0;
double kspecular = 1.0;
double shininess = 25.0;
color lightColor = color(255.0, 255.0, 255.0);
hit_record temp_rec;
if (world.hit(shadowRay, 0.001, infinity, temp_rec)) {
kdiffuse = 0.1;
kspecular = 0.1;
}
ray scattered;
color attenuation;
if (rec.mat_ptr->scatter(r, rec, attenuation, scattered))
return 0.5 * kdiffuse * rec.mat_ptr->calculateDiffuse(rec.normal, lightdir) * attenuation
+ 0.5 * attenuation * ray_color(scattered, world, depth-1)
+ kspecular * rec.mat_ptr->calculateSpecular(r.direction(), lightdir, rec.normal, shininess) * lightColor;
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<lambertian>(color(0.5, 0.5, 0.5));
world.add(make_shared<sphere>(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<material> sphere_material;
if (choose_mat < 0.8) {
// diffuse
auto albedo = color::random() * color::random();
sphere_material = make_shared<lambertian>(albedo);
world.add(make_shared<sphere>(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<metal>(albedo, fuzz);
world.add(make_shared<sphere>(center, 0.2, sphere_material));
} else {
// glass
sphere_material = make_shared<dielectric>(1.5);
world.add(make_shared<sphere>(center, 0.2, sphere_material));
}
}
}
}
auto material1 = make_shared<dielectric>(1.5);
world.add(make_shared<sphere>(point3(0, 1, 0), 1.0, material1));
auto material2 = make_shared<lambertian>(color(0.4, 0.2, 0.1));
world.add(make_shared<sphere>(point3(-4, 1, 0), 1.0, material2));
auto material3 = make_shared<metal>(color(0.7, 0.6, 0.5), 0.0);
world.add(make_shared<cube>(point3(3, 0, 0), 1.0, material3));
return world;
}
int main() {
// Image
const auto aspect_ratio = 16.0 / 9.0;
const int image_width = 1200;
const int image_height = static_cast<int>(image_width / aspect_ratio);
const int samples_per_pixel = 100;
const int max_depth = 50;
// World
auto world = random_scene();
// hittable_list world;
//
// auto ground_material = make_shared<lambertian>(color(0.5, 0.5, 0.5));
// world.add(make_shared<sphere>(point3(0,-1000,0), 1000, ground_material));
// auto material1 = make_shared<dielectric>(1.5);
// world.add(make_shared<sphere>(point3(0, 1, 0), 1.0, material1));
//
// auto material2 = make_shared<lambertian>(color(0.4, 0.2, 0.1));
// world.add(make_shared<cube>(point3(0,2,0), 1.5, material2));
// world.add(make_shared<triangle>(point3(-1,0,0), point3(1,0,0),point3(0,1,0), vec3(0,0,1),material2));
// world.add(make_shared<sphere>(point3(-4, 1, 0), 1.0, material2));
//
// auto material3 = make_shared<metal>(color(0.7, 0.6, 0.5), 0.0);
// world.add(make_shared<sphere>(point3(4, 1, 0), 1.0, material3));
// Camera
point3 lookfrom(13,2,3);
point3 lookat(0,0,0);
vec3 vup(0,1,0);
auto dist_to_focus = 10.0;
auto aperture = 0.1;
camera cam(lookfrom, lookat, vup, 20, aspect_ratio, aperture, dist_to_focus);
// 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";
}