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RayTracer.cpp
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97 lines (75 loc) · 3.1 KB
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// RayTracer.cpp : This file contains the 'main' function. Program execution begins and ends there.
//
#include "utility.h"
#include "color.h"
#include "hittable_list.h"
#include "sphere.h"
#include "camera.h"
#include "material.h"
#include <iostream>
using namespace std;
//returns color of ray (colour of pixel)
color ray_color(const ray& r, const hittable& world, int depth) {
hit_record rec;
//defines how many times ray_color function will recurse
if (depth <= 0) {
return color(0, 0, 0);
}
//return normal vector as colour
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); //lerp for sky
}
int main()
{
//Image
const auto aspect_ratio = 16.0 / 9.0;
const int image_width = 800;
const int image_height = static_cast<int>(image_width / aspect_ratio);
const int samples_per_pixel = 100;
const int max_depth = 50;
//world
auto R = cos(pi / 4);
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<refract>(1.5);
auto material_right = make_shared<metal>(color(0.8, 0.6, 0.2), 0.0);
world.add(make_shared<sphere>(point3(0.0, -100.5, -1.0), 100.0, material_ground));
world.add(make_shared<sphere>(point3(0.0, 0.0, -1.0), 0.5, material_center));
world.add(make_shared<sphere>(point3(-1.0, 0.0, -1.0), 0.5, material_left));
world.add(make_shared<sphere>(point3(-1.0, 0.0, -1.0), -0.45, material_left));
world.add(make_shared<sphere>(point3(1.0, 0.0, -1.0), 0.5, material_right));
//Camera
point3 lookfrom(3, 3, 2);
point3 lookat(0, 0, -1);
vec3 vup(0, 1, 0);
auto dist_to_focus = 5.1;
auto aperture = 0.1;
camera cam(lookfrom, lookat, vup, 20, aspect_ratio, aperture, dist_to_focus);
// Render
cout << "P3\n" << image_width << ' ' << image_height << "\n255\n";
for (int j = image_height - 1; j >= 0; --j) {
cerr << "\rscanlines remaining: " << j << ' ' << flush;
for (int i = 0; i < image_width; ++i) {
color pixel_color(0, 0, 0);
for (int s = 0; s < samples_per_pixel; ++s) {
//jitters ray by random amount to get antialiasing
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);
}
}
cerr << "\ndone.\n";
}