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main.cpp
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main.cpp
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#include<iostream>
#include"rtweekend.h"
#include"color.h"
#include"hittable_list.h"
#include"sphere.h"
#include"camera.h"
#include"material.h"
using std::cin;
using std::cout;
color ray_color(const ray& r,const hittable& world,int depth){
hit_record rec;
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(0.5,0.8,1.0);
//线性插值 white purple
}
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<sphere>(point3(4, 1, 0), 1.0, material3));
return world;
}
int main(){
freopen("rayimage.ppm","w",stdout);
const auto aspect_ratio = 3.0 / 2.0;
const int image_width = 1200;
const int image_height = static_cast<int>(image_width / aspect_ratio);
const int samples_per_pixel = 500;
const int max_depth = 50;
auto world = random_scene();
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);
cout<<"P3"<<std::endl<<image_width<<" "<<image_height<<std::endl<<"255"<<std::endl;
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++){
double u = (i+random_double()) / (image_width - 1);
double v = (j+random_double()) / (image_height - 1);
ray r = cam.get_ray(u,v);
pixel_color+=ray_color(r,world,max_depth);
}
write_color(cout, pixel_color,samples_per_pixel);
}
}
std::cerr << "\nDone.\n";
}