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main.cpp
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#include "camera.h"
#include "hittable.h"
#include "hittable_list.h"
#include "material.h"
#include "sphere.h"
#include "utility.h"
void scene_0(hittable_list& world, camera& cam) {
// 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<dielectric>(1.5);
auto material_bubble = make_shared<dielectric>(1.00 / 1.50);
auto material_right = make_shared<metal>(color(0.8, 0.6, 0.2), 1.0);
world.add(make_shared<sphere>(point3(0, -50.5, 1), 50, material_ground));
world.add(make_shared<sphere>(point3(0, 0, 1.3), 0.5, material_center));
world.add(make_shared<sphere>(point3(-1, 0, 1), 0.5, material_left));
world.add(make_shared<sphere>(point3(-1, 0, 1), 0.4, material_bubble));
world.add(make_shared<sphere>(point3(1, 0, 1), 0.5, material_right));
cam.aspect_ratio = 16.0 / 9.0;
cam.img_width = 400;
cam.samples_per_pixel = 20;
cam.max_depth = 50;
cam.vfov = 90;
cam.lookfrom = point3(0, 0, 0);
cam.lookat = point3(0, 0, 1);
cam.vup = vec3(0, 1, 0);
}
void scene_1(hittable_list& world, camera& cam) {
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));
cam.aspect_ratio = 16.0 / 9.0;
cam.img_width = 400;
cam.samples_per_pixel = 20;
cam.max_depth = 50;
cam.vfov = 20;
cam.lookfrom = point3(13, 2, 3);
cam.lookat = point3(0, 0, 0);
cam.vup = vec3(0, 1, 0);
}
int main(int argc, char* argv[]) {
hittable_list world;
camera cam;
std::string input = (argc > 1) ? argv[1] : "0";
if (input == "0") {
scene_0(world, cam);
} else if (input == "1") {
scene_1(world, cam);
} else {
std::cerr << "Invalid input. Please provide a valid scene number."
<< std::endl;
return 1;
}
cam.render(world);
return 0;
}