Implement BVH
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@@ -1,4 +1,5 @@
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#include "rayTracer.h"
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#include "bvh.h"
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#include "camera.h"
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#include "hittable.h"
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#include "hittableList.h"
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@@ -9,18 +10,6 @@ int main(void) {
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// World.
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hittableList world;
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// auto groundMaterial = make_shared<lambertian>(colour(0.1, 0.0, 0.0));
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// auto centreMaterial = make_shared<lambertian>(colour(0.1, 0.2, 0.5));
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// auto leftMaterial = make_shared<dielectric>(1.50);
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// auto bubbleMaterial = make_shared<dielectric>(1.00 / 1.50);
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// auto rightMaterial = make_shared<metal>(colour(1.0, 0.0, 0.0), 1.0);
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// world.add(make_shared<sphere>(point3( 0.0, -100.5, -1.0), 100.0, groundMaterial));
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// world.add(make_shared<sphere>(point3( 0.0, 0.0, -1.2), 0.5, centreMaterial));
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// world.add(make_shared<sphere>(point3(-1.0, 0.0, -1.0), 0.5, leftMaterial));
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// world.add(make_shared<sphere>(point3(-1.0, 0.0, -1.0), 0.4, bubbleMaterial));
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// world.add(make_shared<sphere>(point3( 1.0, 0.0, -1.0), 0.5, rightMaterial));
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// Code from the book.
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auto ground_material = make_shared<lambertian>(colour(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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@@ -65,6 +54,8 @@ int main(void) {
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auto material3 = make_shared<metal>(colour(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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world = hittableList(make_shared<bvh_node>(world));
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// Camera.
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camera cam;
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cam.aspectRatio = 16.0 / 9.0;
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