Implement motion blur

This commit is contained in:
CJSatnarine
2024-07-03 20:28:58 -04:00
parent 6f88b1cd39
commit e24df2228f
9 changed files with 354015 additions and 803951 deletions

View File

@@ -9,32 +9,76 @@ int main(void) {
// World.
hittableList world;
auto groundMaterial = make_shared<lambertian>(colour(0.1, 0.0, 0.0));
auto centreMaterial = make_shared<lambertian>(colour(0.1, 0.2, 0.5));
auto leftMaterial = make_shared<dielectric>(1.50);
auto bubbleMaterial = make_shared<dielectric>(1.00 / 1.50);
auto rightMaterial = make_shared<metal>(colour(1.0, 0.0, 0.0), 1.0);
// auto groundMaterial = make_shared<lambertian>(colour(0.1, 0.0, 0.0));
// auto centreMaterial = make_shared<lambertian>(colour(0.1, 0.2, 0.5));
// auto leftMaterial = make_shared<dielectric>(1.50);
// auto bubbleMaterial = make_shared<dielectric>(1.00 / 1.50);
// auto rightMaterial = make_shared<metal>(colour(1.0, 0.0, 0.0), 1.0);
world.add(make_shared<sphere>(point3( 0.0, -100.5, -1.0), 100.0, groundMaterial));
world.add(make_shared<sphere>(point3( 0.0, 0.0, -1.2), 0.5, centreMaterial));
world.add(make_shared<sphere>(point3(-1.0, 0.0, -1.0), 0.5, leftMaterial));
world.add(make_shared<sphere>(point3(-1.0, 0.0, -1.0), 0.4, bubbleMaterial));
world.add(make_shared<sphere>(point3( 1.0, 0.0, -1.0), 0.5, rightMaterial));
// world.add(make_shared<sphere>(point3( 0.0, -100.5, -1.0), 100.0, groundMaterial));
// world.add(make_shared<sphere>(point3( 0.0, 0.0, -1.2), 0.5, centreMaterial));
// world.add(make_shared<sphere>(point3(-1.0, 0.0, -1.0), 0.5, leftMaterial));
// world.add(make_shared<sphere>(point3(-1.0, 0.0, -1.0), 0.4, bubbleMaterial));
// world.add(make_shared<sphere>(point3( 1.0, 0.0, -1.0), 0.5, rightMaterial));
// Code from the book.
auto ground_material = make_shared<lambertian>(colour(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 = randomDouble();
point3 center(a + 0.9*randomDouble(), 0.2, b + 0.9*randomDouble());
if ((center - point3(4, 0.2, 0)).length() > 0.9) {
shared_ptr<material> sphere_material;
if (choose_mat < 0.8) {
// diffuse
auto albedo = colour::random() * colour::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 = colour::random(0.5, 1);
auto fuzz = randomDouble(0, 0.5);
sphere_material = make_shared<metal>(albedo, fuzz);
world.add(make_shared<sphere>(center, 0.2, sphere_material));
auto center2 = center + vec3(0, randomDouble(0,.5), 0);
world.add(make_shared<sphere>(center, center2, 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>(colour(0.4, 0.2, 0.1));
world.add(make_shared<sphere>(point3(-4, 1, 0), 1.0, material2));
auto material3 = make_shared<metal>(colour(0.7, 0.6, 0.5), 0.0);
world.add(make_shared<sphere>(point3(4, 1, 0), 1.0, material3));
// Camera.
camera cam;
cam.aspectRatio = 16.0 / 9.0;
cam.imageWidth = 1200;
cam.samplesPerPixel = 500;
cam.imageWidth = 400;
cam.samplesPerPixel = 100;
cam.maxDepth = 50;
cam.vFieldOfView = 90;
cam.lookFrom = point3(-2,2,1);
cam.lookAt = point3(0,0,-1);
cam.vFieldOfView = 20;
cam.lookFrom = point3(13,2,3);
cam.lookAt = point3(0,0,0);
cam.vUp = vec3(0,1,0);
cam.defocusAngle = 0.6;
cam.focusDistance = 3.4;
cam.focusDistance = 10;
cam.render(world);