438 lines
14 KiB
C++
438 lines
14 KiB
C++
#include "rayTracer.h"
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#include "bvh.h"
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#include "camera.h"
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#include "constantMedium.h"
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#include "hittable.h"
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#include "hittableList.h"
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#include "material.h"
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#include "quad.h"
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#include "sphere.h"
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#include "texture.h"
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void bouncingSpheres(void) {
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// World.
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hittableList world;
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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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for (int a = -11; a < 11; a++) {
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for (int b = -11; b < 11; b++) {
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auto choose_mat = randomDouble();
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point3 center(a + 0.9*randomDouble(), 0.2, b + 0.9*randomDouble());
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if ((center - point3(4, 0.2, 0)).length() > 0.9) {
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shared_ptr<material> sphere_material;
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if (choose_mat < 0.8) {
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// diffuse
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auto albedo = colour::random() * colour::random();
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sphere_material = make_shared<lambertian>(albedo);
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world.add(make_shared<sphere>(center, 0.2, sphere_material));
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} else if (choose_mat < 0.95) {
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// metal
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auto albedo = colour::random(0.5, 1);
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auto fuzz = randomDouble(0, 0.5);
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sphere_material = make_shared<metal>(albedo, fuzz);
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world.add(make_shared<sphere>(center, 0.2, sphere_material));
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auto center2 = center + vec3(0, randomDouble(0,.5), 0);
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world.add(make_shared<sphere>(center, center2, 0.2, sphere_material));
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} else {
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// glass
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sphere_material = make_shared<dielectric>(1.5);
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world.add(make_shared<sphere>(center, 0.2, sphere_material));
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}
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}
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}
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}
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auto material1 = make_shared<dielectric>(1.5);
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world.add(make_shared<sphere>(point3(0, 1, 0), 1.0, material1));
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auto material2 = make_shared<lambertian>(colour(0.4, 0.2, 0.1));
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world.add(make_shared<sphere>(point3(-4, 1, 0), 1.0, material2));
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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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cam.imageWidth = 400;
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cam.samplesPerPixel = 100;
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cam.maxDepth = 50;
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cam.background = colour(0.70, 0.80, 1.00);
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cam.vFieldOfView = 20;
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cam.lookFrom = point3(13,2,3);
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cam.lookAt = point3(0,0,0);
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cam.vUp = vec3(0,1,0);
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cam.defocusAngle = 0.6;
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cam.focusDistance = 10;
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cam.render(world);
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}
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void checkeredSpheres(void) {
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hittableList world;
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auto checker = make_shared<checkerTexture>(0.32, colour(.9, .1, .1), colour(.9, .9, .9));
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world.add(make_shared<sphere>(point3(0,-10, 0), 10, make_shared<lambertian>(checker)));
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world.add(make_shared<sphere>(point3(0, 10, 0), 10, make_shared<lambertian>(checker)));
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camera cam;
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cam.aspectRatio = 16.0 / 9.0;
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cam.imageWidth = 800;
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cam.samplesPerPixel = 100;
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cam.maxDepth = 50;
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cam.background = colour(0.70, 0.80, 1.00);
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cam.vFieldOfView = 20;
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cam.lookFrom = point3(13, 2, 3);
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cam.lookAt = point3(0, 0, 0);
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cam.vUp = vec3(0, 1, 0);
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cam.defocusAngle = 0;
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cam.render(world);
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}
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void earth(void) {
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auto earthTexture = make_shared<imageTexture>("earthmap.jpg");
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auto earthSurface = make_shared<lambertian>(earthTexture);
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auto globe = make_shared<sphere>(point3(0, 0, 0), 2, earthSurface);
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camera cam;
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cam.aspectRatio = 16.0 / 9.0;
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cam.imageWidth = 800;
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cam.samplesPerPixel = 100;
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cam.maxDepth = 50;
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cam.background = colour(0.70, 0.80, 1.00);
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cam.vFieldOfView = 20;
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cam.lookFrom = point3(0,0,12);
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cam.lookAt = point3(0,0,0);
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cam.vUp = vec3(0,1,0);
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cam.defocusAngle = 0;
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cam.render(hittableList(globe));
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}
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void funny() {
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auto texture = make_shared<imageTexture>("face.png");
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auto surface = make_shared<lambertian>(texture);
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auto object = make_shared<sphere>(point3(0, 0, 0), 2, surface);
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camera cam;
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cam.aspectRatio = 16.0 / 9.0;
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cam.imageWidth = 800;
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cam.samplesPerPixel = 100;
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cam.maxDepth = 50;
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cam.background = colour(0.70, 0.80, 1.00);
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cam.vFieldOfView = 20;
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cam.lookFrom = point3(0,0,12);
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cam.lookAt = point3(0,0,0);
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cam.vUp = vec3(0,1,0);
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cam.defocusAngle = 0;
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cam.render(hittableList(object));
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}
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void perlinSpheres() {
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hittableList world;
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auto perlinTexture = make_shared<noiseTexture>(4);
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world.add(make_shared<sphere>(point3(0,-1000,0), 1000, make_shared<lambertian>(perlinTexture)));
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world.add(make_shared<sphere>(point3(0,2,0), 2, make_shared<lambertian>(perlinTexture)));
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camera cam;
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cam.aspectRatio = 16.0 / 9.0;
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cam.imageWidth = 800;
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cam.samplesPerPixel = 100;
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cam.maxDepth = 50;
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cam.background = colour(0.70, 0.80, 1.00);
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cam.vFieldOfView = 20;
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cam.lookFrom = point3(13,2,3);
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cam.lookAt = point3(0,0,0);
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cam.vUp = vec3(0,1,0);
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cam.defocusAngle = 0;
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cam.render(world);
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}
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void quads() {
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hittableList world;
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// Materials.
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auto leftRed = make_shared<lambertian>(colour(1.0, 0.2, 0.2));
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auto backGreen = make_shared<lambertian>(colour(0.2, 1.0, 0.2));
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auto rightBlue = make_shared<lambertian>(colour(0.2, 0.2, 1.0));
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auto upperOrange = make_shared<lambertian>(colour(1.0, 0.5, 0.0));
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auto lowerTeal = make_shared<lambertian>(colour(0.2, 0.8, 0.8));
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//Quads.
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world.add(make_shared<quad>(point3(-3,-2, 5), vec3(0, 0,-4), vec3(0, 4, 0), leftRed));
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world.add(make_shared<quad>(point3(-2,-2, 0), vec3(4, 0, 0), vec3(0, 4, 0), backGreen));
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world.add(make_shared<quad>(point3( 3,-2, 1), vec3(0, 0, 4), vec3(0, 4, 0), rightBlue));
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world.add(make_shared<quad>(point3(-2, 3, 1), vec3(4, 0, 0), vec3(0, 0, 4), upperOrange));
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world.add(make_shared<quad>(point3(-2,-3, 5), vec3(4, 0, 0), vec3(0, 0,-4), lowerTeal));
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camera cam;
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cam.aspectRatio = 1.0;
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cam.imageWidth = 800;
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cam.samplesPerPixel = 100;
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cam.maxDepth = 50;
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cam.background = colour(0.70, 0.80, 1.00);
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cam.vFieldOfView = 80;
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cam.lookFrom = point3(0, 0, 9);
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cam.lookAt = point3(0, 0, 0);
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cam.vUp = vec3(0, 1, 0);
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cam.defocusAngle = 0;
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cam.render(world);
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}
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void simpleLight() {
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hittableList world;
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auto perlinTexture = make_shared<noiseTexture>(4);
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world.add(make_shared<sphere>(point3(0,-1000,0), 1000, make_shared<lambertian>(perlinTexture)));
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world.add(make_shared<sphere>(point3(0,2,0), 2, make_shared<lambertian>(perlinTexture)));
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auto diffusionLight = make_shared<diffuseLight>(colour(4,4,4));
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world.add(make_shared<sphere>(point3(0,7,0), 2, diffusionLight));
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world.add(make_shared<quad>(point3(3,1,-2), vec3(2,0,0), vec3(0,2,0), diffusionLight));
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camera cam;
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cam.aspectRatio = 16.0 / 9.0;
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cam.imageWidth = 800;
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cam.samplesPerPixel = 200;
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cam.maxDepth = 50;
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cam.background = colour(0,0,0);
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cam.vFieldOfView = 20;
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cam.lookFrom = point3(26,3,6);
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cam.lookAt = point3(0,2,0);
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cam.vUp = vec3(0,1,0);
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cam.defocusAngle = 0;
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cam.render(world);
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}
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void cornellBox() {
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hittableList world;
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auto red = make_shared<lambertian>(colour(0.65, 0.05, 0.05));
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auto white = make_shared<lambertian>(colour(0.73, 0.73, 0.73));
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auto green = make_shared<lambertian>(colour(0.12, 0.45, 0.15));
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auto light = make_shared<diffuseLight>(colour(15, 15, 15));
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world.add(make_shared<quad>(point3(555,0,0), vec3(0,555,0), vec3(0,0,555), green));
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world.add(make_shared<quad>(point3(0,0,0), vec3(0,555,0), vec3(0,0,555), red));
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world.add(make_shared<quad>(point3(343, 554, 332), vec3(-130,0,0), vec3(0,0,-105), light));
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world.add(make_shared<quad>(point3(0,0,0), vec3(555,0,0), vec3(0,0,555), white));
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world.add(make_shared<quad>(point3(555,555,555), vec3(-555,0,0), vec3(0,0,-555), white));
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world.add(make_shared<quad>(point3(0,0,555), vec3(555,0,0), vec3(0,555,0), white));
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// Boxes.
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shared_ptr<hittable> box1 = box(point3(0,0,0), point3(165,330,165), white);
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box1 = make_shared<rotateY>(box1, 15);
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box1 = make_shared<translate>(box1, vec3(265,0,295));
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world.add(box1);
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shared_ptr<hittable> box2 = box(point3(0,0,0), point3(165,165,165), white);
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box2 = make_shared<rotateY>(box2, -18);
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box2 = make_shared<translate>(box2, vec3(130,0,65));
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world.add(box2);
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// Camera.
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camera cam;
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cam.aspectRatio = 1.0;
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cam.imageWidth = 600;
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cam.samplesPerPixel = 200;
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cam.maxDepth = 50;
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cam.background = colour(0, 0, 0);
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cam.vFieldOfView = 40;
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cam.lookFrom = point3(278, 278, -800);
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cam.lookAt = point3(278, 278, 0);
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cam.vUp = vec3(0, 1, 0);
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cam.defocusAngle = 0;
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cam.render(world);
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}
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void cornellSmoke() {
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hittableList world;
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auto red = make_shared<lambertian>(colour(.65, .05, .05));
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auto white = make_shared<lambertian>(colour(.73, .73, .73));
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auto green = make_shared<lambertian>(colour(.12, .45, .15));
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auto light = make_shared<diffuseLight>(colour(7, 7, 7));
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world.add(make_shared<quad>(point3(555,0,0), vec3(0,555,0), vec3(0,0,555), green));
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world.add(make_shared<quad>(point3(0,0,0), vec3(0,555,0), vec3(0,0,555), red));
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world.add(make_shared<quad>(point3(113,554,127), vec3(330,0,0), vec3(0,0,305), light));
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world.add(make_shared<quad>(point3(0,555,0), vec3(555,0,0), vec3(0,0,555), white));
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world.add(make_shared<quad>(point3(0,0,0), vec3(555,0,0), vec3(0,0,555), white));
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world.add(make_shared<quad>(point3(0,0,555), vec3(555,0,0), vec3(0,555,0), white));
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shared_ptr<hittable> box1 = box(point3(0,0,0), point3(165,330,165), white);
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box1 = make_shared<rotateY>(box1, 15);
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box1 = make_shared<translate>(box1, vec3(265,0,295));
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shared_ptr<hittable> box2 = box(point3(0,0,0), point3(165,165,165), white);
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box2 = make_shared<rotateY>(box2, -18);
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box2 = make_shared<translate>(box2, vec3(130,0,65));
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world.add(make_shared<constantMedium>(box1, 0.01, colour(0,0,0)));
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world.add(make_shared<constantMedium>(box2, 0.01, colour(1,1,1)));
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camera cam;
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cam.aspectRatio = 1.0;
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cam.imageWidth = 600;
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cam.samplesPerPixel = 200;
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cam.maxDepth = 50;
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cam.background = colour(0,0,0);
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cam.vFieldOfView = 40;
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cam.lookFrom = point3(278, 278, -800);
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cam.lookAt = point3(278, 278, 0);
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cam.vUp = vec3(0,1,0);
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cam.defocusAngle = 0;
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cam.render(world);
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}
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void finalScene(int imageWidth, int samplesPerPixel, int maxDepth) {
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hittableList boxes1;
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auto ground = make_shared<lambertian>(colour(0.48, 0.83, 0.53));
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int boxesPerSide = 20;
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for (int i = 0; i < boxesPerSide; i++) {
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for (int j = 0; j < boxesPerSide; j++) {
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auto w = 100.0;
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auto x0 = -1000.0 + i*w;
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auto z0 = -1000.0 + j*w;
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auto y0 = 0.0;
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auto x1 = x0 + w;
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auto y1 = randomDouble(1,101);
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auto z1 = z0 + w;
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boxes1.add(box(point3(x0,y0,z0), point3(x1,y1,z1), ground));
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}
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}
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hittableList world;
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world.add(make_shared<bvh_node>(boxes1));
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auto light = make_shared<diffuseLight>(colour(7, 7, 7));
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world.add(make_shared<quad>(point3(123, 554, 147), vec3(300, 0, 0), vec3(0, 0, 265), light));
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auto centre1 = point3(400, 400, 200);
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auto centre2 = centre1 + vec3(30, 0, 0);
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auto sphereMaterial = make_shared<lambertian>(colour(0.7, 0.3, 0.1));
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world.add(make_shared<sphere>(centre1, centre2, 50, sphereMaterial));
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world.add(make_shared<sphere>(point3(260, 150, 45), 50, make_shared<dielectric>(1.5)));
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world.add(make_shared<sphere>(point3(0, 150, 145), 50, make_shared<metal>(colour(0.8, 0.8, 0.9), 1.0)));
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auto boundary = make_shared<sphere>(point3(360,150,145), 70, make_shared<dielectric>(1.5));
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world.add(boundary);
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world.add(make_shared<constantMedium>(boundary, 0.2, colour(0.2, 0.4, 0.9)));
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boundary = make_shared<sphere>(point3(0,0,0), 5000, make_shared<dielectric>(1.5));
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world.add(make_shared<constantMedium>(boundary, .0001, colour(1,1,1)));
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auto emat = make_shared<lambertian>(make_shared<imageTexture>("earthmap.jpg"));
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world.add(make_shared<sphere>(point3(400,200,400), 100, emat));
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auto pertext = make_shared<noiseTexture>(0.2);
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world.add(make_shared<sphere>(point3(220,280,300), 80, make_shared<lambertian>(pertext)));
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hittableList boxes2;
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auto white = make_shared<lambertian>(colour(.73, .73, .73));
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int ns = 1000;
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for (int j = 0; j < ns; j++) {
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boxes2.add(make_shared<sphere>(point3::random(0,165), 10, white));
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}
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world.add(make_shared<translate>(make_shared<rotateY>(make_shared<bvh_node>(boxes2), 15), vec3(-100,270,395)));
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camera cam;
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cam.aspectRatio = 1.0;
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cam.imageWidth = imageWidth;
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cam.samplesPerPixel = samplesPerPixel;
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cam.maxDepth = maxDepth;
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cam.background = colour(0,0,0);
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cam.vFieldOfView = 40;
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cam.lookFrom = point3(478, 278, -600);
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cam.lookAt = point3(278, 278, 0);
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cam.vUp = vec3(0,1,0);
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cam.defocusAngle = 0;
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cam.render(world);
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}
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int main(void) {
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int sceneToShow = 11;
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switch (sceneToShow) {
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case 1:
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bouncingSpheres();
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break;
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case 2:
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checkeredSpheres();
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break;
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case 3:
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earth();
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break;
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case 4:
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funny();
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break;
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case 5:
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perlinSpheres();
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break;
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case 6:
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quads();
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break;
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case 7:
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simpleLight();
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break;
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case 8:
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cornellBox();
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break;
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case 9:
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cornellSmoke();
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break;
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case 10:
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finalScene(800, 10000, 40);
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break;
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default:
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finalScene(400, 250, 40);
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break;
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}
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} |