Files
Raytracer/main.cpp
2024-07-10 19:14:56 -04:00

233 lines
6.7 KiB
C++

#include "rayTracer.h"
#include "bvh.h"
#include "camera.h"
#include "hittable.h"
#include "hittableList.h"
#include "material.h"
#include "quad.h"
#include "sphere.h"
#include "texture.h"
void bouncingSpheres(void) {
// World.
hittableList world;
// 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));
world = hittableList(make_shared<bvh_node>(world));
// Camera.
camera cam;
cam.aspectRatio = 16.0 / 9.0;
cam.imageWidth = 400;
cam.samplesPerPixel = 100;
cam.maxDepth = 50;
cam.background = colour(0.70, 0.80, 1.00);
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 = 10;
cam.render(world);
}
void checkeredSpheres(void) {
hittableList world;
auto checker = make_shared<checkerTexture>(0.32, colour(.9, .1, .1), colour(.9, .9, .9));
world.add(make_shared<sphere>(point3(0,-10, 0), 10, make_shared<lambertian>(checker)));
world.add(make_shared<sphere>(point3(0, 10, 0), 10, make_shared<lambertian>(checker)));
camera cam;
cam.aspectRatio = 16.0 / 9.0;
cam.imageWidth = 800;
cam.samplesPerPixel = 100;
cam.maxDepth = 50;
cam.background = colour(0.70, 0.80, 1.00);
cam.vFieldOfView = 20;
cam.lookFrom = point3(13, 2, 3);
cam.lookAt = point3(0, 0, 0);
cam.vUp = vec3(0, 1, 0);
cam.defocusAngle = 0;
cam.render(world);
}
void earth(void) {
auto earthTexture = make_shared<imageTexture>("earthmap.jpg");
auto earthSurface = make_shared<lambertian>(earthTexture);
auto globe = make_shared<sphere>(point3(0, 0, 0), 2, earthSurface);
camera cam;
cam.aspectRatio = 16.0 / 9.0;
cam.imageWidth = 800;
cam.samplesPerPixel = 100;
cam.maxDepth = 50;
cam.background = colour(0.70, 0.80, 1.00);
cam.vFieldOfView = 20;
cam.lookFrom = point3(0,0,12);
cam.lookAt = point3(0,0,0);
cam.vUp = vec3(0,1,0);
cam.defocusAngle = 0;
cam.render(hittableList(globe));
}
void funny() {
auto texture = make_shared<imageTexture>("face.png");
auto surface = make_shared<lambertian>(texture);
auto object = make_shared<sphere>(point3(0, 0, 0), 2, surface);
camera cam;
cam.aspectRatio = 16.0 / 9.0;
cam.imageWidth = 800;
cam.samplesPerPixel = 100;
cam.maxDepth = 50;
cam.background = colour(0.70, 0.80, 1.00);
cam.vFieldOfView = 20;
cam.lookFrom = point3(0,0,12);
cam.lookAt = point3(0,0,0);
cam.vUp = vec3(0,1,0);
cam.defocusAngle = 0;
cam.render(hittableList(object));
}
void perlinSpheres() {
hittableList world;
auto perlinTexture = make_shared<noiseTexture>(4);
world.add(make_shared<sphere>(point3(0,-1000,0), 1000, make_shared<lambertian>(perlinTexture)));
world.add(make_shared<sphere>(point3(0,2,0), 2, make_shared<lambertian>(perlinTexture)));
camera cam;
cam.aspectRatio = 16.0 / 9.0;
cam.imageWidth = 800;
cam.samplesPerPixel = 100;
cam.maxDepth = 50;
cam.background = colour(0.70, 0.80, 1.00);
cam.vFieldOfView = 20;
cam.lookFrom = point3(13,2,3);
cam.lookAt = point3(0,0,0);
cam.vUp = vec3(0,1,0);
cam.defocusAngle = 0;
cam.render(world);
}
void quads() {
hittableList world;
// Materials.
auto leftRed = make_shared<lambertian>(colour(1.0, 0.2, 0.2));
auto backGreen = make_shared<lambertian>(colour(0.2, 1.0, 0.2));
auto rightBlue = make_shared<lambertian>(colour(0.2, 0.2, 1.0));
auto upperOrange = make_shared<lambertian>(colour(1.0, 0.5, 0.0));
auto lowerTeal = make_shared<lambertian>(colour(0.2, 0.8, 0.8));
//Quads.
world.add(make_shared<quad>(point3(-3,-2, 5), vec3(0, 0,-4), vec3(0, 4, 0), leftRed));
world.add(make_shared<quad>(point3(-2,-2, 0), vec3(4, 0, 0), vec3(0, 4, 0), backGreen));
world.add(make_shared<quad>(point3( 3,-2, 1), vec3(0, 0, 4), vec3(0, 4, 0), rightBlue));
world.add(make_shared<quad>(point3(-2, 3, 1), vec3(4, 0, 0), vec3(0, 0, 4), upperOrange));
world.add(make_shared<quad>(point3(-2,-3, 5), vec3(4, 0, 0), vec3(0, 0,-4), lowerTeal));
camera cam;
cam.aspectRatio = 1.0;
cam.imageWidth = 800;
cam.samplesPerPixel = 100;
cam.maxDepth = 50;
cam.background = colour(0.70, 0.80, 1.00);
cam.vFieldOfView = 80;
cam.lookFrom = point3(0, 0, 9);
cam.lookAt = point3(0, 0, 0);
cam.vUp = vec3(0, 1, 0);
cam.defocusAngle = 0;
cam.render(world);
}
int main(void) {
int sceneToShow = 6;
switch (sceneToShow) {
case 1:
bouncingSpheres();
break;
case 2:
checkeredSpheres();
break;
case 3:
earth();
break;
case 4:
funny();
break;
case 5:
perlinSpheres();
break;
case 6:
quads();
break;
}
}