265 lines
7.6 KiB
C++
265 lines
7.6 KiB
C++
#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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#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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int main(void) {
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int sceneToShow = 7;
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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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}
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} |