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Main.cpp
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#include "Engine.h"
#include "Camera.h"
#include "Hittable.h"
#include "HittableList.h"
#include "Material.h"
#include "Sphere.h"
int main()
{
HittableList world;
auto groundMaterial = std::make_shared<Lambertian>(Color(0.5, 0.5, 0.5));
world.Add(std::make_shared<Sphere>(Point3(0, -1000, 0), 1000, groundMaterial));
for (int a = -11; a < 11; a++)
{
for (int b = -11; b < 11; b++)
{
auto chooseMat = RandomDouble();
Point3 center(a + 0.9 * RandomDouble(), 0.2, b + 0.9 * RandomDouble());
if ((center - Point3(4, 0.2, 0)).Length() > 0.9)
{
std::shared_ptr<Material> sphereMaterial;
if (chooseMat < 0.8)
{
// Diffuse
auto albedo = Color::Random() * Color::Random();
sphereMaterial = std::make_shared<Lambertian>(albedo);
world.Add(std::make_shared<Sphere>(center, 0.2, sphereMaterial));
}
else if (chooseMat < 0.95)
{
// Metal
auto albedo = Color::Random(0.5, 1);
auto fuzz = RandomDouble(0, 0.5);
sphereMaterial = std::make_shared<Metal>(albedo, fuzz);
world.Add(std::make_shared<Sphere>(center, 0.2, sphereMaterial));
}
else
{
// Glass
sphereMaterial = std::make_shared<Dielectric>(1.5);
world.Add(std::make_shared<Sphere>(center, 0.2, sphereMaterial));
}
}
}
}
auto material1 = std::make_shared<Dielectric>(1.5);
world.Add(std::make_shared<Sphere>(Point3(0, 1, 0), 1.0, material1));
auto material2 = std::make_shared<Lambertian>(Color(0.4, 0.2, 0.1));
world.Add(std::make_shared<Sphere>(Point3(-4, 1, 0), 1.0, material2));
auto material3 = std::make_shared<Metal>(Color(0.7, 0.6, 0.5), 0.0);
world.Add(std::make_shared<Sphere>(Point3(4, 1, 0), 1.0, material3));
Camera cam;
cam.aspectRatio = 16.0 / 9.0;
cam.imageWidth = 360;
cam.samplesPerPixel = 10;
cam.maxDepth = 30;
cam.vFov = 20;
cam.lookFrom = Point3(13,2,3);
cam.lookAt = Point3(0,0,0);
cam.vUp = Vec3(0,1,0);
cam.defocusAngle = 0.6;
cam.focusDist = 10.0;
cam.Render(world);
}