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main.cpp
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#include <float.h>
#include <iostream>
#include "camera.h"
#include "color.h"
#include "hittable_list.h"
#include "interval.h"
#include "material.h"
#include "ray.h"
#include "rtweekend.h"
#include "sphere.h"
#include "vec3.h"
int main() {
/* 生成场景 */
hittable_list world;
auto ground_material = make_shared<lambertian>(color(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 = random_double();
point3 center(a + 0.9 * random_double(), 0.2, b + 0.9 * random_double());
// 根据随机数 choose_mat 的取值大小随机生成 diffuse, metal, glass 材质的球
if ((center - point3(4, 0.2, 0)).length() > 0.9) {
shared_ptr<material> sphere_material;
if (choose_mat < 0.8) {
// diffuse, 漫反射材质, 反射光线在交点法线方向存在散射(漫反射)和衰减
auto albedo = color::random() * color::random();
sphere_material = make_shared<lambertian>(albedo);
world.add(make_shared<sphere>(center, 0.2, sphere_material));
} else if (choose_mat < 0.95) {
// metal, 金属材质, 反射光线在理想反射光线方向存在散射(漫反射)和衰减
auto albedo = color::random(0.5, 1);
auto fuzz = random_double(0, 0.5);
sphere_material = make_shared<metal>(albedo, fuzz);
world.add(make_shared<sphere>(center, 0.2, sphere_material));
} else {
// glass, 玻璃材质, 反射光线存在折射,反射和衰减
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>(color(0.4, 0.2, 0.1));
world.add(make_shared<sphere>(point3(-4, 1, 0), 1.0, material2));
auto material3 = make_shared<metal>(color(0.7, 0.6, 0.5), 0.0);
world.add(make_shared<sphere>(point3(4, 1, 0), 1.0, material3));
/* 设置相机和输出图像的属性 */
camera cam;
cam.aspect_ratio = 16.0 / 9.0; // 图像的长宽比
cam.image_width = 400; // 图像的宽(像素数)
cam.samples_per_pixel = 5; // 每个像素的采样光线数
cam.max_depth = 10; // 光线的最大深度
cam.vfov = 20; // 视场角
cam.lookfrom = point3(13, 2, 3); // 相机位置
cam.lookat = point3(0, 0, 0); // 相机观察的点
cam.vup = vec3(0, 1, 0); // 相机上方向向量
cam.defocus_angle = 0.6; // 模拟实际相机的散射角度(以实现景深效果)
cam.focus_dist = 10.0; // 模拟实际相机的理想焦距(以实现景深效果)
cam.render(world);
return 0;
}