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main.cpp
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604 lines (447 loc) · 19.7 KB
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#include "include/usefulstuff.h"
#include "include/hittable.h"
#include "include/hittable_list.h"
#include "include/material.h"
#include "include/quad.h"
#include "include/triangles.h"
#include "include/sphere.h"
#include "include/camera.h"
#include "include/constant_medium.h"
#include "include/bvh.h"
#include "include/texture.h"
#include <iomanip>
using namespace std;
void bouncing_spheres() {
hittable_list world;
auto checker = make_shared<checker_texture>(0.32, color(.2,.3,.1), color(.9,.9,.9));
world.add(make_shared<sphere>(point3(0,-1000,0), 1000, make_shared<lambertian>(checker)));
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());
if ((center - point3(4, 0.2, 0)).length() > 0.9) {
shared_ptr<material> sphere_material;
if (choose_mat < 0.8) {
// diffuse
auto albedo = color::random() * color::random();
sphere_material = make_shared<lambertian>(albedo);
auto center2 = center + vec3(0, random_double(0,.5), 0);
world.add(make_shared<sphere>(center, center2, 0.2, sphere_material));
} else if (choose_mat < 0.95) {
// metal
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
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));
world = hittable_list(make_shared<bvh_node>(world));
auto empty_material = shared_ptr<material>();
quad lights(point3(0,0,0), vec3(0,0,0), vec3(0,0,0), empty_material);
camera cam;
cam.image_width = 640;
cam.image_height = 360;
cam.samples_per_pixel = 25;
cam.max_depth = 25;
cam.background = color(0.70, 0.80, 1.00);
cam.vfov = 20;
cam.lookfrom = point3(13,2,3);
cam.lookat = point3(0,0,0);
cam.vup = vec3(0,1,0);
cam.defocus_angle = 0.6;
cam.focus_dist = 10.0;
/*
clog << "Enter image width: ";
cin >> cam.image_width;
clog << "Enter image height: ";
cin >> cam.image_height;
clog << "Enter sampling rate: ";
cin >> cam.samples_per_pixel;
*/
cam.render(world, lights);
}
void checkered_spheres() {
hittable_list world;
auto checker = make_shared<checker_texture>(0.32, color(.2, .3, .1), color(.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)));
auto empty_material = shared_ptr<material>();
quad lights(point3(0,0,0), vec3(0,0,0), vec3(0,0,0), empty_material);
camera cam;
cam.image_width = 640;
cam.image_height = 360;
cam.samples_per_pixel = 25;
cam.max_depth = 25;
cam.background = color(0.70, 0.80, 1.00);
cam.vfov = 20;
cam.lookfrom = point3(13,2,3);
cam.lookat = point3(0,0,0);
cam.vup = vec3(0,1,0);
cam.defocus_angle = 0;
cam.focus_dist = 10.0;
cam.render(world, lights);
}
void earth() {
auto earth_texture = make_shared<image_texture>("earthmap.jpg");
auto earth_surface = make_shared<lambertian>(earth_texture);
auto globe = make_shared<sphere>(point3(0,0,0), 2, earth_surface);
camera cam;
cam.image_width = 640;
cam.image_height = 360;
cam.samples_per_pixel = 25;
cam.max_depth = 25;
cam.background = color(0.70, 0.80, 1.00);
cam.vfov = 20;
cam.lookfrom = point3(0,0,12);
cam.lookat = point3(0,0,0);
cam.vup = vec3(0,1,0);
cam.defocus_angle = 0;
cam.focus_dist = 10.0;
//cam.render(hittable_list(globe));
}
void perlin_spheres() {
hittable_list world;
auto pertext = make_shared<noise_texture>(8);
world.add(make_shared<sphere>(point3(0,-1000,0), 1000, make_shared<lambertian>(pertext)));
world.add(make_shared<sphere>(point3(0,2,0), 2, make_shared<lambertian>(pertext)));
auto empty_material = shared_ptr<material>();
quad lights(point3(0,0,0), vec3(0,0,0), vec3(0,0,0), empty_material);
camera cam;
cam.image_width = 640;
cam.image_height = 360;
cam.samples_per_pixel = 50;
cam.max_depth = 25;
cam.background = color(0.70, 0.80, 1.00);
cam.vfov = 20;
cam.lookfrom = point3(13,2,3);
cam.lookat = point3(0,0,0);
cam.vup = vec3(0,1,0);
cam.defocus_angle = 0;
cam.focus_dist = 10.0;
cam.render(world, lights);
}
void quads() {
hittable_list world;
// Materials
auto left_red = make_shared<lambertian>(color(1.0, 0.2, 0.2));
auto back_green = make_shared<lambertian>(color(0.2, 1.0, 0.2));
auto right_blue = make_shared<lambertian>(color(0.2, 0.2, 1.0));
auto upper_orange = make_shared<lambertian>(color(1.0, 0.5, 0.0));
auto lower_teal = make_shared<lambertian>(color(0.2, 0.8, 0.8));
// Quads
world.add(make_shared<quad>(point3(-3,-2, 5), vec3(0, 0,-4), vec3(0, 4, 0), left_red));
world.add(make_shared<quad>(point3(-2,-2, 0), vec3(4, 0, 0), vec3(0, 4, 0), back_green));
world.add(make_shared<quad>(point3( 3,-2, 1), vec3(0, 0, 4), vec3(0, 4, 0), right_blue));
world.add(make_shared<quad>(point3(-2, 3, 1), vec3(4, 0, 0), vec3(0, 0, 4), upper_orange));
world.add(make_shared<quad>(point3(-2,-3, 5), vec3(4, 0, 0), vec3(0, 0,-4), lower_teal));
auto empty_material = shared_ptr<material>();
quad lights(point3(0,0,0), vec3(0,0,0), vec3(0,0,0), empty_material);
camera cam;
cam.image_width = 640;
cam.image_height = 360;
cam.samples_per_pixel = 50;
cam.max_depth = 25;
cam.background = color(0.70, 0.80, 1.00);
cam.vfov = 80;
cam.lookfrom = point3(0,0,9);
cam.lookat = point3(0,0,0);
cam.vup = vec3(0,1,0);
cam.defocus_angle = 0;
cam.focus_dist = 10.0;
cam.render(world, lights);
}
void tris() {
hittable_list world;
// Materials
auto left_red = make_shared<lambertian>(color(1.0, 0.2, 0.2));
auto back_green = make_shared<lambertian>(color(0.2, 1.0, 0.2));
auto right_blue = make_shared<lambertian>(color(0.2, 0.2, 1.0));
auto upper_orange = make_shared<lambertian>(color(1.0, 0.5, 0.0));
auto lower_teal = make_shared<lambertian>(color(0.2, 0.8, 0.8));
// Quads
world.add(make_shared<triangles>(point3(-3,-2, 5), vec3(0, 0,-4), vec3(0, 4, 0), left_red));
world.add(make_shared<triangles>(point3(-2,-2, 0), vec3(4, 0, 0), vec3(0, 4, 0), back_green));
world.add(make_shared<triangles>(point3( 3,-2, 1), vec3(0, 0, 4), vec3(0, 4, 0), right_blue));
world.add(make_shared<triangles>(point3(-2, 3, 1), vec3(4, 0, 0), vec3(0, 0, 4), upper_orange));
world.add(make_shared<triangles>(point3(-2,-3, 5), vec3(4, 0, 0), vec3(0, 0,-4), lower_teal));
auto empty_material = shared_ptr<material>();
quad lights(point3(0,0,0), vec3(0,0,0), vec3(0,0,0), empty_material);
camera cam;
cam.image_width = 640;
cam.image_height = 360;
cam.samples_per_pixel = 50;
cam.max_depth = 25;
cam.background = color(0.70, 0.80, 1.00);
cam.vfov = 80;
cam.lookfrom = point3(0,0,9);
cam.lookat = point3(0,0,0);
cam.vup = vec3(0,1,0);
cam.defocus_angle = 0;
cam.focus_dist = 10.0;
cam.render(world, lights);
}
void simple_light() {
hittable_list world;
auto pertext = make_shared<noise_texture>(4);
world.add(make_shared<sphere>(point3(0,-1000,0), 1000, make_shared<lambertian>(pertext)));
world.add(make_shared<sphere>(point3(0,2,0), 2, make_shared<lambertian>(pertext)));
auto difflight = make_shared<diffuse_light>(color(4,4,4));
world.add(make_shared<sphere>(point3(0,7,0), 2, difflight));
world.add(make_shared<quad>(point3(3,1,-2), vec3(2,0,0), vec3(0,2,0), difflight));
auto empty_material = shared_ptr<material>();
quad lights(point3(0,0,0), vec3(0,0,0), vec3(0,0,0), empty_material);
camera cam;
cam.image_width = 640;
cam.image_height = 360;
cam.samples_per_pixel = 50;
cam.max_depth = 25;
cam.background = color(0, 0, 0);
cam.vfov = 20;
cam.lookfrom = point3(26,3,6);
cam.lookat = point3(0,2,0);
cam.vup = vec3(0,1,0);
cam.defocus_angle = 0;
cam.focus_dist = 10.0;
cam.render(world, lights);
}
void cornell_box() {
hittable_list world;
auto red = make_shared<lambertian>(color(.65, .05, .05));
auto white = make_shared<lambertian>(color(.73, .73, .73));
auto green = make_shared<lambertian>(color(.12, .45, .15));
auto light = make_shared<diffuse_light>(color(15, 15, 15));
world.add(make_shared<quad>(point3(555,0,0), vec3(0,555,0), vec3(0,0,555), green));
world.add(make_shared<quad>(point3(0,0,0), vec3(0,555,0), vec3(0,0,555), red));
world.add(make_shared<quad>(point3(343, 554, 332), vec3(-130,0,0), vec3(0,0,-105), light));
world.add(make_shared<quad>(point3(0,0,0), vec3(555,0,0), vec3(0,0,555), white));
world.add(make_shared<quad>(point3(555,555,555), vec3(-555,0,0), vec3(0,0,-555), white));
world.add(make_shared<quad>(point3(0,0,555), vec3(555,0,0), vec3(0,555,0), white));
// Box
shared_ptr<hittable> box1 = box(point3(0,0,0), point3(165,330,165), white);
box1 = make_shared<rotate_y>(box1, 15);
box1 = make_shared<translate>(box1, vec3(265,0,295));
world.add(box1);
// Glass Sphere
auto glass = make_shared<dielectric>(1.5);
world.add(make_shared<sphere>(point3(190,90,190), 90, glass));
// Light Sources
auto empty_material = shared_ptr<material>();
hittable_list lights;
lights.add(make_shared<quad>(point3(343,554,332), vec3(-130,0,0), vec3(0,0,-105), empty_material));
lights.add(make_shared<sphere>(point3(190, 90, 190), 90, empty_material));
camera cam;
cam.image_width = 600;
cam.image_height = 600;
cam.samples_per_pixel = 250;
cam.max_depth = 50;
cam.background = color(0, 0, 0);
cam.vfov = 40;
cam.lookfrom = point3(278, 278, -800);
cam.lookat = point3(278, 278, 0);
cam.vup = vec3(0,1,0);
cam.defocus_angle = 0;
cam.focus_dist = 10.0;
cam.threads_left = 1;
cam.render(world, lights);
}
void cornell_smoke() {
hittable_list world;
auto red = make_shared<lambertian>(color(.65, .05, .05));
auto white = make_shared<lambertian>(color(.73, .73, .73));
auto green = make_shared<lambertian>(color(.12, .45, .15));
auto light = make_shared<diffuse_light>(color(7, 7, 7));
world.add(make_shared<quad>(point3(555,0,0), vec3(0,555,0), vec3(0,0,555), green));
world.add(make_shared<quad>(point3(0,0,0), vec3(0,555,0), vec3(0,0,555), red));
world.add(make_shared<quad>(point3(113,554,127), vec3(330,0,0), vec3(0,0,305), light));
world.add(make_shared<quad>(point3(0,555,0), vec3(555,0,0), vec3(0,0,555), white));
world.add(make_shared<quad>(point3(0,0,0), vec3(555,0,0), vec3(0,0,555), white));
world.add(make_shared<quad>(point3(0,0,555), vec3(555,0,0), vec3(0,555,0), white));
shared_ptr<hittable> box1 = box(point3(0,0,0), point3(165,330,165), white);
box1 = make_shared<rotate_y>(box1, 15);
box1 = make_shared<translate>(box1, vec3(265,0,295));
shared_ptr<hittable> box2 = box(point3(0,0,0), point3(165,165,165), white);
box2 = make_shared<rotate_y>(box2, -18);
box2 = make_shared<translate>(box2, vec3(130,0,65));
world.add(make_shared<constant_medium>(box1, 0.01, color(0,0,0)));
world.add(make_shared<constant_medium>(box2, 0.01, color(1,1,1)));
auto empty_material = shared_ptr<material>();
hittable_list lights;
lights.add(make_shared<quad>(point3(343,554,332), vec3(-130,0,0), vec3(0,0,-105), empty_material));
lights.add(make_shared<sphere>(point3(190, 90, 190), 90, empty_material));
camera cam;
cam.image_width = 600;
cam.image_height = 600;
cam.samples_per_pixel = 5;
cam.max_depth = 50;
cam.background = color(0, 0, 0);
cam.vfov = 40;
cam.lookfrom = point3(278, 278, -800);
cam.lookat = point3(278, 278, 0);
cam.vup = vec3(0,1,0);
cam.defocus_angle = 0;
cam.focus_dist = 10.0;
cam.render(world, lights);
}
void final_scene(int image_height, int image_width, int samples_per_pixel, int max_depth) {
hittable_list boxes1;
auto ground = make_shared<lambertian>(color(0.48, 0.83, 0.53));
int boxes_per_side = 20;
for (int i = 0; i < boxes_per_side; i++) {
for (int j = 0; j < boxes_per_side; j++) {
auto w = 100.0;
auto x0 = -1000.0 + i*w;
auto z0 = -1000.0 + j*w;
auto y0 = 0.0;
auto x1 = x0 + w;
auto y1 = random_double(1,101);
auto z1 = z0 + w;
boxes1.add(box(point3(x0,y0,z0), point3(x1,y1,z1), ground));
}
}
hittable_list world;
hittable_list lights;
world.add(make_shared<bvh_node>(boxes1));
auto light = make_shared<diffuse_light>(color(15, 15, 15));
lights.add(make_shared<quad>(point3(123,554,147), vec3(300,0,0), vec3(0,0,265), light));
auto center1 = point3(400, 400, 200);
auto center2 = center1 + vec3(30,0,0);
auto sphere_material = make_shared<lambertian>(color(0.7, 0.3, 0.1));
world.add(make_shared<sphere>(center1, center2, 50, sphere_material));
world.add(make_shared<sphere>(point3(260, 150, 45), 50, make_shared<dielectric>(1.5)));
world.add(make_shared<sphere>(
point3(0, 150, 145), 50, make_shared<metal>(color(0.8, 0.8, 0.9), 1.0)
));
auto boundary = make_shared<sphere>(point3(360,150,145), 70, make_shared<dielectric>(1.5));
world.add(boundary);
world.add(make_shared<constant_medium>(boundary, 0.2, color(0.2, 0.4, 0.9)));
boundary = make_shared<sphere>(point3(0,0,0), 5000, make_shared<dielectric>(1.5));
world.add(make_shared<constant_medium>(boundary, .0001, color(1,1,1)));
auto emat = make_shared<lambertian>(make_shared<image_texture>("earthmap.jpg"));
world.add(make_shared<sphere>(point3(400,200,400), 100, emat));
auto pertext = make_shared<noise_texture>(0.2);
world.add(make_shared<sphere>(point3(220,280,300), 80, make_shared<lambertian>(pertext)));
hittable_list boxes2;
auto white = make_shared<lambertian>(color(.73, .73, .73));
int ns = 1000;
for (int j = 0; j < ns; j++) {
boxes2.add(make_shared<sphere>(point3::random(0,165), 10, white));
}
world.add(make_shared<translate>(
make_shared<rotate_y>(
make_shared<bvh_node>(boxes2), 15),
vec3(-100,270,395)
)
);
auto empty_material = shared_ptr<material>();
lights.add( make_shared<quad>(point3(0,0,0), vec3(0,0,0), vec3(0,0,0), empty_material));
camera cam;
cam.image_height = image_height;
cam.image_width = image_width;
cam.samples_per_pixel = samples_per_pixel;
cam.max_depth = max_depth;
cam.background = color(0,0,0);
cam.vfov = 40;
cam.lookfrom = point3(478, 278, -600);
cam.lookat = point3(278, 278, 0);
cam.vup = vec3(0,1,0);
cam.defocus_angle = 0;
cam.focus_dist = 10.0;
cam.threads_left = 1;
cam.render(world, lights);
}
void final_scene02(int image_height, int image_width, int samples_per_pixel, int max_depth) {
hittable_list boxes1;
auto ground = make_shared<lambertian>(color(0.48, 0.83, 0.53));
int boxes_per_side = 20;
for (int i = 0; i < boxes_per_side; i++) {
for (int j = 0; j < boxes_per_side; j++) {
auto w = 100.0;
auto x0 = -1000.0 + i * w;
auto z0 = -1000.0 + j * w;
auto y0 = 0.0;
auto x1 = x0 + w;
auto y1 = random_double(1, 101);
auto z1 = z0 + w;
boxes1.add(box(point3(x0, y0, z0), point3(x1, y1, z1), ground));
}
}
hittable_list world;
world.add(make_shared<bvh_node>(boxes1));
// Light source (brighter for better visibility)
auto light = make_shared<diffuse_light>(color(15, 15, 15));
auto light_quad = make_shared<quad>(point3(123, 554, 147), vec3(300, 0, 0), vec3(0, 0, 265), light);
world.add(light_quad);
// Adding light to the 'lights' list for proper importance sampling
hittable_list lights;
lights.add(light_quad);
// Other scene objects
auto center1 = point3(400, 400, 200);
auto center2 = center1 + vec3(30, 0, 0);
auto sphere_material = make_shared<lambertian>(color(0.7, 0.3, 0.1));
world.add(make_shared<sphere>(center1, center2, 50, sphere_material));
world.add(make_shared<sphere>(point3(260, 150, 45), 50, make_shared<dielectric>(1.5)));
world.add(make_shared<sphere>(point3(0, 150, 145), 50, make_shared<metal>(color(0.8, 0.8, 0.9), 1.0)));
auto boundary = make_shared<sphere>(point3(360, 150, 145), 70, make_shared<dielectric>(1.5));
world.add(boundary);
world.add(make_shared<constant_medium>(boundary, 0.2, color(0.2, 0.4, 0.9)));
boundary = make_shared<sphere>(point3(0, 0, 0), 5000, make_shared<dielectric>(1.5));
world.add(make_shared<constant_medium>(boundary, .0001, color(1, 1, 1)));
auto emat = make_shared<lambertian>(make_shared<image_texture>("earthmap.jpg"));
world.add(make_shared<sphere>(point3(400, 200, 400), 100, emat));
auto pertext = make_shared<noise_texture>(0.2);
world.add(make_shared<sphere>(point3(220, 280, 300), 80, make_shared<lambertian>(pertext)));
hittable_list boxes2;
auto white = make_shared<lambertian>(color(.73, .73, .73));
int ns = 1000;
for (int j = 0; j < ns; j++) {
boxes2.add(make_shared<sphere>(point3::random(0, 165), 10, white));
}
world.add(make_shared<translate>(
make_shared<rotate_y>(
make_shared<bvh_node>(boxes2), 15),
vec3(-100, 270, 395)
)
);
camera cam;
cam.image_height = image_height;
cam.image_width = image_width;
cam.samples_per_pixel = samples_per_pixel;
cam.max_depth = max_depth;
cam.background = color(0, 0, 0);
cam.vfov = 40;
cam.lookfrom = point3(478, 278, -600);
cam.lookat = point3(278, 278, 0);
cam.vup = vec3(0, 1, 0);
cam.defocus_angle = 0;
cam.focus_dist = 10.0;
cam.threads_left = 1;
cam.render(world, lights);
}
int main() {
switch (10) {
case 1: bouncing_spheres(); break;
case 2: checkered_spheres(); break;
case 3: earth(); break;
case 4: perlin_spheres(); break;
case 5: quads(); break;
case 6: tris(); break;
case 7: simple_light(); break;
case 8: cornell_box(); break;
case 9: cornell_smoke(); break;
case 10: final_scene02(720, 1280, 1000, 50); break;
case 11: final_scene02(360, 640, 100, 25); break;
}
return 0;
}