cool pink spheres
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121
src/main.cpp
121
src/main.cpp
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@ -8,18 +8,21 @@
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#include <iostream>
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const double ASPECT_RATIO = 32.0 / 9.0;
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const int WIDTH = 800;
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const double ASPECT_RATIO = 16.0 / 9.0;
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const int WIDTH = 1920;
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const int HEIGHT = static_cast<int>(WIDTH / ASPECT_RATIO);
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const int SAMPLES_PER_PIXEL = 32;
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const int MAX_DEPTH = 16;
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const int MAX_DEPTH = 5;
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const colour pink(0.973, 0.784, 0.863);
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const colour grey(0.133, 0.133, 0.133);
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colour ray_colour(const ray& r, const hittable& world, int depth)
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{
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hit_record rec;
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if (depth <= 0)
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{
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return colour(0,0,0);
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return grey;
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}
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if (world.hit(r, 0.001, infinity, rec))
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@ -32,69 +35,77 @@ colour ray_colour(const ray& r, const hittable& world, int depth)
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return attenuation * ray_colour(scattered, world, depth-1);
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}
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return colour(0,0,0);
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return grey;
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}
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vec3 unit_direction = unit_vector(r.direction());
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auto t = 0.5 * (unit_direction.y() + 1.0);
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auto t = 0.5 * (unit_direction.y() + 1.0) + 0.5;
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auto a = colour(0.8, 0.7, 1.0);
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auto b = colour(1.0, 1.0, 1.0);
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return lerp(a, b, t);
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return lerp(grey, pink, t);
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}
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hittable_list random_scene()
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{
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hittable_list world;
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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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{
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for (int b = -11; b < 11; b++)
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{
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auto choose_mat = random_double();
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point3 centre(a + 0.9*random_double(), 0.2, b + 0.9*random_double());
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//auto ground_material = make_shared<lambertian>(pink);
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//world.add(make_shared<sphere>(point3(0,-1000,0), 1000, ground_material));
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if ((centre - point3(4, 0.2, 0)).length() > 0.9)
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{
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shared_ptr<material> sphere_material;
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//for (int a = -11; a < 11; a++)
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//{
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// for (int b = -11; b < 11; b++)
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// {
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// auto choose_mat = random_double();
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// point3 centre(a + 0.9*random_double(), 0.2, b + 0.9*random_double());
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if (choose_mat < 0.8)
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{
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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>(centre, 0.2, sphere_material));
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}
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else if (choose_mat < 0.95)
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{
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// metal
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auto albedo = colour::random(0.5, 1);
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auto fuzz = random_double(0, 0.5);
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sphere_material = make_shared<metal>(albedo, fuzz);
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world.add(make_shared<sphere>(centre, 0.2, sphere_material));
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}
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else
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{
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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>(centre,0.2, sphere_material));
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}
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}
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}
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}
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// if ((centre - point3(4, 0.2, 0)).length() > 0.9)
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// {
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// shared_ptr<material> sphere_material;
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// if (choose_mat < 0.8)
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// {
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// // diffuse
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// //auto albedo = colour::random() * colour::random();
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// sphere_material = make_shared<lambertian>(pink);
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// world.add(make_shared<sphere>(centre, 0.2, sphere_material));
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// }
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// else if (choose_mat < 0.95)
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// {
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// // metal
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// auto fuzz = random_double(0, 0.5);
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// sphere_material = make_shared<metal>(pink, fuzz);
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// world.add(make_shared<sphere>(centre, 0.2, sphere_material));
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// }
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// else
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// {
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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>(centre,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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world.add(make_shared<sphere>(point3(0, 0, 0), 3.0, 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 material2 = make_shared<lambertian>(pink);
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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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auto material3 = make_shared<metal>(pink, 0.5);
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int sphere_count = 3;
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for (int i = 0; i < sphere_count; i++)
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{
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float a = 6.28 * (float)i/sphere_count - 100.0;
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float r = 8.0;
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float x = r*sin(a);
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float y = 2.0*cos(a);
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float z = r*cos(a);
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point3 pos(x,y,z);
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world.add(make_shared<sphere>(pos, 4.0, material3));
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}
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return world;
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}
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@ -105,13 +116,15 @@ int main()
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hittable_list world = random_scene();
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point3 lookfrom(13,2,3);
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auto dist_to_target = 10.0;
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auto dist_to_focus = dist_to_target + 1.0;
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auto cam_y = 1.0;
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point3 lookfrom(0,cam_y,-dist_to_target);
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point3 lookat(0,0,0);
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vec3 vup(0,1,0);
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auto dist_to_focus = 10.0;
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auto aperture = 0.1;
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auto aperture = 0.5;
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camera cam(lookfrom, lookat, vup, 20, ASPECT_RATIO, aperture, dist_to_focus);
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camera cam(lookfrom, lookat, vup, 47, ASPECT_RATIO, aperture, dist_to_focus);
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for (int j = HEIGHT - 1; j >= 0; --j)
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{
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