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10
src/main.cpp
10
src/main.cpp
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@ -11,10 +11,12 @@
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const double ASPECT_RATIO = 16.0 / 9.0;
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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 WIDTH = 1920;
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const int HEIGHT = static_cast<int>(WIDTH / ASPECT_RATIO);
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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 SAMPLES_PER_PIXEL = 8;
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const int MAX_DEPTH = 5;
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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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// fee2aa
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//
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const colour pink(254.0/255.0, 226.0/255.0, 170.0/255.0);
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const colour grey(0.133, 0.133, 0.133);
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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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colour ray_colour(const ray& r, const hittable& world, int depth)
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@ -94,7 +96,7 @@ hittable_list random_scene()
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//world.add(make_shared<sphere>(point3(-4, 1, 0), 1.0, material2));
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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>(pink, 0.5);
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auto material3 = make_shared<metal>(pink, 0.5);
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int sphere_count = 3;
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int sphere_count = 10;
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for (int i = 0; i < sphere_count; i++)
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for (int i = 0; i < sphere_count; i++)
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{
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{
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float a = 6.28 * (float)i/sphere_count - 100.0;
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float a = 6.28 * (float)i/sphere_count - 100.0;
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@ -103,7 +105,7 @@ hittable_list random_scene()
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float y = 2.0*cos(a);
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float y = 2.0*cos(a);
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float z = r*cos(a);
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float z = r*cos(a);
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point3 pos(x,y,z);
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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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world.add(make_shared<sphere>(pos, 2.0, material3));
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}
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}
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