diffuse materials

This commit is contained in:
K Tyl 2020-06-06 23:01:46 +01:00
parent 4d2012a6a2
commit 92329f633d
3 changed files with 38 additions and 9 deletions

View File

@ -10,11 +10,11 @@ void write_colour(std::ostream &out, colour pixel_colour, int samples_per_pixel)
auto g = pixel_colour.y();
auto b = pixel_colour.z();
// divide the colour total by the number of samples
// divide the colour total by the number of samples and gamme-correct for gamma=2.0
auto scale = 1.0 / samples_per_pixel;
r *= scale;
g *= scale;
b *= scale;
r = sqrt(scale * r);
g = sqrt(scale * g);
b = sqrt(scale * b);
// write the translated [0,255] value of each colour component.
out << static_cast<int>(256 * clamp(r, 0.0, 0.999)) << ' '

View File

@ -11,20 +11,27 @@ const double ASPECT_RATIO = 16.0 / 9.0;
const int WIDTH = 384;
const int HEIGHT = static_cast<int>(WIDTH / ASPECT_RATIO);
const int SAMPLES_PER_PIXEL = 100;
const int MAX_DEPTH = 50;
colour ray_colour(const ray& r, const hittable& world)
colour ray_colour(const ray& r, const hittable& world, int depth)
{
hit_record rec;
if (depth <= 0)
{
return colour(0,0,0);
}
if (world.hit(r, 0, infinity, rec))
{
return 0.5 * (rec.normal + colour(1,1,1));
point3 target = rec.p + rec.normal + random_in_unit_sphere();
return 0.5 * ray_colour(ray(rec.p, target - rec.p), world, depth-1);
}
vec3 unit_direction = unit_vector(r.direction());
auto t = 0.5 * (unit_direction.y() + 1.0);
auto a = colour(1.0, 0.5, 0.6);
auto b = colour(0.0, 0.0, 0.0);
auto a = colour(0.5, 0.6, 0.7);
auto b = colour(1.0, 1.0, 1.0);
return lerp(a, b, t);
}
@ -60,7 +67,7 @@ int main()
auto u = (i + random_double()) / (WIDTH-1);
auto v = (j + random_double()) / (HEIGHT-1);
ray r = cam.get_ray(u, v);
pixel_colour += ray_colour(r, world);
pixel_colour += ray_colour(r, world, MAX_DEPTH);
}
write_colour(std::cout, pixel_colour, SAMPLES_PER_PIXEL);

View File

@ -3,9 +3,21 @@
#include <cmath>
#include <iostream>
#include "rtweekend.h"
class vec3
{
public:
inline static vec3 random()
{
return vec3(random_double(),random_double(),random_double());
}
inline static vec3 random(double min, double max)
{
return vec3(random_double(min,max),random_double(min,max),random_double(min,max));
}
vec3() : e{0,0,0} {}
vec3(double e0, double e1, double e2) : e{e0, e1, e2} {}
@ -116,3 +128,13 @@ inline vec3 unit_vector(vec3 v)
{
return v / v.length();
}
vec3 random_in_unit_sphere()
{
while (true)
{
auto p = vec3::random(-1,1);
if (p.length_squared() >= 1) continue;
return p;
}
}