#include "rtweekend.h" #include "hittable_list.h" #include "sphere.h" #include "colour.h" #include "camera.h" #include const double ASPECT_RATIO = 16.0 / 9.0; const int WIDTH = 384; const int HEIGHT = static_cast(WIDTH / ASPECT_RATIO); const int SAMPLES_PER_PIXEL = 100; const int MAX_DEPTH = 50; 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, 0.001, infinity, rec)) { point3 target = rec.p + rec.normal + random_in_hemisphere(rec.normal); 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(0.5, 0.6, 0.7); auto b = colour(1.0, 1.0, 1.0); return lerp(a, b, t); } int main() { std::cout << "P3\n" << WIDTH << ' ' << HEIGHT << "\n255\n"; auto viewport_height = 2.0; auto viewport_width = ASPECT_RATIO * viewport_height; auto focal_length = 1.0; auto origin = point3(0, 0, 0); auto horizontal = vec3(viewport_width, 0, 0); auto vertical = vec3(0, viewport_height, 0); auto lower_left_corner = origin - horizontal/2 - vertical/2 - vec3(0,0,focal_length); hittable_list world; world.add(make_shared(point3(0,0,-1), 0.5)); world.add(make_shared(point3(0,-100.5,-1), 100)); camera cam; for (int j = HEIGHT - 1; j >= 0; --j) { std::cerr << "\rScanlines remaining: " << j << ' ' << std::flush; for (int i = 0; i < WIDTH; ++i) { colour pixel_colour(0,0,0); for (int s = 0; s < SAMPLES_PER_PIXEL; ++s) { 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, MAX_DEPTH); } write_colour(std::cout, pixel_colour, SAMPLES_PER_PIXEL); } } std::cerr << "\nDone." << std::endl; }