// // Created by Keuin on 2022/4/21. // #include "viewport.h" #include "hitlist.h" #include "aa.h" #include "bitmap.h" #include "material_diffusive.h" #include "material_reflective.h" #include "material_dielectric.h" #include "sphere.h" #include "timer.h" #include #include #include #include template class final_scene { hitlist world; std::vector materials; public: explicit final_scene(uint64_t seed); ~final_scene() { for (material *item: materials) { delete item; } } bitmap render(uint32_t image_width, uint32_t image_height, uint32_t spp) { aa_viewport camera{ {13, 2, 3}, {6.5, 1, 1.5}, //{0, 0, 0}, static_cast(image_width), static_cast(image_height), 24.0 * (M_PI / 180.0), 0.1, 2.432043413435534, world, spp }; return camera.render(); } }; template final_scene::final_scene(uint64_t seed) : world{} { std::mt19937_64 rand{seed}; std::uniform_real_distribution uni{0, 1}; material *m_ball; // earth m_ball = new material_diffuse_lambertian{{0.5, 0.5, 0.5}}; world.add_object(std::make_shared(vec3d{0, -1000, 0}, 1000.0, *m_ball)); materials.push_back(m_ball); // add random small balls for (int i = -11; i < 11; ++i) { for (int j = -11; j < 11; ++j) { double rv = uni(rand); vec3d center{i + 0.9 * uni(rand), 0.2, j + 0.9 * uni(rand)}; if ((center - vec3d{4, 0.2, 0}).norm() > 0.9) { if (rv < 0.8) { // diffuse const auto albedo = vec3d{ uni(rand) * uni(rand), uni(rand) * uni(rand), uni(rand) * uni(rand) }; m_ball = new material_diffuse_lambertian{albedo}; world.add_object(std::make_shared(center, 0.2, *m_ball)); } else if (rv < 0.95) { // metal auto albedo = vec3d{ 0.5 * uni(rand) + 0.5, 0.5 * uni(rand) + 0.5, 0.5 * uni(rand) + 0.5 }; auto fuzz = 0.5 * uni(rand); m_ball = new material_fuzzy_reflective{albedo, fuzz}; world.add_object(std::make_shared(center, 0.2, *m_ball)); } else { // glass m_ball = new material_dielectric{1.5}; world.add_object(std::make_shared(center, 0.2, *m_ball)); } materials.push_back(m_ball); } } } // add three big balls material *mat; mat = new material_dielectric{1.5}; world.add_object(std::make_shared( vec3d{0, 1, 0}, 1.0, *mat )); materials.push_back(mat); mat = new material_diffuse_lambertian{{0.4, 0.2, 0.1}}; world.add_object(std::make_shared( vec3d{-4, 1, 0}, 1.0, *mat )); materials.push_back(mat); mat = new material_reflective{{0.7, 0.6, 0.5}}; // not fuzzy world.add_object(std::make_shared( vec3d{4, 1, 0}, 1.0, *mat )); materials.push_back(mat); } int main(int argc, char *argv[]) { if (argc != 4) { printf("%s \n", argv[0]); return 0; } std::string s_image_width{argv[1]}, s_image_height{argv[2]}, s_spp{argv[3]}; uint32_t image_width = std::stoul(s_image_width); uint32_t image_height = std::stoul(s_image_height); uint32_t spp = std::stoul(s_spp); std::cerr << "image size: " << image_width << "*" << image_height << std::endl << "spp: " << spp << std::endl; final_scene scene{0x793def6344ef29d4}; timer tm; std::cerr << "Start rendering..." << std::endl; tm.start_measure(); const auto image = scene.render(image_width, image_height, spp); tm.stop_measure(); std::cerr << "Apply gamma2 correction..." << std::endl; tm.start_measure(); const auto image2 = image.gamma2(); tm.stop_measure(); image2.write_plain_ppm(std::cout); }