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//
// 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 <random>
#include <memory>
#include <vector>
#include <string>
template<typename T_Color, typename T_Coord>
class final_scene {
hitlist world;
std::vector<material *> materials;
public:
explicit final_scene(uint64_t seed);
~final_scene() {
for (material *item: materials) {
delete item;
}
}
bitmap<T_Color> render(uint32_t image_width, uint32_t image_height, uint32_t spp) {
aa_viewport<T_Color, T_Coord> camera{
{13, 2, 3},
{6.5, 1, 1.5}, //{0, 0, 0},
static_cast<uint16_t>(image_width),
static_cast<uint16_t>(image_height),
28.0 * (M_PI / 180.0),
0.025,
2.432043413435534,
world,
spp
};
return camera.render();
}
};
template<typename T_Color, typename T_Coord>
final_scene<T_Color, T_Coord>::final_scene(uint64_t seed) : world{} {
std::mt19937_64 rand{seed};
std::uniform_real_distribution<double> 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<sphere>(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<sphere>(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<sphere>(center, 0.2, *m_ball));
} else {
// glass
m_ball = new material_dielectric{1.5};
world.add_object(std::make_shared<sphere>(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<sphere>(
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<sphere>(
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<sphere>(
vec3d{4, 1, 0},
1.0,
*mat
));
materials.push_back(mat);
}
int main(int argc, char *argv[]) {
if (argc != 4) {
printf("%s <image_width> <image_height> <sample_per_pixel>\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<uint16_t, double> 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);
}
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