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main.cpp
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#include "rtweekend.hpp"
#include "camera.hpp"
#include "color.hpp"
#include "hittable/hittable_list.hpp"
#include "hittable/sphere.hpp"
#include "modifiers/material.hpp"
#include "timer.hpp"
#include "raytracer.hpp"
#include "scenes.hpp"
#include <iostream>
int main() {
// Image
// const auto aspect_ratio = 3.0 / 2.0;
const auto aspect_ratio = 16.0/9.0;
const int image_width = 500;
const int image_height = static_cast<int>(image_width/aspect_ratio);
const int samples_per_pixel = 10;
const int max_depth = 16;
// World
auto world = mesh_test();
// Camera
// point3 lookfrom(13, 2, 3);
color background = color(0,0,0);
point3 lookfrom = point3(0, 4, -3);
point3 lookat(0,0,0);
vec3 vup(0,1,0);
auto dist_to_focus = 10.0;
auto aperture = .1;
camera cam(lookfrom, lookat, vup, 20, aspect_ratio, aperture, dist_to_focus);
// Render
Timer timer;
std::cout << "P3\n" << image_width << " " << image_height << "\n255\n";
for(int j = image_height-1; j >= 0; --j) {
std::cerr << "\rScanlines remaining: " << j << " " << std::flush;
for(int i = 0; i < image_width; ++i) {
color pixel_color(0, 0, 0);
for(int s = 0; s < samples_per_pixel; ++s) {
auto u = (i + random_float()) / (image_width-1);
auto v = (j + random_float()) / (image_height-1);
ray r = cam.get_ray(u, v);
pixel_color += ray_color2(r, background, &world, max_depth);
}
write_color(std::cout, pixel_color, samples_per_pixel);
}
}
std::cerr << "\nFinished rendering in " << timer.get_millis() << " ms or "
<< timer.get_seconds() << "s. ";
std::cerr << "\nDone\n";
return 0;
}