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cover.cpp
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#include "common.h"
#include "color.h"
#include "hittable.h"
#include "hittable_list.h"
#include "sphere.h"
#include "interval.h"
#include "camera.h"
#include "material.h"
#include <iostream>
int main()
{
hittable_list world;
auto ground_material = make_shared<lambertian>(color(0.5, 0.5, 0.5));
world.add(make_shared<sphere>(point3(0, -1000, 0), 1000, ground_material));
for (int a = -11; a < 11; a++)
{
for (int b = -11; b < 11; b++)
{
auto choose_mat = random_double();
point3 center(a + 0.9 * random_double(), 0.2, b + 0.9 * random_double());
if ((center - point3(4, 0.2, 0)).length() > 0.9)
{
shared_ptr<material> sphere_material;
if (choose_mat < 0.8)
{
// diffuse
auto albedo = color::random() * color::random();
sphere_material = make_shared<lambertian>(albedo);
world.add(make_shared<sphere>(center, 0.2, sphere_material));
}
else if (choose_mat < 0.95)
{
// metal
auto albedo = color::random(0.5, 1);
auto fuzz = random_double(0, 0.5);
sphere_material = make_shared<metal>(albedo, fuzz);
world.add(make_shared<sphere>(center, 0.2, sphere_material));
}
else
{
// glass
sphere_material = make_shared<dielectric>(1.5);
world.add(make_shared<sphere>(center, 0.2, sphere_material));
}
}
}
}
auto material1 = make_shared<dielectric>(1.5);
world.add(make_shared<sphere>(point3(0, 1, 0), 1.0, material1));
auto material2 = make_shared<lambertian>(color(0.4, 0.2, 0.1));
world.add(make_shared<sphere>(point3(-4, 1, 0), 1.0, material2));
auto material3 = make_shared<metal>(color(0.7, 0.6, 0.5), 0.0);
world.add(make_shared<sphere>(point3(4, 1, 0), 1.0, material3));
camera cam;
cam.aspect_ratio = 16.0 / 9.0;
cam.image_width = 1200;
cam.samples_per_pixel = 10;
cam.max_depth = 50;
cam.vfov = 20;
cam.lookfrom = point3(13, 2, 3);
cam.lookat = point3(0, 0, 0);
cam.vup = vec3(0, 1, 0);
cam.defocus_angle = 0.6;
cam.focus_dist = 10.0;
cam.render(world);
}