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main.cpp
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main.cpp
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#include "rtweekend.h"
#include "color.h"
#include "hittable_list.h"
#include "sphere.h"
#include "camera.h"
#include "material.h"
#include <iostream>
#include <fstream>
/**
* @brief
* checks if a ray hits a sphere by outlining it's dimensions
* such as R^2 = X^2 + y^2 + Z^2 and using algebra, it
* becomes t^2b⋅b+2tb⋅(A−C)+(A−C)⋅(A−C)−r^2=0
*/
double hit_sphere(const point3& center, double radius, const ray& r) {
vec3 oc = r.origin() - center;
auto a = r.direction().length_squared();
auto half_b = dot(oc, r.direction());
auto c = oc.length_squared() - radius*radius;
auto discriminant = half_b*half_b - a*c;
if (discriminant < 0) {return -1.0;}
else{return (-half_b - sqrt(discriminant)) / a;}
}
color ray_color(const ray& r, const hittable& world, int depth) {
hit_record rec;
//If we've exceeded the ray bounce limit, no more light is gathered.
if (depth <=0) {
return color(0,0,0);
}
if (world.hit(r, 0.001, infinity, rec)) {
ray scattered;
color attenuation;
if (rec.mat_ptr->scatter(r, rec, attenuation, scattered))
return attenuation * ray_color(scattered, world, depth-1);
return color(0,0,0);
}
vec3 unit_direction = unit_vector(r.direction());
auto t = 0.5*(unit_direction.y() + 1.0);
return (1.0-t)*color(1.0, 1.0, 1.0) + t*color(0.5, 0.7, 1.0);
}
int main() {
// File
std::fstream myfile;
// Image
const auto aspect_ratio = 16.0 / 9.0;
const int image_width = 1200;
const int image_height = static_cast<int>(image_width / aspect_ratio);
const int samples_per_pixel = 100;
const int max_depth = 50;
// World
hittable_list world;
auto material_ground = make_shared<lambertian>(color(0.8, 0.8, 0.0));
auto material_center = make_shared<lambertian>(color(0.7, 0.3, 0.3));
auto material_left = make_shared<metal>(color(0.8, 0.8, 0.8), 0.3);
auto material_right = make_shared<metal>(color(0.8, 0.6, 0.2), 1.0);
world.add(make_shared<sphere>(point3( 0.0, -100.5, -1.0), 100.0, material_ground));
world.add(make_shared<sphere>(point3( 0.0, 0.0, -1.0), 0.5, material_center));
world.add(make_shared<sphere>(point3(-1.0, 0.0, -1.0), 0.5, material_left));
world.add(make_shared<sphere>(point3( 1.0, 0.0, -1.0), 0.5, material_right));
//Camera
camera cam;
// Render
myfile.open("./image.ppm", std::fstream::out);
myfile << "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_double()) / (image_width-1);
auto v = (j + random_double()) / (image_height-1);
ray r = cam.get_ray(u, v);
pixel_color += ray_color(r, world, max_depth);
}
write_color(myfile, pixel_color, samples_per_pixel);
}
}
myfile.close();
std::cerr << "Done.\n";
}