Basic functional raytracer

This commit is contained in:
David 2021-08-23 00:37:57 +02:00
commit c37be6798f
5 changed files with 159 additions and 33 deletions

View file

@ -1,4 +1,4 @@
raytracer: camera.hpp color.hpp hittable.hpp hittable_list.hpp material.hpp ray.hpp rtweekend.hpp sphere.hpp vec3.hpp
raytracer: camera.hpp color.hpp hittable.hpp hittable_list.hpp main.cpp material.hpp ray.hpp rtweekend.hpp sphere.hpp vec3.hpp
@g++ -g -O2 -Wall -Wextra -Wpedantic main.cpp -o raytracer
image: raytracer

View file

@ -9,28 +9,44 @@ struct camera {
point3 lower_left_corner;
vec3 horizontal;
vec3 vertical;
vec3 u,v,w;
double lens_radius;
/* Constructors */
camera()
camera(point3 lookfrom,
point3 lookat,
vec3 vup,
double vfov,
double aspect_ratio,
double aperture,
double focus_dist)
{
double aspect_ratio = 16.0 / 9;
double viewport_height = 2.0;
double theta = degrees_to_radians(vfov);
double h = tan(theta/2);
double viewport_height = 2.0 * h;
double viewport_width = aspect_ratio * viewport_height;
double focal_length = 1.0;
origin = vec3(0,0,0);
horizontal = vec3(viewport_width, 0, 0);
vertical = vec3(0, viewport_height, 0);
lower_left_corner = origin - horizontal/2 - vertical/2 - vec3(0, 0, focal_length);
w = normalize(lookfrom - lookat);
u = normalize(cross(vup,w));
v = cross(w, u);
origin = lookfrom;
horizontal = focus_dist * viewport_width * u;
vertical = focus_dist * viewport_height * v;
lower_left_corner = origin - horizontal/2 - vertical/2 - focus_dist*w;
lens_radius = aperture/2;
}
/* Methods */
ray get_ray(double u, double v) const
ray get_ray(double s, double t) const
{
return ray(origin, lower_left_corner + u*horizontal + v*vertical - origin);
};
vec3 rd = lens_radius * random_in_unit_disk();
vec3 offset = u * rd.x + v * rd.y;
return ray(origin + offset, lower_left_corner + s*horizontal + t*vertical - origin - offset);
};
};
#endif

View file

@ -1,5 +1,6 @@
#include <stdio.h>
#include <stdint.h>
#include <stdlib.h>
#include "rtweekend.hpp"
@ -8,8 +9,63 @@
#include "sphere.hpp"
#include "camera.hpp"
color ray_color(const ray& r, const hittable& world, int32_t depth);
double hit_sphere(const point3& center, double radius, const ray& r);
hittable_list random_scene();
hittable_list random_scene() {
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 (int32_t a = -11; a < 11; a++)
{
for (int32_t b = -11; b < 11; b++)
{
double 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
color 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
color albedo = color::random(0.5, 1);
double 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));
return world;
}
color ray_color(const ray& r, const hittable& world, int32_t depth)
{
@ -50,18 +106,16 @@ double hit_sphere(const point3& center, double radius, const ray& r)
else
return (-half_b - sqrt(discriminant)) / a;
}
int main()
int32_t main()
{
// Image
double aspect_ratio = 16.0 / 9;
const int32_t image_width = 400;
const double aspect_ratio = 3.0 / 2.0;
const int32_t image_width = 1200;
const int32_t image_height = (int32_t) (image_width / aspect_ratio);
int32_t samples_per_pixel = 100;
int32_t max_depth = 50;
int32_t samples_per_pixel = 500;
const int32_t max_depth = 50;
if (getenv("SPP"))
{
@ -71,21 +125,16 @@ int main()
// World
hittable_list world;
std::shared_ptr<lambertian> material_ground = make_shared<lambertian>(color(0.8, 0.8, 0.0));
std::shared_ptr<lambertian> material_center = make_shared<lambertian>(color(0.7, 0.3, 0.3));
std::shared_ptr<metal> material_left = make_shared<metal>(color(0.8, 0.8, 0.8), 0.3);
std::shared_ptr<metal> 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));
hittable_list world = random_scene();
// Camera
camera cam;
point3 lookfrom(13,2,3);
point3 lookat(0,0,0);
vec3 vup(0,1,0);
double dist_to_focus = 10.0;
double aperture = 0.1;
camera cam(lookfrom, lookat, vup, 20, aspect_ratio, aperture, dist_to_focus);
// Render
printf("P3\n%d %d\n255\n", image_width, image_height);

View file

@ -54,4 +54,47 @@ struct metal : material {
}
};
struct dielectric : material
{
/* Attributes */
double ri; // refraction index
// Constructor
dielectric(double refraction_index) { ri = refraction_index; }
/* Methods */
// Schlick's approximation of reflectance
static double reflectance(double cosine, double ref_idx)
{
double r0 = (1-ref_idx) / (1+ref_idx);
r0 = r0*r0;
return r0 + (1-r0)*pow((1 - cosine), 5);
}
/* Virtual methods */
virtual bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered) const override
{
attenuation = color(1,1,1);
double refraction_ratio = rec.front_face ? (1.0/ri) : ri;
vec3 unit_direction = normalize(r_in.direction);
double cos_theta = fmin(dot(-unit_direction, rec.normal), 1);
double sin_theta = sqrt(1.0 - cos_theta*cos_theta);
bool cannot_refract = refraction_ratio * sin_theta > 1.0;
vec3 direction;
if (cannot_refract || reflectance(cos_theta, refraction_ratio) > random_double())
direction = reflect(unit_direction, rec.normal);
else
direction = refract(unit_direction, rec.normal, refraction_ratio);
scattered = ray(rec.p, direction);
return true;
}
};
#endif

View file

@ -188,4 +188,22 @@ vec3 reflect(const vec3& v, const vec3 n)
return v - 2*dot(v,n)*n;
}
vec3 refract (const vec3& uv, const vec3& n, double etai_over_etat)
{
double cos_theta = fmin(dot(-uv, n), 1.0);
vec3 r_out_perp = etai_over_etat * (uv + cos_theta*n);
vec3 r_out_parallel = -sqrt(fabs(1.0 - r_out_perp.length_squared())) * n;
return r_out_perp + r_out_parallel;
}
vec3 random_in_unit_disk()
{
while (true)
{
auto p = vec3(random_double(-1,1), random_double(-1,1), 0);
if (p.length_squared() >= 1) continue;
return p;
}
}
#endif