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main.cc
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#include "util.h"
#include <iostream>
#include "color.h"
#include "hittable.h"
#include "hittable_list.h"
#include "sphere.h"
#include "camera.h"
#include "lambertian.h"
#include "metal.h"
#include "dielectric.h"
#include "bvh.h"
int main() {
// World
hittable_list world;
for (int a = -5; a < 5; 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());
shared_ptr<material> sphere_material;
auto albedo = color::random() * color::random();
sphere_material = make_shared<lambertian>(albedo);
auto center2 = center + vec3(0, random_double(0,0.5), 0);
world.add(make_shared<Sphere>(center, center2, 0.2, sphere_material));
// if (choose_mat < 0.4) {
// // diffuse
// auto albedo = color::random() * color::random();
// sphere_material = make_shared<lambertian>(albedo);
// auto center2 = center + vec3(0, random_double(0,1), 0);
// world.add(make_shared<Sphere>(center, center2, 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 distance = 0.4;
// for (int a = 0; a > -3; a--) {
// for (int b = 1; b < 4; b++) {
// for (int c = 0; c < 3; c++) {
// auto choose_mat = random_double();
// point3 center(c*distance,b*distance,a*distance);
// auto albedo = color::random() * color::random();
// if (choose_mat < 0.8) {
// // diffuse
// auto albedo = color::random() * color::random();
// auto 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);
// auto sphere_material = make_shared<metal>(albedo, fuzz);
// world.add(make_shared<Sphere>(center, 0.2, sphere_material));
// } else {
// // glass
// auto sphere_material = make_shared<dielectric>(1.5);
// world.add(make_shared<Sphere>(center, 0.2, sphere_material));
// }
// }
// }
// }
auto material2 = make_shared<lambertian>(color(0.4, 0.8, 0.1));
world.add(make_shared<Sphere>(point3(-4, 1, 0), 1.0, material2));
auto material3 = make_shared<metal>(color(0.1, 0.6, 0.5), 0.0);
world.add(make_shared<Sphere>(point3(4, 1, 0), 1.0, material3));
auto material1 = make_shared<dielectric>(1.5);
world.add(make_shared<Sphere>(point3(0, 1, 0), 1.0, material1));
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));
std::clog << "Objects in world: " << world.length() << '\n';
world = hittable_list(make_shared<bvh_node>(world));
camera cam;
cam.aspect_ratio = 16.0 / 9.0;
cam.image_width = 400;
cam.samples_per_pixel = 10;
cam.max_depth = 20;
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);
}