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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 <chrono>
#include <iostream>
color ray_color(const ray& r, const hittable& world, int depth)
{
hit_record rec;
// If bounce limit exceeded, 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());
double 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()
{
// Start timer
auto begin = std::chrono::steady_clock::now();
// Image
constexpr double aspect_ratio = 16.0/9.0;
constexpr int image_width = 400;
constexpr int image_height = int(image_width/aspect_ratio);
constexpr int samples_per_pixel = 100;
constexpr int max_depth = 50;
// World
hittable_list world;
auto material_ground = std::make_shared<lambertian>(color(0.8, 0.8, 0.0));
auto material_center = std::make_shared<lambertian>(color(0.7, 0.3, 0.3));
auto material_left = std::make_shared<metal>(color(0.8, 0.8, 0.8));
auto material_right = std::make_shared<metal>(color(0.8, 0.6, 0.2));
world.add(std::make_shared<sphere>(point3(0.0, -100.5, -1.0), 100.0, material_ground));
world.add(std::make_shared<sphere>(point3(0.0, 0.0, -1.0), 0.5, material_center));
world.add(std::make_shared<sphere>(point3(-1.0, 0.0, -1.0), 0.5, material_left));
world.add(std::make_shared<sphere>(point3(1.0, 0.0, -1.0), 0.5, material_right));
// Camara
camera cam;
// Render
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)
{
double u = (i + random_double()) / (image_width-1);
double v = (j + random_double()) / (image_height-1);
ray r = cam.get_ray(u, v);
pixel_color += ray_color(r, world, max_depth);
}
write_color(std::cout, pixel_color, samples_per_pixel);
}
}
//Elapsed time
auto end = std::chrono::steady_clock::now();
std::cerr << "\nElapsed time = "
<< std::chrono::duration_cast<std::chrono::milliseconds>(end - begin).count()
<< " ms" << std::endl;
std::cerr << "Done.\n";
}