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Control.cpp
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// Base Ray Tracer (Control - No Enhancements)
// Compile: g++ -O3 -std=c++11 BaseRayTracer.cpp -o base
// Run: ./base
// This outputs 3 different scenes to separate files
#include <cmath>
#include <limits>
#include <memory>
#include <random>
#include <iostream>
#include <fstream>
#include <vector>
// Constants
const double infinity = std::numeric_limits<double>::infinity();
const double pi = 3.1415926535897932385;
// Utility Functions
inline double degrees_to_radians(double degrees) {
return degrees * pi / 180.0;
}
inline double random_double() {
static std::uniform_real_distribution<double> distribution(0.0, 1.0);
static std::mt19937 generator;
return distribution(generator);
}
inline double random_double(double min, double max) {
return min + (max-min)*random_double();
}
inline double clamp(double x, double min, double max) {
if (x < min) return min;
if (x > max) return max;
return x;
}
// Vec3 class
class vec3 {
public:
double e[3];
vec3() : e{0,0,0} {}
vec3(double e0, double e1, double e2) : e{e0, e1, e2} {}
double x() const { return e[0]; }
double y() const { return e[1]; }
double z() const { return e[2]; }
vec3 operator-() const { return vec3(-e[0], -e[1], -e[2]); }
double operator[](int i) const { return e[i]; }
double& operator[](int i) { return e[i]; }
vec3& operator+=(const vec3 &v) {
e[0] += v.e[0];
e[1] += v.e[1];
e[2] += v.e[2];
return *this;
}
vec3& operator*=(const double t) {
e[0] *= t;
e[1] *= t;
e[2] *= t;
return *this;
}
vec3& operator/=(const double t) {
return *this *= 1/t;
}
double length() const {
return sqrt(length_squared());
}
double length_squared() const {
return e[0]*e[0] + e[1]*e[1] + e[2]*e[2];
}
bool near_zero() const {
const auto s = 1e-8;
return (fabs(e[0]) < s) && (fabs(e[1]) < s) && (fabs(e[2]) < s);
}
inline static vec3 random() {
return vec3(random_double(), random_double(), random_double());
}
inline static vec3 random(double min, double max) {
return vec3(random_double(min,max), random_double(min,max), random_double(min,max));
}
};
using point3 = vec3;
using color = vec3;
// Vec3 Utility Functions
inline vec3 operator+(const vec3 &u, const vec3 &v) {
return vec3(u.e[0] + v.e[0], u.e[1] + v.e[1], u.e[2] + v.e[2]);
}
inline vec3 operator-(const vec3 &u, const vec3 &v) {
return vec3(u.e[0] - v.e[0], u.e[1] - v.e[1], u.e[2] - v.e[2]);
}
inline vec3 operator*(const vec3 &u, const vec3 &v) {
return vec3(u.e[0] * v.e[0], u.e[1] * v.e[1], u.e[2] * v.e[2]);
}
inline vec3 operator*(double t, const vec3 &v) {
return vec3(t*v.e[0], t*v.e[1], t*v.e[2]);
}
inline vec3 operator*(const vec3 &v, double t) {
return t * v;
}
inline vec3 operator/(vec3 v, double t) {
return (1/t) * v;
}
inline double dot(const vec3 &u, const vec3 &v) {
return u.e[0] * v.e[0]
+ u.e[1] * v.e[1]
+ u.e[2] * v.e[2];
}
inline vec3 cross(const vec3 &u, const vec3 &v) {
return vec3(u.e[1] * v.e[2] - u.e[2] * v.e[1],
u.e[2] * v.e[0] - u.e[0] * v.e[2],
u.e[0] * v.e[1] - u.e[1] * v.e[0]);
}
inline vec3 unit_vector(vec3 v) {
return v / v.length();
}
vec3 random_in_unit_sphere() {
while (true) {
auto p = vec3::random(-1,1);
if (p.length_squared() >= 1) continue;
return p;
}
}
vec3 random_unit_vector() {
return unit_vector(random_in_unit_sphere());
}
vec3 random_in_hemisphere(const vec3& normal) {
vec3 in_unit_sphere = random_in_unit_sphere();
if (dot(in_unit_sphere, normal) > 0.0)
return in_unit_sphere;
else
return -in_unit_sphere;
}
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) {
auto 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;
}
// Ray class
class ray {
public:
point3 orig;
vec3 dir;
ray() {}
ray(const point3& origin, const vec3& direction)
: orig(origin), dir(direction)
{}
point3 origin() const { return orig; }
vec3 direction() const { return dir; }
point3 at(double t) const {
return orig + t*dir;
}
};
// Hit Record
class material;
struct hit_record {
point3 p;
vec3 normal;
std::shared_ptr<material> mat_ptr;
double t;
bool front_face;
inline void set_face_normal(const ray& r, const vec3& outward_normal) {
front_face = dot(r.direction(), outward_normal) < 0;
normal = front_face ? outward_normal :-outward_normal;
}
};
// Hittable
class hittable {
public:
virtual bool hit(const ray& r, double t_min, double t_max, hit_record& rec) const = 0;
};
// Sphere
class sphere : public hittable {
public:
point3 center;
double radius;
std::shared_ptr<material> mat_ptr;
sphere() {}
sphere(point3 cen, double r, std::shared_ptr<material> m)
: center(cen), radius(r), mat_ptr(m) {};
virtual bool hit(const ray& r, double t_min, double t_max, hit_record& rec) const override;
};
bool sphere::hit(const ray& r, double t_min, double t_max, hit_record& rec) const {
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 false;
auto sqrtd = sqrt(discriminant);
auto root = (-half_b - sqrtd) / a;
if (root < t_min || t_max < root) {
root = (-half_b + sqrtd) / a;
if (root < t_min || t_max < root)
return false;
}
rec.t = root;
rec.p = r.at(rec.t);
vec3 outward_normal = (rec.p - center) / radius;
rec.set_face_normal(r, outward_normal);
rec.mat_ptr = mat_ptr;
return true;
}
// Hittable List
class hittable_list : public hittable {
public:
std::vector<std::shared_ptr<hittable>> objects;
hittable_list() {}
hittable_list(std::shared_ptr<hittable> object) { add(object); }
void clear() { objects.clear(); }
void add(std::shared_ptr<hittable> object) { objects.push_back(object); }
virtual bool hit(const ray& r, double t_min, double t_max, hit_record& rec) const override;
};
bool hittable_list::hit(const ray& r, double t_min, double t_max, hit_record& rec) const {
hit_record temp_rec;
bool hit_anything = false;
auto closest_so_far = t_max;
for (const auto& object : objects) {
if (object->hit(r, t_min, closest_so_far, temp_rec)) {
hit_anything = true;
closest_so_far = temp_rec.t;
rec = temp_rec;
}
}
return hit_anything;
}
// Material
class material {
public:
virtual bool scatter(
const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered
) const = 0;
};
// Lambertian Material
class lambertian : public material {
public:
color albedo;
lambertian(const color& a) : albedo(a) {}
virtual bool scatter(
const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered
) const override {
auto scatter_direction = rec.normal + random_unit_vector();
if (scatter_direction.near_zero())
scatter_direction = rec.normal;
scattered = ray(rec.p, scatter_direction);
attenuation = albedo;
return true;
}
};
class metal : public material {
public:
color albedo;
double fuzz;
metal(const color& a, double f) : albedo(a), fuzz(f < 1 ? f : 1) {}
virtual bool scatter(
const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered
) const override {
vec3 reflected = reflect(unit_vector(r_in.direction()), rec.normal);
scattered = ray(rec.p, reflected + fuzz*random_in_unit_sphere());
attenuation = albedo;
return (dot(scattered.direction(), rec.normal) > 0);
}
};
class dielectric : public material {
public:
double ir;
dielectric(double index_of_refraction) : ir(index_of_refraction) {}
virtual bool scatter(
const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered
) const override {
attenuation = color(1.0, 1.0, 1.0);
double refraction_ratio = rec.front_face ? (1.0/ir) : ir;
vec3 unit_direction = unit_vector(r_in.direction());
double cos_theta = fmin(dot(-unit_direction, rec.normal), 1.0);
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;
}
private:
static double reflectance(double cosine, double ref_idx) {
auto r0 = (1-ref_idx) / (1+ref_idx);
r0 = r0*r0;
return r0 + (1-r0)*pow((1 - cosine),5);
}
};
// Camera
class camera {
public:
point3 origin;
point3 lower_left_corner;
vec3 horizontal;
vec3 vertical;
camera() {
auto aspect_ratio = 16.0 / 9.0;
auto viewport_height = 2.0;
auto viewport_width = aspect_ratio * viewport_height;
auto focal_length = 1.0;
origin = point3(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);
}
ray get_ray(double u, double v) const {
return ray(origin, lower_left_corner + u*horizontal + v*vertical - origin);
}
};
// Color utilities
void write_color(std::ostream& out, color pixel_color, int samples_per_pixel) {
auto r = pixel_color.x();
auto g = pixel_color.y();
auto b = pixel_color.z();
auto scale = 1.0 / samples_per_pixel;
r = sqrt(scale * r);
g = sqrt(scale * g);
b = sqrt(scale * b);
out << static_cast<int>(256 * clamp(r, 0.0, 0.999)) << ' '
<< static_cast<int>(256 * clamp(g, 0.0, 0.999)) << ' '
<< static_cast<int>(256 * clamp(b, 0.0, 0.999)) << '\n';
}
// Ray Color
color ray_color(const ray& r, const hittable& world, int depth) {
hit_record rec;
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);
}
// Scene 1: Classic scene
hittable_list create_scene_1() {
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(0.1, 0.2, 0.5));
auto material_left = std::make_shared<dielectric>(1.5);
auto material_right = std::make_shared<metal>(color(0.8, 0.6, 0.2), 0.0);
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), -0.4, material_left));
world.add(std::make_shared<sphere>(point3( 1.0, 0.0, -1.0), 0.5, material_right));
return world;
}
// Scene 2: Colorful metals
hittable_list create_scene_2() {
hittable_list world;
auto material_ground = std::make_shared<lambertian>(color(0.5, 0.5, 0.5));
auto material_red = std::make_shared<metal>(color(0.9, 0.1, 0.1), 0.0);
auto material_green = std::make_shared<metal>(color(0.1, 0.9, 0.1), 0.3);
auto material_blue = std::make_shared<metal>(color(0.1, 0.1, 0.9), 0.0);
auto material_gold = std::make_shared<metal>(color(1.0, 0.8, 0.2), 0.1);
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_gold));
world.add(std::make_shared<sphere>(point3(-1.2, 0.0, -1.0), 0.5, material_red));
world.add(std::make_shared<sphere>(point3( 1.2, 0.0, -1.0), 0.5, material_blue));
world.add(std::make_shared<sphere>(point3( 0.0, 1.0, -1.5), 0.5, material_green));
return world;
}
// Scene 3: Glass and diffuse
hittable_list create_scene_3() {
hittable_list world;
auto material_ground = std::make_shared<lambertian>(color(0.2, 0.6, 0.2));
auto material_glass = std::make_shared<dielectric>(1.5);
auto material_left = std::make_shared<lambertian>(color(0.8, 0.3, 0.3));
auto material_right = std::make_shared<lambertian>(color(0.3, 0.3, 0.8));
auto material_center = std::make_shared<lambertian>(color(0.9, 0.9, 0.1));
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_glass));
world.add(std::make_shared<sphere>(point3( 0.0, 0.0, -1.0), -0.45, material_glass));
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));
world.add(std::make_shared<sphere>(point3( 0.0, 1.0, -2.0), 0.4, material_center));
return world;
}
void render_scene(const std::string& filename, hittable_list& world, int scene_num) {
const auto aspect_ratio = 16.0 / 9.0;
const int image_width = 400;
const int image_height = static_cast<int>(image_width / aspect_ratio);
const int samples_per_pixel = 100;
const int max_depth = 50;
camera cam;
std::ofstream outfile(filename);
outfile << "P3\n" << image_width << ' ' << image_height << "\n255\n";
for (int j = image_height-1; j >= 0; --j) {
std::cerr << "\rScene " << scene_num << " - Scanlines 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(outfile, pixel_color, samples_per_pixel);
}
}
outfile.close();
std::cerr << "\nScene " << scene_num << " complete: " << filename << "\n";
}
int main() {
// Render Scene 1
hittable_list world1 = create_scene_1();
render_scene("base_scene1.ppm", world1, 1);
// Render Scene 2
hittable_list world2 = create_scene_2();
render_scene("base_scene2.ppm", world2, 2);
// Render Scene 3
hittable_list world3 = create_scene_3();
render_scene("base_scene3.ppm", world3, 3);
std::cerr << "\nAll scenes complete!\n";
}