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123 lines (98 loc) · 4.09 KB
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Copy pathcamera.h
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123 lines (98 loc) · 4.09 KB
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#ifndef CAMERA_H
#define CAMERA_H
#include "rtweekend.h"
#include "color.h"
#include "hittable.h"
#include <iostream>
#include "material.h"
class camera
{
public:
double aspect_ratio = 1.0; // image width / height
int image_width = 100; // rendered image width in pixel count
int samples_per_pixel = 10; // Count of random samples for each pixel
int max_depth = 10; // maximum number of ray bounces into scene
void render(const hittable &world)
{
initialize();
std::cout << "P3\n"
<< image_width << ' ' << image_height << "\n255\n";
for (int j = 0; j < image_height; ++j)
{
std::clog << "\rScanlines remaining: " << (image_height - j) << ' ' << std::flush;
for (int i = 0; i < image_width; ++i)
{
color pixel_color(0, 0, 0);
for (int sample = 0; sample < samples_per_pixel; sample++)
{
ray r = get_ray(i, j);
pixel_color += ray_color(r, max_depth, world);
}
write_color(std::cout, pixel_samples_scale * pixel_color);
}
}
std::clog << "\rDone. \n";
}
private:
int image_height; // Rendered image height
double pixel_samples_scale; // Color scale factor for a sum of pixel samples
point3 center; // Camera center
point3 pixel00_loc; // Location of pixel 0, 0
vec3 pixel_delta_u; // Offset to pixel to the right
vec3 pixel_delta_v; // Offset to pixel below
void initialize()
{
image_height = static_cast<int>(image_width / aspect_ratio);
image_height = (image_height < 1) ? 1 : image_height;
pixel_samples_scale = 1.0 / samples_per_pixel;
center = point3(0, 0, 0);
// Determine viewport dimensions.
auto focal_length = 1.0;
auto viewport_height = 2.0;
auto viewport_width = viewport_height * (static_cast<double>(image_width) / image_height);
// Calculate the vectors across the horizontal and down the vertical viewport edges.
auto viewport_u = vec3(viewport_width, 0, 0);
auto viewport_v = vec3(0, -viewport_height, 0);
// Calculate the horizontal and vertical delta vectors from pixel to pixel.
pixel_delta_u = viewport_u / image_width;
pixel_delta_v = viewport_v / image_height;
// Calculate the location of the upper left pixel.
auto viewport_upper_left =
center - vec3(0, 0, focal_length) - viewport_u / 2 - viewport_v / 2;
pixel00_loc = viewport_upper_left + 0.5 * (pixel_delta_u + pixel_delta_v);
}
ray get_ray(int i, int j) const
{
// Construct a camera ray originating from the origin and directed at randomly sampled
// point around the pixel location i, j.
auto offset = sample_square();
auto pixel_sample = pixel00_loc + ((i + offset.x()) * pixel_delta_u) + ((j + offset.y()) * pixel_delta_v);
auto ray_origin = center;
auto ray_direction = pixel_sample - ray_origin;
return ray(ray_origin, ray_direction);
}
vec3 sample_square() const
{
// Returns the vector to a random point in the [-.5,-.5]-[+.5,+.5] unit square.
return vec3(random_double() - 0.5, random_double() - 0.5, 0);
}
color ray_color(const ray &r, int depth, const hittable &world) const
{
// If we've exceeded the ray bounce limit, no more light is gathered.
if (depth <= 0)
return color(0, 0, 0);
hit_record rec;
if (world.hit(r, interval(0.001, infinity), rec))
{
ray scattered;
color attenuation;
if (rec.mat->scatter(r, rec, attenuation, scattered))
return attenuation * ray_color(scattered, depth - 1, world);
return color(0, 0, 0);
}
vec3 unit_direction = unit_vector(r.direction());
auto a = 0.5 * (unit_direction.y() + 1.0);
return (1.0 - a) * color(1.0, 1.0, 1.0) + a * color(0.5, 0.7, 1.0);
}
};
#endif