adding more spheres to the scene; rudimentary materials

This commit is contained in:
Dmitry V. Sokolov 2019-01-20 12:16:23 +01:00
parent 5806eb45e9
commit c19c430151
2 changed files with 40 additions and 9 deletions

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@ -5,11 +5,18 @@
#include <vector>
#include "geometry.h"
struct Material {
Material(const Vec3f &color) : diffuse_color(color) {}
Material() : diffuse_color() {}
Vec3f diffuse_color;
};
struct Sphere {
Vec3f center;
float radius;
Material material;
Sphere(const Vec3f &c, const float &r) : center(c), radius(r) {}
Sphere(const Vec3f &c, const float &r, const Material &m) : center(c), radius(r), material(m) {}
bool ray_intersect(const Vec3f &orig, const Vec3f &dir, float &t0) const {
Vec3f L = center - orig;
@ -25,16 +32,32 @@ struct Sphere {
}
};
Vec3f cast_ray(const Vec3f &orig, const Vec3f &dir, const Sphere &sphere) {
float sphere_dist = std::numeric_limits<float>::max();
if (!sphere.ray_intersect(orig, dir, sphere_dist)) {
bool scene_intersect(const Vec3f &orig, const Vec3f &dir, const std::vector<Sphere> &spheres, Vec3f &hit, Vec3f &N, Material &material) {
float spheres_dist = std::numeric_limits<float>::max();
for (size_t i=0; i < spheres.size(); i++) {
float dist_i;
if (spheres[i].ray_intersect(orig, dir, dist_i) && dist_i < spheres_dist) {
spheres_dist = dist_i;
hit = orig + dir*dist_i;
N = (hit - spheres[i].center).normalize();
material = spheres[i].material;
}
}
return spheres_dist<1000;
}
Vec3f cast_ray(const Vec3f &orig, const Vec3f &dir, const std::vector<Sphere> &spheres) {
Vec3f point, N;
Material material;
if (!scene_intersect(orig, dir, spheres, point, N, material)) {
return Vec3f(0.2, 0.7, 0.8); // background color
}
return Vec3f(0.4, 0.4, 0.3);
return material.diffuse_color;
}
void render(const Sphere &sphere) {
void render(const std::vector<Sphere> &spheres) {
const int width = 1024;
const int height = 768;
const int fov = M_PI/2.;
@ -46,7 +69,7 @@ void render(const Sphere &sphere) {
float x = (2*(i + 0.5)/(float)width - 1)*tan(fov/2.)*width/(float)height;
float y = -(2*(j + 0.5)/(float)height - 1)*tan(fov/2.);
Vec3f dir = Vec3f(x, y, -1).normalize();
framebuffer[i+j*width] = cast_ray(Vec3f(0,0,0), dir, sphere);
framebuffer[i+j*width] = cast_ray(Vec3f(0,0,0), dir, spheres);
}
}
@ -62,8 +85,16 @@ void render(const Sphere &sphere) {
}
int main() {
Sphere sphere(Vec3f(-3, 0, -16), 2);
render(sphere);
Material ivory(Vec3f(0.4, 0.4, 0.3));
Material red_rubber(Vec3f(0.3, 0.1, 0.1));
std::vector<Sphere> spheres;
spheres.push_back(Sphere(Vec3f(-3, 0, -16), 2, ivory));
spheres.push_back(Sphere(Vec3f(-1.0, -1.5, -12), 2, red_rubber));
spheres.push_back(Sphere(Vec3f( 1.5, -0.5, -18), 3, red_rubber));
spheres.push_back(Sphere(Vec3f( 7, 5, -18), 4, ivory));
render(spheres);
return 0;
}