A Scene Testing All New Features
最后,我们创建一个新场景,用于展示Ray Tracing The Next Week中所添加的新特性:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
...
void finalScene(int imageWidth, int samplesPerPixel, int maxDepth)
{
hittableList boxes1;
auto ground = make_shared<lambertian>(color(0.48, 0.83, 0.53));
int boxes_per_side = 20;
for (int i = 0; i < boxes_per_side; i++) {
for (int j = 0; j < boxes_per_side; j++) {
auto w = 100.0;
auto x0 = -1000.0 + i*w;
auto z0 = -1000.0 + j*w;
auto y0 = 0.0;
auto x1 = x0 + w;
auto y1 = randomDouble(1,101);
auto z1 = z0 + w;
boxes1.add(box(point3(x0,y0,z0), point3(x1,y1,z1), ground));
}
}
hittableList world;
world.add(make_shared<bvhNode>(boxes1));
auto light = make_shared<diffuseLight>(color(7, 7, 7));
world.add(make_shared<quad>(point3(123,554,147), vec3(300,0,0), vec3(0,0,265), light));
auto center1 = point3(400, 400, 200);
auto center2 = center1 + vec3(30,0,0);
auto sphere_material = make_shared<lambertian>(color(0.7, 0.3, 0.1));
world.add(make_shared<sphere>(center1, center2, 50, sphere_material));
world.add(make_shared<sphere>(point3(260, 150, 45), 50, make_shared<dielectric>(1.5)));
world.add(make_shared<sphere>(
point3(0, 150, 145), 50, make_shared<metal>(color(0.8, 0.8, 0.9), 1.0)
));
auto boundary = make_shared<sphere>(point3(360,150,145), 70, make_shared<dielectric>(1.5));
world.add(boundary);
world.add(make_shared<constantVolume>(boundary, 0.2, color(0.2, 0.4, 0.9)));
boundary = make_shared<sphere>(point3(0,0,0), 5000, make_shared<dielectric>(1.5));
world.add(make_shared<constantVolume>(boundary, .0001, color(1,1,1)));
auto emat = make_shared<lambertian>(make_shared<imageTexture>("../image/earthmap.jpg"));
world.add(make_shared<sphere>(point3(400,200,400), 100, emat));
auto pertext = make_shared<noiseTexture>(0.2);
world.add(make_shared<sphere>(point3(220,280,300), 80, make_shared<lambertian>(pertext)));
hittableList boxes2;
auto white = make_shared<lambertian>(color(.73, .73, .73));
int ns = 1000;
for (int j = 0; j < ns; j++) {
boxes2.add(make_shared<sphere>(point3::randomVector(0,165), 10, white));
}
world.add(make_shared<translate>(
make_shared<rotateY>(
make_shared<bvhNode>(boxes2), 15),
vec3(-100,270,395)
)
);
camera cam;
cam.aspectRatio = 1.0;
cam.imageWidth = imageWidth;
cam.samplesPerPixel = samplesPerPixel;
cam.maxDepth = maxDepth;
cam.background = color(0, 0, 0);
cam.verticalFOV = 40;
cam.lookFrom = point3(478, 278, -600);
cam.lookAt = point3(278, 278, 0);
cam.viewUp = vec3(0,1,0);
cam.defocusAngle = 0;
cam.render(world);
}
int main()
{
switch (9)
{
case 1: bouncingSphere(); break;
case 2: checkeredSphere(); break;
case 3: earth(); break;
case 4: perlinSpheres(); break;
case 5: quads(); break;
case 6: simpleLight(); break;
case 7: cornellBox(); break;
case 8: cornellBoxWithSmokes(); break;
case 9: finalScene(800, 10000, 40); break;
default: finalScene(400, 250, 4); break;
}
}
渲染中。。。
本文由作者按照 CC BY 4.0 进行授权