aboutsummaryrefslogtreecommitdiffstats
path: root/main.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'main.cpp')
-rw-r--r--main.cpp241
1 files changed, 43 insertions, 198 deletions
diff --git a/main.cpp b/main.cpp
index 329b495..034aefa 100644
--- a/main.cpp
+++ b/main.cpp
@@ -1,16 +1,15 @@
-#include <random>
-
-inline double randomN()
-{
- static std::uniform_real_distribution<double> distribution (0.0, 1.0);
- static std::mt19937 generator;
- return distribution(generator);
-}
+constexpr unsigned Width = 1000;
+constexpr double Aspect = 16.0 / 9.0;
+constexpr unsigned Height = Width / Aspect;
+constexpr unsigned Threads = 8;
#include "color.h"
#include "ray.h"
#include "renderer.h"
+#include "sphere.h"
#include "vec3.h"
+#include "view.h"
+#include "world.h"
#include "imgui.h"
#include "imgui_impl_sdl2.h"
@@ -21,205 +20,19 @@ inline double randomN()
#include <chrono>
#include <cstring>
#include <iostream>
-#include <memory>
-#include <optional>
#include <ranges>
#include <thread>
-#include <tuple>
-#include <vector>
-
-constexpr unsigned Width = 1000;
-constexpr double Aspect = 16.0 / 9.0;
-constexpr unsigned Height = Width / Aspect;
-constexpr unsigned Threads = 8;
-
-enum class Material : int {
- Lambertian,
- Metal,
- Dielectric
-};
-
-struct View
-{
- static constexpr auto lookat = point3(0, 0, -1); // Point camera is looking at
- static constexpr auto vup = vec3(0, 1, 0); // Camera-relative "up" direction
-
- float fieldOfView = 90.f;
- float focalLength;
- float viewportHeight;
- float viewportWidth;
-
- point3 camera;
- vec3 viewportX;
- vec3 viewportY;
- vec3 pixelDX;
- vec3 pixelDY;
- vec3 viewportUL;
- vec3 pixelUL;
-
- View() {
- recalculate();
- }
-
- void recalculate() {
- focalLength = (camera - lookat).length();
- viewportHeight = 2 * std::tan(fieldOfView * 3.14159265 / 180.0 / 2.0) * focalLength;
- viewportWidth = viewportHeight * Aspect;
-
- const auto w = (camera - lookat).normalize();
- const auto u = cross(vup, w).normalize();
- const auto v = cross(w, u);
-
- viewportX = viewportWidth * u;
- viewportY = -viewportHeight * v;
-
- pixelDX = viewportX / Width;
- pixelDY = viewportY / Height;
- viewportUL = camera - focalLength * w - viewportX / 2 - viewportY / 2;
- pixelUL = viewportUL + 0.5 * (pixelDX + pixelDY);
- }
-
- ray getRay(int x, int y, bool addRandom = false) const {
- double X = x;
- double Y = y;
-
- if (addRandom) {
- X += randomN() - 0.5;
- Y += randomN() - 0.5;
- }
-
- auto pixel = pixelUL + X * pixelDX + Y * pixelDY;
- return ray(camera, pixel - camera);
- }
-};
-
-struct Sphere
-{
- point3 center;
- double radius;
- Material M;
- color tint;
-
- std::pair<color, ray> scatter(const ray& r, double root) const {
- const auto p = r.at(root);
- auto normal = (p - center) / radius;
-
- if (M == Material::Lambertian) {
- return {tint, ray(p, normal + randomUnitSphere())};
- } else if (M == Material::Metal) {
- return {tint, ray(p, r.direction().reflect(normal))};
- } else if (M == Material::Dielectric) {
- constexpr auto index = 1.0 / 1.33;
-
- const bool front = r.direction().dot(normal) < 0;
- const auto ri = front ? 1.0 / index : index;
- if (!front)
- normal *= -1;
-
- const auto dir = r.direction().normalize();
- const double costh = std::fmin((-dir).dot(normal), 1);
- const double sinth = std::sqrt(1 - costh * costh);
-
- if (ri * sinth > 1)
- return {color(1, 1, 1), ray(p, dir.reflect(normal))};
- else
- return {color(1, 1, 1), ray(p, dir.refract(normal, ri))};
- } else {
- return {};
- }
- }
-
- std::optional<double> hit(const ray& r, double tmin, double tmax) const {
- const vec3 oc = center - r.origin();
- const auto a = r.direction().length_squared();
- const auto h = r.direction().dot(oc);
- const auto c = oc.length_squared() - radius * radius;
- const auto discriminant = h * h - a * c;
-
- if (discriminant < 0) {
- return {}; // No hit
- } else {
- const auto sqrtd = sqrt(discriminant);
-
- // Find the nearest root that lies in the acceptable range.
- auto root = (h - sqrtd) / a;
- if (root <= tmin || tmax <= root) {
- root = (h + sqrtd) / a;
- if (root <= tmin || tmax <= root)
- return {};
- }
-
- return root;
- }
- }
-};
-
-struct World
-{
- std::vector<Sphere> objects;
-
- void add(auto&&... args) {
- objects.emplace_back(args...);
- }
-
- std::optional<std::pair<double, Sphere>> hit(const ray& r) const {
- double closest = std::numeric_limits<double>::infinity();
- Sphere sphere;
-
- for (const auto& o : objects) {
- if (auto t = o.hit(r, 0.001, closest); t) {
- closest = *t;
- sphere = o;
- }
- }
-
- if (closest != std::numeric_limits<double>::infinity())
- return std::pair {closest, sphere};
- else
- return {};
- }
-};
static World world;
-static color ray_color(const ray& r, int depth = 50)
-{
- if (depth <= 0)
- return {};
-
- if (auto hit = world.hit(r); hit) {
- const auto& [closest, sphere] = *hit;
- const auto [atten, scat] = sphere.scatter(r, closest);
- return atten * ray_color(scat, depth - 1);
- } else {
- const auto unitDir = r.direction().normalize();
- const auto a = 0.5 * (unitDir.y() + 1.0);
- return (1.0 - a) * color(1.0, 1.0, 1.0) + a * color(0.5, 0.7, 1.0);
- }
-}
-
static View Camera;
static int SamplesPerPixel = 20;
static std::unique_ptr<Renderer<Threads>> renderer;
static std::chrono::time_point<std::chrono::high_resolution_clock> renderStart;
static std::chrono::duration<double> renderTime;
-void initiateRender(SDL_Surface *canvas)
-{
- renderStart = std::chrono::high_resolution_clock::now();
- renderTime = std::chrono::duration<double>::zero();
-
- auto func = [format = canvas->format](auto x, auto y, auto pbuf) {
- auto col = std::ranges::fold_left(std::views::iota(0, SamplesPerPixel), color(),
- [y, x](color c, int i) { return c + ray_color(Camera.getRay(x, y, true)); });
-
- col = col / SamplesPerPixel * 255;
- pbuf[y * Width + x] = SDL_MapRGBA(format, col.x(), col.y(), col.z(), 255);
- };
-
- Camera.recalculate();
- renderer.reset(new Renderer<Threads>(func, Width, Height, (uint32_t *)canvas->pixels));
-}
+static color ray_color(const ray& r, int depth = 50);
+static void initiateRender(SDL_Surface *canvas);
int main()
{
@@ -302,10 +115,10 @@ int main()
}
} ImGui::End();
+ auto tex = SDL_CreateTextureFromSurface(painter, canvas);
+
ImGui::Render();
- //SDL_RenderSetScale(painter, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
SDL_RenderClear(painter);
- auto tex = SDL_CreateTextureFromSurface(painter, canvas);
SDL_RenderCopy(painter, tex, nullptr, nullptr);
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
SDL_RenderPresent(painter);
@@ -324,3 +137,35 @@ int main()
SDL_Quit();
}
+color ray_color(const ray& r, int depth)
+{
+ if (depth <= 0)
+ return {};
+
+ if (auto hit = world.hit(r); hit) {
+ const auto& [closest, sphere] = *hit;
+ const auto [atten, scat] = sphere.scatter(r, closest);
+ return atten * ray_color(scat, depth - 1);
+ } else {
+ const auto unitDir = r.direction().normalize();
+ const auto a = 0.5 * (unitDir.y() + 1.0);
+ return (1.0 - a) * color(1.0, 1.0, 1.0) + a * color(0.5, 0.7, 1.0);
+ }
+}
+
+void initiateRender(SDL_Surface *canvas)
+{
+ renderStart = std::chrono::high_resolution_clock::now();
+ renderTime = std::chrono::duration<double>::zero();
+
+ auto func = [format = canvas->format](auto x, auto y, auto pbuf) {
+ auto col = std::ranges::fold_left(std::views::iota(0, SamplesPerPixel), color(),
+ [y, x](color c, int i) { return c + ray_color(Camera.getRay(x, y, true)); });
+
+ col = col / SamplesPerPixel * 255;
+ pbuf[y * Width + x] = SDL_MapRGBA(format, col.x(), col.y(), col.z(), 255);
+ };
+
+ Camera.recalculate();
+ renderer.reset(new Renderer<Threads>(func, Width, Height, (uint32_t *)canvas->pixels));
+}