#include "scene.hpp" #include "utils.hpp" // Return the number of instantiated spheres uint32_t scene::random_scene(sphere *world) { material ground_material = { { 0.5, 0.5, 0.5 } }; ground_material.type = MATERIAL_TYPE::LAMBERTIAN; world[0] = sphere{ { 0, -1000, 0 }, ground_material, 1000 }; uint32_t world_sphere_index = 1; int32_t spheres_count = 11; for (int a = -spheres_count; a < spheres_count; a++) { for (int b = -spheres_count; b < spheres_count; b++) { auto choose_mat = randd(); point3 center(a + 0.9 * randd(), 0.2, b + 0.9 * randd()); if ((center - point3{ 4, 0.2, 0 }).length() > 0.9) { material sphere_material = {}; if (choose_mat < 0.8) { // diffuse sphere_material.albedo = color::random() * color::random(); sphere_material.type = MATERIAL_TYPE::LAMBERTIAN; } else if (choose_mat < 0.95) { // metal sphere_material.albedo = color::random(0.5, 1); sphere_material.fuzz = randd(0, 0.5); sphere_material.type = MATERIAL_TYPE::METAL; } else { // glass sphere_material.ior = 1.5; sphere_material.type = MATERIAL_TYPE::DIELECTRIC; } world[world_sphere_index] = { center, sphere_material, 0.2 }; world_sphere_index++; } } } material material1 = {}; material1.ior = 1.5; material1.type = MATERIAL_TYPE::DIELECTRIC; world[world_sphere_index] = { { 0, 1, 0 }, material1, 1.0 }; material material2 = {}; material2.albedo = color{ 0.4, 0.2, 0.1 }; material2.type = MATERIAL_TYPE::LAMBERTIAN; world[world_sphere_index + 1] = { { -4, 1, 0 }, material2, 1.0 }; material material3 = {}; material3.albedo = color{ 0.7, 0.6, 0.5 }; material3.fuzz = 0.0; material3.type = MATERIAL_TYPE::METAL; world[world_sphere_index + 2] = { { 4, 1, 0 }, material3, 1.0 }; material material4 = {}; material4.albedo = color{ 0.0, 0.0, 0.0 }; material4.emissive = color{ 1.0, 1.0, 1.0 } * 1000.0; material4.fuzz = 0.0; material4.type = MATERIAL_TYPE::EMISSIVE; world[world_sphere_index + 3] = { { 2, 1.5, 2 }, material4, 0.5 }; return world_sphere_index + 4; } scene::scene(uint32_t width, uint32_t height) :width(width), height(height), spheres_count(random_scene(spheres)), cam({ 13.0, 2.0, 3.0 }, { 0.0, 0.0, 0.0 }, 20.0, (float)width / (float)height, 0.1, 10) { bvh builder; builder.build(spheres, spheres_count); // builder.exporter(); for (uint32_t idx = 0; idx < builder.nodes.size(); idx++) { nodes[idx] = builder.nodes[idx]; } }