【Ray-Tracing In One Weekend】第12章 封面图片渲染
在第1~11章的学习完毕之后,小经编写代码便可以形成以下【渲染结果】
【代码下载】-使用VS2015编译
链接:https://pan.baidu.com/s/1iZwhGSO9U5KmdyyfwR478w
提取码:0cu0
【实现】
代码使用了随机数生成了500个球,渲染也耗费了大约10分钟。
hitable *random_scene()
{
int n = 500;
hitable**list = new hitable*[n + 1];
list[0] = new sphere(vec3(0, -1000, 0), 1000, new lambertian(vec3(0.5, 0.5, 0.5)));
int i = 1;
for (int a0 = -11; a0 < 11; a0++)
{
for(int b0 = -11; b0 < 11; b0++)
{
float choose_mat = drand48();
vec3 center(a0 + 0.9*drand48(), 0.2, b0 + 0.9*drand48());
if ((center - vec3(4.0f, 0.2f, 0.0f)).length() > 0.9)
{
if (choose_mat < 0.8)//diffuse
{
list[i++] = new sphere(center, 0.2f, new lambertian(vec3(drand48()*drand48(), drand48()*drand48(), drand48()*drand48())));
}
else if (choose_mat < 0.95)//metal
{
list[i++] = new sphere(center, 0.2f, new metal(vec3(0.5f*(1 + drand48()), 0.5f*(1 + drand48()), 0.5f*(1 + drand48())), 0.5f + drand48()));
}
else //glass
{
list[i++] = new sphere(center, 0.2f, new dielectric(1.5f));
}
}
}
}
list[i++] = new sphere(vec3(0, 1, 0), 1.0f, new dielectric(1.5f));
list[i++] = new sphere(vec3(-4, 1, 0), 1.0f, new lambertian(vec3(0.4, 0.2, 0.1)));
list[i++] = new sphere(vec3(4, 1, 0), 1.0, new metal(vec3(0.7, 0.6, 0.5), 0.0));
return new hitable_list(list, i);
}