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mehull-26 committed Aug 20, 2024
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31 changes: 31 additions & 0 deletions Ray Tracer.sln
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149 changes: 149 additions & 0 deletions Ray Tracer/Ray Tracer.vcxproj
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54 changes: 54 additions & 0 deletions Ray Tracer/Ray Tracer.vcxproj.filters
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127 changes: 127 additions & 0 deletions Ray Tracer/camera.h
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#ifndef CAMERA_H
#define CAMERA_H

#include "rtweekend.h"
#include <chrono>
#include "hittable.h"

class camera {
public:
/* Public Camera Parameters Here */

double aspect_ratio = 1.0; // Ratio of image width over height
int image_width = 100; // Rendered image width in pixel count
int samples_per_pixel = 10; // Count of random samples for each pixel
int max_depth = 10; // Maximum number of ray bounces into scene

void render(const hittable& world)
{
initialize();
std::ofstream fout;
fout.open("image.ppm");
double avg_time = 0;
fout << "P3\n" << image_width << ' ' << image_height << "\n255\n";

for (int j = 0; j < image_height; j++)
{
//std::cout << "\rScanlines remaining: " << (image_height - j) << ' ' << std::flush;
auto start = std::chrono::high_resolution_clock::now();
for (int i = 0; i < image_width; i++)
{
color pixel_color(0, 0, 0);
for (int sample = 0; sample < samples_per_pixel; sample++)
{
ray r = get_ray(i, j);
pixel_color += ray_color(r, max_depth, world);
}
write_color(fout, pixel_samples_scale * pixel_color);
}
auto end = std::chrono::high_resolution_clock::now();
auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(end - start);
avg_time += duration.count();
if (j % 10 == 0)
{
avg_time = avg_time*1.0f / 10000;
std::cout << "\rTime left: " << int((image_height - j) * avg_time / 3600) << " hours " << int((image_height - j) * avg_time) / 60 << " minutes " << int((image_height - j) * avg_time) % 60 << " seconds ";
avg_time = 0;
}
}

std::cout << "\rDone. \n";
}

private:
int image_height; // Rendered image height
double pixel_samples_scale; // Color scale factor for a sum of pixel samples
point3 center; // Camera center
point3 pixel00_loc; // Location of pixel 0, 0
vec3 pixel_delta_u; // Offset to pixel to the right
vec3 pixel_delta_v; // Offset to pixel below

void initialize() {
image_height = int(image_width / aspect_ratio);
image_height = (image_height < 1) ? 1 : image_height;

pixel_samples_scale = 1.0 / samples_per_pixel;

center = point3(0, 0, 0);

// Determine viewport dimensions.
auto focal_length = 1.0;
auto viewport_height = 2.0;
auto viewport_width = viewport_height * (double(image_width) / image_height);

// Calculate the vectors across the horizontal and down the vertical viewport edges.
auto viewport_u = vec3(viewport_width, 0, 0);
auto viewport_v = vec3(0, -viewport_height, 0);

// Calculate the horizontal and vertical delta vectors from pixel to pixel.
pixel_delta_u = viewport_u / image_width;
pixel_delta_v = viewport_v / image_height;

// Calculate the location of the upper left pixel.
auto viewport_upper_left =
center - vec3(0, 0, focal_length) - viewport_u / 2 - viewport_v / 2;
pixel00_loc = viewport_upper_left + 0.5 * (pixel_delta_u + pixel_delta_v);
}

ray get_ray(int i, int j) const {
// Construct a camera ray originating from the origin and directed at randomly sampled
// point around the pixel location i, j.

auto offset = sample_square();
auto pixel_sample = pixel00_loc
+ ((i + offset.x()) * pixel_delta_u)
+ ((j + offset.y()) * pixel_delta_v);

auto ray_origin = center;
auto ray_direction = pixel_sample - ray_origin;

return ray(ray_origin, ray_direction);
}

vec3 sample_square() const {
// Returns the vector to a random point in the [-.5,-.5]-[+.5,+.5] unit square.
return vec3(random_double() - 0.5, random_double() - 0.5, 0);
}

color ray_color(const ray& r, int depth, const hittable& world) const
{
// If we've exceeded the ray bounce limit, no more light is gathered.
if (depth <= 0)
return color(0, 0, 0);
hit_record rec;

if (world.hit(r, interval(0.001, infinity), rec))
{
vec3 direction = rec.normal + random_unit_vector();
return 0.5 * ray_color(ray(rec.p, direction), depth - 1, world);
}

vec3 unit_direction = unit_vector(r.direction());
auto a = 0.5 * (unit_direction.y() + 1.0);
return (1.0 - a) * color(1.0, 1.0, 1.0) + a * color(0.5, 0.7, 1.0);
}
};

#endif
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