Chapter 11&12: Defocus Blur & Final Scene
在 Camera.h 中修改如下:
#pragma once
#define _USE_MATH_DEFINES
#include "Ray.h"
#include <math.h>
//在z=0平面上产生一个“起点在原点,长度小于1,方向随机”的向量。为什么是z=0平面,这个和相机的倾斜方向有关。(相机的倾斜方向为view up (简称vup,一般设置为(0,1,0)))
Vec3 RandomInUnitDisk() {
Vec3 p;
do {
p = 2.0*Vec3((rand() % (100) / (float)(100)), (rand() % (100) / (float)(100)), 0) - Vec3(1, 1, 0);
} while (dot(p, p) >= 1.0);
return p;
}
class Camera
{
public:
//vfov: top to bottom in degrees
Camera(Vec3 lookfrom, Vec3 lookat, Vec3 vup, float vfov, float aspect, float aperture, float focus_dist)
{
lens_radius = aperture / 2;
float theta = vfov*M_PI / 180;
float half_height = tan(theta / 2);
float half_width = aspect * half_height;
origin = lookfrom;
w = unit_vector(lookfrom - lookat);
u = unit_vector(cross(vup, w));
v = cross(w, u);
lower_left_corner = origin - half_width*focus_dist*u - half_height*focus_dist*v - focus_dist*w;
horizontal = focus_dist * 2 * half_width*u;
vertical = focus_dist * 2 * half_height*v;
}
Ray getRay(float s, float t)
{
Vec3 rd = lens_radius * RandomInUnitDisk();
Vec3 offset = u * rd.x() + v * rd.y();
return Ray(origin + offset, lower_left_corner + s*horizontal + t*vertical - origin - offset);
}
Vec3 lower_left_corner;
Vec3 origin;
Vec3 horizontal;
Vec3 vertical;
Vec3 u, v, w;
float lens_radius;
};
Main.cpp 中:
Hitable *RandomScene() {
int n = 500;
Hitable **list = new Hitable *[n + 1];
/*定义一个包含n+1个元素的数组,数组的每个元素是指向hitable对象的指针。然后将数组的指针赋值给list。所以,list是指针的指针。*/
list[0] = new Sphere(Vec3(0, -1000, 0), 1000, new Lambertian(Vec3(0.5, 0.5, 0.5)));
/*先创建一个中心在(0,-1000,0)半径为1000的超大漫射球,将其指针保存在list的第一个元素中。*/
int i = 1;
for (int a = -11; a < 11; a++) {
for (int b = -11; b < 11; b++) {
/*两个for循环中会产生(11+11)*(11+11)=484个随机小球*/
float choose_mat = (rand() % (100) / (float)(100));
/*产生一个(0,1)的随机数,作为设置小球材料的阀值*/
Vec3 center(a + 0.9*(rand() % (100) / (float)(100)), 0.2,b + 0.9*(rand() % (100) / (float)(100)));
/*” a+0.9*(rand()%(100)/(float)(100))”配合[-11,11]产生(-11,11)之间的随机数,而不是[-11,11)之间的22个整数。使得球心的x,z坐标是(-11,11)之间的随机数*/
if ((center - Vec3(4, 0.2, 0)).length() > 0.9) {
/*避免小球的位置和最前面的大球的位置太靠近*/
if (choose_mat < 0.8) { //diffuse
/*材料阀值小于0.8,则设置为漫反射球,漫反射球的衰减系数x,y,z都是(0,1)之间的随机数的平方*/
list[i++] = new Sphere(center, 0.2,
new Lambertian(Vec3(
(rand() % (100) / (float)(100))*(rand() % (100) / (float)(100)),
(rand() % (100) / (float)(100))*(rand() % (100) / (float)(100)),
(rand() % (100) / (float)(100))*(rand() % (100) / (float)(100)))));
}
else if (choose_mat < 0.95) {
/*材料阀值大于等于0.8小于0.95,则设置为镜面反射球,镜面反射球的衰减系数x,y,z及模糊系数都是(0,1)之间的随机数加一再除以2*/
list[i++] = new Sphere(center, 0.2,
new Metal(Vec3(0.5*(1 + (rand() % (100) / (float)(100))),
0.5*(1 + (rand() % (100) / (float)(100))),
0.5*(1 + (rand() % (100) / (float)(100)))),
0.5*(1 + (rand() % (100) / (float)(100)))));
}
else {
/*材料阀值大于等于0.95,则设置为介质球*/
list[i++] = new Sphere(center, 0.2, new Dielectric(1.5));
}
}
}
}
list[i++] = new Sphere(Vec3(0, 1, 0), 1.0, new Dielectric(1.5));
list[i++] = new Sphere(Vec3(-4, 1, 0), 1.0, 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));
/*定义三个大球*/
return new HitableList(list, i);
}
int main()
{
ofstream outfile;
outfile.open("ch12_HighImage.ppm");
int nx = 2000;
int ny = 1000;
//采样次数
int ns = 100;
outfile << "P3\n" << nx << " " << ny << "\n255\n";
Hitable *world = RandomScene();
Vec3 lookfrom(13.0f, 2.0f, 3.0f);
Vec3 lookat(0.0f, 0.0f, 0.0f);
float dist_to_focus = 10.0f;
float aperture = 0.1f;
Camera cam(lookfrom, lookat , Vec3(0.0f, 1.0f, 0.0f), 20, float(nx) / float(ny), aperture, dist_to_focus);
//随机数引擎
default_random_engine reng;
uniform_real_distribution<float> uni_dist(0.0f, 1.0f);
for (int j = ny - 1; j >= 0; j--)
{
for (int i = 0; i < nx; i++)
{
Vec3 col(0.0f, 0.0f, 0.0f);
//每个区域采样ns次
for (int s = 0; s < ns; s++)
{
float u = float(i + uni_dist(reng)) / float(nx);
float v = float(j + uni_dist(reng)) / float(ny);
Ray r = cam.getRay(u,v);
//Vec3 p = r.point_at_parameter(2.0);
//将本区域((u,v)到(u+1,v+1))的颜色值累加
col += Color(r, world, 0);
}
//获得区域的颜色均值
col /= float(ns);
//gamma矫正
col = Vec3(sqrt(col[0]), sqrt(col[1]), sqrt(col[2]));
int ir = int(255.99*col[0]);
int ig = int(255.99*col[1]);
int ib = int(255.99*col[2]);
outfile << ir << " " << ig << " " << ib << "\n";
}
}
outfile.close();
return 0;
}
最终效果图:(2000px*2000px高清版,渲染了近30个小时)