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光线追踪
打雷要下雨,雷欧
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《一周学完光线追踪》学习 九 电介质材料
camer.h#pragma once#ifndef __CAMERA_H__#define __CAMERA_H__#include "ray.h"class camera {public: camera() { lower_left_corner = vec3(-2.0, -1.0, -1.0); horizontal = vec3(4.0, 0.0, 0.0); vertical = vec3(0.0, 2.0, 0.0); origin = vec3(0.0, 0.原创 2021-04-05 16:47:21 · 116 阅读 · 0 评论 -
《一周学完光线追踪》学习 七 漫反射材料
camera.h#pragma once#ifndef __CAMERA_H__#define __CAMERA_H__#include "ray.h"class camera {public: camera() { lower_left_corner = vec3(-2.0, -1.0, -1.0); horizontal = vec3(4.0, 0.0, 0.0); vertical = vec3(0.0, 2.0, 0.0); origin = vec3(0.0, 0原创 2021-04-04 13:57:10 · 130 阅读 · 0 评论 -
《一周学完光线追踪》学习 六 抗锯齿
Camer.h#pragma once#ifndef __CAMERA_H__#define __CAMERA_H__#include "ray.h"class camera {public: camera() { lower_left_corner = vec3(-2.0, -1.0, -1.0); horizontal = vec3(4.0, 0.0, 0.0); vertical = vec3(0.0, 2.0, 0.0); origin = vec3(0.0, 0.原创 2021-04-04 10:24:17 · 100 阅读 · 0 评论 -
《一周学完光线追踪》学习 五 表面向量和多个物体
hitable.h#pragma once#ifndef __HITABLE__H__#define __HITABLE__H__#include "ray.h"struct hit_record { float t; vec3 p; vec3 normal;};class hitable {public: virtual bool hit(const ray& r, float t_min, float t_max, hit_record&rec)const =原创 2021-04-03 20:18:02 · 100 阅读 · 0 评论 -
《一周学完光线追踪》学习 二 Vector3类的使用
vector3.h#ifndef VECTOR3_H#define VECTOR3_H#include <math.h>#include <stdlib.h>#include <assert.h>#include <iostream>#include <iomanip>class Vector3 {public: Vector3() { e[0] = 0; e[1] = 0; e[2] = 0; } Vecto原创 2021-04-03 09:49:17 · 111 阅读 · 0 评论 -
《一周学完光线追踪》学习 一 建立工程文件
#define GLUT_NO_LIB_PRAGMA#pragma comment (lib, "opengl32.lib") /* link with Microsoft OpenGL lib */#pragma comment (lib, "glut64.lib") /* link with Win64 GLUT lib */#include <stdlib.h>#include "glut.h"#include "glext.h"#define WIDTH 512#原创 2021-04-03 09:35:55 · 100 阅读 · 0 评论