Adding basic materials (lambertian and metallic).
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.gitignore
vendored
2
.gitignore
vendored
@ -1,3 +1,3 @@
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*.o
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wtracer
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image.ppm
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*.ppm
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6
Makefile
6
Makefile
@ -1,9 +1,9 @@
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CXX = g++
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CXXFLAGS = -std=c++14 -Wall -Wextra -march=native -Ofast -fopenmp -flto
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CXXFLAGS = -std=c++14 -Wall -Wextra -Wno-unused-parameter -march=native -Ofast -fopenmp -flto
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DEPS = util.h vec3.h color.h ray.h camera.h hittable.h hittable_list.h sphere.h
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OBJ = wtracer.o
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DEPS = util.h vec3.h color.h ray.h camera.h hittable.h hittable_list.h sphere.h material.h
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OBJ = wtracer.o material.o vec3.o
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TARGET = wtracer
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@ -1,11 +1,17 @@
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#ifndef HITTABLE_H
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#define HITTABLE_H
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#include <memory>
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#include "ray.h"
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#include "material.h"
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class Material;
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struct hit_record {
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Point3 p;
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Vec3 normal;
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std::shared_ptr<Material> mat_ptr;
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double t;
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bool front_face;
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17
material.cpp
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17
material.cpp
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#include "material.h"
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bool Lambertian::scatter(const Ray& r_in, const hit_record& rec, Color& attenuation, Ray& scattered) const {
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//Vec3 scatter_direction = rec.normal + random_in_unit_sphere();
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Vec3 scatter_direction = rec.normal + random_unit_vector();
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//Vec3 scatter_direction = random_in_hemisphere(rec.normal);
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scattered = Ray(rec.p, scatter_direction);
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attenuation = albedo;
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return true;
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}
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bool Metal::scatter(const Ray& r_in, const hit_record& rec, Color& attenuation, Ray& scattered) const {
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Vec3 reflected = reflect(unit_vector(r_in.direction()), rec.normal);
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scattered = Ray(rec.p, reflected);
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attenuation = albedo;
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return (dot(scattered.direction(), rec.normal) > 0);
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}
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33
material.h
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33
material.h
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@ -0,0 +1,33 @@
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#ifndef MATERIAL_H
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#define MATERIAL_H
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#include "hittable.h"
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#include "vec3.h"
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struct hit_record;
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class Material {
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public:
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virtual bool scatter(const Ray& r_in, const hit_record& rec, Color& attenuation, Ray& scattered) const = 0;
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};
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class Lambertian : public Material {
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public:
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Lambertian(const Color& a) : albedo(a) {}
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virtual bool scatter(const Ray& r_in, const hit_record& rec, Color& attenuation, Ray& scattered) const;
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private:
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Color albedo;
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};
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class Metal : public Material {
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public:
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Metal(const Color& a) : albedo(a) {}
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virtual bool scatter(const Ray& r_in, const hit_record& rec, Color& attenuation, Ray& scattered) const;
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private:
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Color albedo;
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};
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#endif // MATERIAL_H
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7
sphere.h
7
sphere.h
@ -2,20 +2,23 @@
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#define SPHERE_H
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#include <cmath>
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#include <memory>
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#include "hittable.h"
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#include "material.h"
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#include "vec3.h"
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class Sphere : public Hittable {
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public:
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Sphere() {}
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Sphere(Point3 cen, double r) : center(cen), radius(r) {}
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Sphere(Point3 cen, double r, std::shared_ptr<Material> m) : center(cen), radius(r), mat_ptr(m) {}
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virtual bool hit(const Ray& r, double tmin, double tmax, hit_record& rec) const;
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private:
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Point3 center;
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double radius;
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std::shared_ptr<Material> mat_ptr;
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};
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bool Sphere::hit(const Ray& r, double tmin, double tmax, hit_record& rec) const {
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@ -32,6 +35,7 @@ bool Sphere::hit(const Ray& r, double tmin, double tmax, hit_record& rec) const
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rec.p = r.at(rec.t);
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Vec3 outward_normal = (rec.p - center) / radius;
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rec.set_face_normal(r, outward_normal);
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rec.mat_ptr = mat_ptr;
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return true;
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}
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temp = (-half_b + root) / a;
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@ -40,6 +44,7 @@ bool Sphere::hit(const Ray& r, double tmin, double tmax, hit_record& rec) const
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rec.p = r.at(rec.t);
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Vec3 outward_normal = (rec.p - center) / radius;
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rec.set_face_normal(r, outward_normal);
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rec.mat_ptr = mat_ptr;
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return true;
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}
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}
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24
vec3.cpp
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24
vec3.cpp
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#include "vec3.h"
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Vec3 random_in_unit_sphere() {
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while (true) {
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auto p = Vec3::random(-1, 1);
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if (p.length_squared() >= 1) continue;
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return p;
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}
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}
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Vec3 random_unit_vector() {
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auto a = random_double(0, 2*pi);
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auto z = random_double(-1, 1);
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auto r = std::sqrt(1 - z*z);
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return Vec3(r*std::cos(a), r*std::sin(a), z);
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}
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Vec3 random_in_hemisphere(const Vec3& normal) {
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Vec3 in_unit_sphere = random_in_unit_sphere();
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if (dot(in_unit_sphere, normal) > 0.0)
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return in_unit_sphere;
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else
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return -in_unit_sphere;
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}
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25
vec3.h
25
vec3.h
@ -112,27 +112,14 @@ inline Vec3 unit_vector(Vec3 v) {
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return v / v.length();
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}
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Vec3 random_in_unit_sphere() {
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while (true) {
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auto p = Vec3::random(-1, 1);
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if (p.length_squared() >= 1) continue;
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return p;
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}
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inline Vec3 reflect(const Vec3& v, const Vec3& n) {
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return v - 2 * dot(v, n) * n;
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}
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Vec3 random_unit_vector() {
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auto a = random_double(0, 2*pi);
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auto z = random_double(-1, 1);
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auto r = std::sqrt(1 - z*z);
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return Vec3(r*std::cos(a), r*std::sin(a), z);
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}
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Vec3 random_in_unit_sphere();
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Vec3 random_in_hemisphere(const Vec3& normal) {
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Vec3 in_unit_sphere = random_in_unit_sphere();
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if (dot(in_unit_sphere, normal) > 0.0)
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return in_unit_sphere;
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else
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return -in_unit_sphere;
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}
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Vec3 random_unit_vector();
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Vec3 random_in_hemisphere(const Vec3& normal);
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#endif // VEC3_H
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20
wtracer.cpp
20
wtracer.cpp
@ -17,10 +17,11 @@ Color ray_color(const Ray& r, const Hittable& world, int depth) {
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return Color(0, 0, 0);
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if (world.hit(r, 0.001, infinity, rec)) {
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//Point3 target = rec.p + rec.normal + random_in_unit_sphere();
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//Point3 target = rec.p + rec.normal + random_unit_vector();
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Point3 target = rec.p + random_in_hemisphere(rec.normal);
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return 0.5 * ray_color(Ray(rec.p, target - rec.p), world, depth-1);
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Ray scattered;
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Color attenuation;
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if (rec.mat_ptr->scatter(r, rec, attenuation, scattered))
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return attenuation * ray_color(scattered, world, depth - 1);
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return Color(0, 0, 0);
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}
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Vec3 unit_direction = unit_vector(r.direction());
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auto t = 0.5 * (unit_direction.y() + 1.0);
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@ -33,14 +34,21 @@ int main() {
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const int image_width = 768;
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//const int image_width = 384;
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const int image_height = static_cast<int>(image_width / aspect_ratio);
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//const int samples_per_pixel = 1000;
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const int samples_per_pixel = 400;
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const int max_depth = 50;
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std::cout << "P3\n" << image_width << " " << image_height << "\n255\n";
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Hittable_list world;
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world.add(std::make_shared<Sphere>(Point3(0, 0, -1), 0.5));
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world.add(std::make_shared<Sphere>(Point3(0, -100.5, -1), 100));
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/*world.add(std::make_shared<Sphere>(Point3(0, 0, -1), 0.5));
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world.add(std::make_shared<Sphere>(Point3(0, -100.5, -1), 100));*/
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world.add(std::make_shared<Sphere>(Point3(0, 0, -1), 0.5, std::make_shared<Lambertian>(Color(0.7, 0.3, 0.3))));
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world.add(std::make_shared<Sphere>(Point3(0, -100.5, -1), 100, std::make_shared<Lambertian>(Color(0.8, 0.8, 0.8))));
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world.add(std::make_shared<Sphere>(Point3(1, 0, -1), 0.5, std::make_shared<Metal>(Color(0.8, 0.6, 0.2))));
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world.add(std::make_shared<Sphere>(Point3(-1, 0, -1), 0.5, std::make_shared<Metal>(Color(0.8, 0.8, 0.8))));
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Camera cam;
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