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David 2021-08-20 23:27:59 +02:00
commit b75663feab
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.gitignore vendored Normal file
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# Gnu global thingies
GPATH
GRTAGS
GTAGS
# Executable
raytracer
# Actual output image
image.ppm

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Makefile Normal file
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raytracer: main.cpp vec3.hpp color.hpp ray.hpp
@g++ -g -Wall -Wextra -Wpedantic main.cpp -o raytracer
image: raytracer
@./raytracer > image.ppm
@if [[ $$TERM = "xterm-kitty" ]]; then\
kitty icat image.ppm;\
fi

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color.hpp Normal file
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#ifndef COLOR_H
#define COLOR_H
#include "vec3.hpp"
#include <stdio.h>
#include <stdint.h>
/* Writes color components as a space-delimited string of numbers in the range [0,255] */
void write_color(FILE *fp, color c)
{
fprintf(fp, "%d %d %d\n",
(uint8_t) (255 * c.x),
(uint8_t) (255 * c.y),
(uint8_t) (255 * c.z));
}
#endif

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main.cpp Normal file
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#include <stdio.h>
#include <stdint.h>
#include "vec3.hpp"
#include "color.hpp"
#include "ray.hpp"
color ray_color(const ray& r);
double hit_sphere(const point3& center, double radius, const ray& r);
color ray_color(const ray& r)
{
double t = hit_sphere(point3(0,0,-1), 0.5, r);
if (t > 0.0)
{
vec3 N = normalize(r.at(t) - vec3(0,0,-1));
return 0.5*color(N.x+1, N.y+1, N.z+1);
}
vec3 unit_direction = normalize(r.direction);
t = 0.5*(unit_direction.y + 1.0);
return (1-t) * color(1,1,1) + t*color(0.5, 0.7, 1.0);
}
double hit_sphere(const point3& center, double radius, const ray& r)
{
vec3 oc = r.origin - center;
double a = dot(r.direction, r.direction);
double b = 2.0 * dot(oc, r.direction);
double c = dot(oc,oc) - radius*radius;
double discriminant = b*b - 4*a*c;
if (discriminant < 0)
return -1;
else
return (-b - sqrt(discriminant)) / (2.0*a);
}
int main()
{
// Image
double aspect_ratio = 16.0 / 9;
const int32_t image_width = 400;
const int32_t image_height = (int32_t) (image_width / aspect_ratio);
// Camera
double viewport_height = 2.0;
double viewport_width = aspect_ratio * viewport_height;
double focal_length = 1.0;
point3 origin = point3(0,0,0);
vec3 horizontal = vec3(viewport_width, 0, 0);
vec3 vertical = vec3(0, viewport_height, 0);
vec3 lower_left_corner = origin - horizontal/2 - vertical/2 - vec3(0, 0, focal_length);
// Render
printf("P3\n%d %d\n255\n", image_width, image_height);
for (int32_t j = image_height - 1; j >= 0; --j)
{
fprintf(stderr, "\rScanlines remaining: %d ", j);
fflush(stderr);
for (int32_t i = 0; i < image_width; ++i)
{
double u = (double)i / (image_width-1);
double v = (double)j / (image_height-1);
ray r = ray(origin, lower_left_corner + u*horizontal + v*vertical - origin);
color pixel_color = ray_color(r);
write_color(stdout, pixel_color);
}
}
fprintf(stderr, "\nDone\n");
}

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ray.hpp Normal file
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#ifndef RAY_H
#define RAY_H
#include "vec3.hpp"
struct ray {
/* Attributes */
point3 origin;
vec3 direction;
/* Constructors */
// Default constructor. Everything gets set to 0
ray()
{
origin = vec3();
direction = vec3();
}
ray(const point3& origin, const vec3& direction)
{
this->origin = origin;
this->direction = direction;
}
// Returns position after time t
point3 at(double t) const
{
return origin + t*direction;
}
};
#endif

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vec3.h Normal file
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#ifndef VEC3_H
#define VEC3_H
#include <math.h>
#include <stdio.h>
struct vec3 {
/* Members */
double x;
double y;
double z;
/* Constructors */
// Default
vec3() { x = 0; y = 0; z = 0; };
// Constructor proper. Values default to 0
vec3(double x = 0, double y = 0, double z = 0)
{
this.x = x;
this.y = y;
this.z = z;
}
/* Overriden operators */
// - operator. Not to be confused with substraction
vec3 operator-()
{
return vec3(-x, -y, -z);
}
// straightforward vector sum
vec3& operator+=(const vec3 &v)
{
this.x += v.x;
this.y += v.y;
this.z += v.z;
}
// scalar multiplication
vec3& operator*=(const double t)
{
x *= t;
y *= t;
z *= t;
return *this;
}
// division by a scalar t
vec3& operator/=(const double t)
{
x /= t;
y /= t;
z /= t;
return *this;
}
/* Methods */
double length()
{
std::sqrt(x*x + y*y + z*z);
}
};
/* Type aliases */
typedef point3 vec3;
typedef color vec3;
#endif

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#ifndef VEC3_H
#define VEC3_H
#include <math.h>
#include <stdio.h>
struct vec3 {
/* Members */
double x;
double y;
double z;
// Constructor proper. Values default to 0
vec3(double x = 0, double y = 0, double z = 0)
{
this->x = x;
this->y = y;
this->z = z;
}
/* Overriden operators */
// - operator. Not to be confused with substraction
vec3 operator-()
{
return vec3(-x, -y, -z);
}
// Straightforward vector sum
vec3& operator+=(const vec3 &v)
{
this->x += v.x;
this->y += v.y;
this->z += v.z;
return *this;
}
// Scalar multiplication
vec3& operator*=(const double t)
{
x *= t;
y *= t;
z *= t;
return *this;
}
// Division by a scalar t
vec3& operator/=(const double t)
{
x /= t;
y /= t;
z /= t;
return *this;
}
/* Methods */
double length() const
{
return sqrt(x*x + y*y + z*z);
}
};
/* Type aliases */
typedef vec3 point3;
typedef vec3 color;
/* More overloads */
// Straightforward vector sum
inline vec3 operator+(const vec3 &u, const vec3 &v)
{
return vec3(u.x + v.x,
u.y + v.y,
u.z + v.z);
}
// Straightforward vector difference
inline vec3 operator-(const vec3 &u, const vec3 &v)
{
return vec3(u.x - v.x,
u.y - v.y,
u.z - v.z);
}
// Hadamard product
inline vec3 operator*(const vec3 &u, const vec3 &v)
{
return vec3(u.x * v.x,
u.y * v.y,
u.z * v.z);
}
// Scalar product
inline vec3 operator*(double t,const vec3 &v)
{
return vec3(t*v.x, t*v.y, t*v.z);
}
inline vec3 operator*(const vec3 &v, double t)
{
return t * v;
}
// Vector division by scalar. Note that we redefine it as multiplying by 1/t to avoid division by 0
inline vec3 operator/(vec3 v, double t)
{
return 1/t * v;
}
// Straightforward dot product
inline double dot(const vec3 &u, const vec3 &v)
{
return u.x*v.x + u.y*v.y + u.z*v.z;
}
// Cross product between two vectors
inline vec3 cross(const vec3 &u, const vec3 &v)
{
return vec3(u.y * v.z - u.z * v.y,
u.z * v.x - u.x * v.z,
u.x * v.y - u.y * v.x);
}
// Normalize vector so its length = 1
inline vec3 normalize(const vec3 v)
{
return v / v.length();
}
#endif