#include #include #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"); }