use snake_case
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parent
a7268a2a83
commit
590d48b6c6
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@ -4,10 +4,10 @@
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#include <iostream>
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#include <iostream>
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void writeColour(std::ostream &out, colour pixelColour)
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void write_colour(std::ostream &out, colour pixel_colour)
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{
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{
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// write the translated [0,255] value of each colour component.
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// write the translated [0,255] value of each colour component.
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out << static_cast<int>(255.999 * pixelColour.x()) << ' '
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out << static_cast<int>(255.999 * pixel_colour.x()) << ' '
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<< static_cast<int>(255.999 * pixelColour.y()) << ' '
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<< static_cast<int>(255.999 * pixel_colour.y()) << ' '
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<< static_cast<int>(255.999 * pixelColour.z()) << '\n';
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<< static_cast<int>(255.999 * pixel_colour.z()) << '\n';
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}
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}
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40
src/main.cpp
40
src/main.cpp
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@ -8,15 +8,15 @@ const double ASPECT_RATIO = 16.0 / 9.0;
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const int WIDTH = 384;
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const int WIDTH = 384;
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const int HEIGHT = static_cast<int>(WIDTH / ASPECT_RATIO);
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const int HEIGHT = static_cast<int>(WIDTH / ASPECT_RATIO);
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double hitSphere(const point3& centre, double radius, const ray& r)
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double hit_sphere(const point3& centre, double radius, const ray& r)
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{
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{
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vec3 oc = r.origin() - centre;
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vec3 oc = r.origin() - centre;
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auto a = r.direction().lengthSquared();
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auto a = r.direction().length_squared();
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auto halfB = dot(oc, r.direction());
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auto half_b = dot(oc, r.direction());
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auto c = oc.lengthSquared() - radius*radius;
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auto c = oc.length_squared() - radius*radius;
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auto discriminant = halfB*halfB - a*c;
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auto discriminant = half_b*half_b - a*c;
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if (discriminant < 0)
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if (discriminant < 0)
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{
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{
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@ -24,21 +24,21 @@ double hitSphere(const point3& centre, double radius, const ray& r)
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}
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}
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else
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else
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{
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{
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return (-halfB - sqrt(discriminant)) / a;
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return (-half_b - sqrt(discriminant)) / a;
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}
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}
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}
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}
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colour rayColour(const ray& r)
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colour ray_colour(const ray& r)
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{
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{
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auto t = hitSphere(point3(0,0,-1), 0.5, r);
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auto t = hit_sphere(point3(0,0,-1), 0.5, r);
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if (t > 0.0)
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if (t > 0.0)
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{
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{
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vec3 N = unitVector(r.at(t) - vec3(0,0,-1));
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vec3 N = unit_vector(r.at(t) - vec3(0,0,-1));
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return 0.5*colour(N.x()+1, N.y()+1, N.z()+1);
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return 0.5*colour(N.x()+1, N.y()+1, N.z()+1);
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}
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}
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vec3 unitDirection = unitVector(r.direction());
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vec3 unit_direction = unit_vector(r.direction());
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t = 0.5 * (unitDirection.y() + 1.0);
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t = 0.5 * (unit_direction.y() + 1.0);
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auto a = colour(1.0, 0.5, 0.6);
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auto a = colour(1.0, 0.5, 0.6);
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auto b = colour(0.0, 0.0, 0.0);
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auto b = colour(0.0, 0.0, 0.0);
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@ -48,14 +48,14 @@ colour rayColour(const ray& r)
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int main()
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int main()
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{
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{
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auto viewportHeight = 2.0;
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auto viewport_height = 2.0;
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auto viewportWidth = ASPECT_RATIO * viewportHeight;
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auto viewport_width = ASPECT_RATIO * viewport_height;
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auto focalLength = 1.0;
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auto focal_length = 1.0;
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auto origin = point3(0, 0, 0);
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auto origin = point3(0, 0, 0);
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auto horizontal = vec3(viewportWidth, 0, 0);
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auto horizontal = vec3(viewport_width, 0, 0);
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auto vertical = vec3(0, viewportHeight, 0);
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auto vertical = vec3(0, viewport_height, 0);
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auto lowerLeftCorner = origin - horizontal/2 - vertical/2 - vec3(0,0,focalLength);
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auto lower_left_corner = origin - horizontal/2 - vertical/2 - vec3(0,0,focal_length);
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std::cout << "P3\n" << WIDTH << ' ' << HEIGHT << "\n255\n";
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std::cout << "P3\n" << WIDTH << ' ' << HEIGHT << "\n255\n";
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@ -66,10 +66,10 @@ int main()
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{
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{
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auto u = double(x) / (WIDTH-1);
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auto u = double(x) / (WIDTH-1);
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auto v = double(y) / (HEIGHT-1);
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auto v = double(y) / (HEIGHT-1);
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ray r(origin, lowerLeftCorner + u*horizontal + v*vertical - origin);
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ray r(origin, lower_left_corner + u*horizontal + v*vertical - origin);
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colour pixelColour = rayColour(r);
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colour pixel_colour = ray_colour(r);
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writeColour(std::cout, pixelColour);
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write_colour(std::cout, pixel_colour);
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}
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}
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}
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}
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@ -40,10 +40,10 @@ public:
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double length() const
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double length() const
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{
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{
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return std::sqrt(lengthSquared());
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return std::sqrt(length_squared());
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}
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}
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double lengthSquared() const
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double length_squared() const
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{
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{
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return e[0]*e[0] + e[1]*e[1] + e[2]*e[2];
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return e[0]*e[0] + e[1]*e[1] + e[2]*e[2];
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}
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}
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@ -112,7 +112,7 @@ inline vec3 lerp(const vec3 &a, const vec3 &b, double t)
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return (1.0 - t) * a + t * b;
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return (1.0 - t) * a + t * b;
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}
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}
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inline vec3 unitVector(vec3 v)
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inline vec3 unit_vector(vec3 v)
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{
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{
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return v / v.length();
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return v / v.length();
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}
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}
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