Visualise surface normals
This commit is contained in:
parent
c4eb43a6f3
commit
a7268a2a83
33
src/main.cpp
33
src/main.cpp
|
@ -8,12 +8,39 @@ const double ASPECT_RATIO = 16.0 / 9.0;
|
|||
const int WIDTH = 384;
|
||||
const int HEIGHT = static_cast<int>(WIDTH / ASPECT_RATIO);
|
||||
|
||||
double hitSphere(const point3& centre, double radius, const ray& r)
|
||||
{
|
||||
vec3 oc = r.origin() - centre;
|
||||
|
||||
auto a = r.direction().lengthSquared();
|
||||
auto halfB = dot(oc, r.direction());
|
||||
auto c = oc.lengthSquared() - radius*radius;
|
||||
|
||||
auto discriminant = halfB*halfB - a*c;
|
||||
|
||||
if (discriminant < 0)
|
||||
{
|
||||
return -1.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
return (-halfB - sqrt(discriminant)) / a;
|
||||
}
|
||||
}
|
||||
|
||||
colour rayColour(const ray& r)
|
||||
{
|
||||
vec3 unitDirection = unitVector(r.direction());
|
||||
double t = 0.5 * (unitDirection.y() + 1.0);
|
||||
auto t = hitSphere(point3(0,0,-1), 0.5, r);
|
||||
if (t > 0.0)
|
||||
{
|
||||
vec3 N = unitVector(r.at(t) - vec3(0,0,-1));
|
||||
return 0.5*colour(N.x()+1, N.y()+1, N.z()+1);
|
||||
}
|
||||
|
||||
auto a = colour(1.0, 1.0, 1.0);
|
||||
vec3 unitDirection = unitVector(r.direction());
|
||||
t = 0.5 * (unitDirection.y() + 1.0);
|
||||
|
||||
auto a = colour(1.0, 0.5, 0.6);
|
||||
auto b = colour(0.0, 0.0, 0.0);
|
||||
|
||||
return lerp(a, b, t);
|
||||
|
|
Loading…
Reference in New Issue