Visualise surface normals
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								src/main.cpp
									
									
									
									
									
								
							
							
						
						
									
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								src/main.cpp
									
									
									
									
									
								
							@ -8,12 +8,39 @@ const double ASPECT_RATIO = 16.0 / 9.0;
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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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double hitSphere(const point3& centre, double radius, const ray& r)
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{
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    vec3 oc = r.origin() - centre;
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    auto a = r.direction().lengthSquared();
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    auto halfB = dot(oc, r.direction());
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    auto c = oc.lengthSquared() - radius*radius;
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    auto discriminant = halfB*halfB - a*c;
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    if (discriminant < 0)
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    {
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        return -1.0;
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    }
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    else
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    {
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        return (-halfB - sqrt(discriminant)) / a;
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    }
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}
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colour rayColour(const ray& r)
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{
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    vec3 unitDirection = unitVector(r.direction());
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    double t = 0.5 * (unitDirection.y() + 1.0);
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    auto t = hitSphere(point3(0,0,-1), 0.5, r);
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    if (t > 0.0)
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    {
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        vec3 N = unitVector(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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    }
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    auto a = colour(1.0, 1.0, 1.0);
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    vec3 unitDirection = unitVector(r.direction());
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    t = 0.5 * (unitDirection.y() + 1.0);
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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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    return lerp(a, b, t);
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