add hittable world
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src/main.cpp
45
src/main.cpp
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@ -1,6 +1,8 @@
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#include "rtweekend.h"
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#include "hittable_list.h"
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#include "sphere.h"
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#include "colour.h"
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#include "vec3.h"
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#include "ray.h"
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#include <iostream>
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@ -8,37 +10,16 @@ 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 hit_sphere(const point3& centre, double radius, const ray& r)
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colour ray_colour(const ray& r, const hittable& world)
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{
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vec3 oc = r.origin() - centre;
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auto a = r.direction().length_squared();
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auto half_b = dot(oc, r.direction());
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auto c = oc.length_squared() - radius*radius;
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auto discriminant = half_b*half_b - a*c;
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if (discriminant < 0)
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hit_record rec;
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if (world.hit(r, 0, infinity, rec))
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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 (-half_b - sqrt(discriminant)) / a;
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}
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}
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colour ray_colour(const ray& r)
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{
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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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{
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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 * (rec.normal + colour(1,1,1));
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}
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vec3 unit_direction = unit_vector(r.direction());
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t = 0.5 * (unit_direction.y() + 1.0);
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auto 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 b = colour(0.0, 0.0, 0.0);
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@ -48,6 +29,8 @@ colour ray_colour(const ray& r)
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int main()
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{
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std::cout << "P3\n" << WIDTH << ' ' << HEIGHT << "\n255\n";
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auto viewport_height = 2.0;
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auto viewport_width = ASPECT_RATIO * viewport_height;
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auto focal_length = 1.0;
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@ -57,7 +40,9 @@ int main()
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auto vertical = vec3(0, viewport_height, 0);
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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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hittable_list world;
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world.add(make_shared<sphere>(point3(0,0,-1), 0.5));
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world.add(make_shared<sphere>(point3(0,-100.5,-1), 100));
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for (int y = HEIGHT - 1; y >= 0; --y)
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{
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@ -68,7 +53,7 @@ int main()
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auto v = double(y) / (HEIGHT-1);
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ray r(origin, lower_left_corner + u*horizontal + v*vertical - origin);
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colour pixel_colour = ray_colour(r);
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colour pixel_colour = ray_colour(r, world);
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write_colour(std::cout, pixel_colour);
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}
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}
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