#include "colour.h" #include "vec3.h" #include "ray.h" #include const double ASPECT_RATIO = 16.0 / 9.0; const int WIDTH = 384; const int HEIGHT = static_cast(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) { 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); } 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); } int main() { auto viewportHeight = 2.0; auto viewportWidth = ASPECT_RATIO * viewportHeight; auto focalLength = 1.0; auto origin = point3(0, 0, 0); auto horizontal = vec3(viewportWidth, 0, 0); auto vertical = vec3(0, viewportHeight, 0); auto lowerLeftCorner = origin - horizontal/2 - vertical/2 - vec3(0,0,focalLength); std::cout << "P3\n" << WIDTH << ' ' << HEIGHT << "\n255\n"; for (int y = HEIGHT - 1; y >= 0; --y) { std::cerr << "\rScanlines remaining: " << y << ' ' << std::flush; for (int x = 0; x < WIDTH; ++x) { auto u = double(x) / (WIDTH-1); auto v = double(y) / (HEIGHT-1); ray r(origin, lowerLeftCorner + u*horizontal + v*vertical - origin); colour pixelColour = rayColour(r); writeColour(std::cout, pixelColour); } } std::cerr << "\nDone." << std::endl; }