Sending rays into an empty scene! Hooray!

master
Nigel Barink 2023-03-04 19:00:04 +01:00
parent b3233ae728
commit b49588773f
2 changed files with 46 additions and 3 deletions

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@ -1,14 +1,33 @@
#include "color.h"
#include "ray.h"
#include "vector3.h"
#include <iostream>
color ray_color(const ray& r){
vec3 unit_direction = unit_vector(r.direction());
auto t = 0.5*(unit_direction.y() + 1.0);
return (1.0-t)*color(1.0, 1.0, 1.0) + t*color(0.5,0.7,1.0);
}
int main ()
{
// Image
const int image_width = 256;
const int image_height = 256;
const auto aspect_ratio = 16.0 /9.0;
const int image_width = 400;
const int image_height = static_cast<int>(image_width /aspect_ratio);
// Camera
auto viewport_height = 2.0;
auto viewport_width = aspect_ratio * viewport_height;
auto focal_length = 1.0;
auto origin = point3(0,0,0);
auto horizontal = vec3(viewport_width, 0, 0);
auto vertical = vec3(0, viewport_height, 0);
auto lower_left_corner = origin - horizontal/2 - vertical/2 - vec3(0,0,focal_length);
// Render
std::cout<< "P3\n" << image_width << ' ' << image_height << "\n255\n";
@ -17,7 +36,10 @@ int main ()
std::cerr << "\rScanlines remaining: " << j << ' ' << std::flush;
for(int i = 0; i < image_width; ++i)
{
color pixel_color(double(i)/(image_width-1), double(j)/(image_height-1), 0.25);
auto u = double(i) / (image_width-1);
auto v = double(j) / (image_height-1);
ray r(origin, lower_left_corner+u*horizontal + v* vertical -origin);
color pixel_color = ray_color(r);
write_color(std::cout , pixel_color);
}
}

21
src/ray.h Normal file
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@ -0,0 +1,21 @@
#pragma once
#include "vector3.h"
class ray{
public:
ray(){}
ray(const point3& origin ,const vec3& direction): orig(origin), dir(direction){}
point3 origin() const {return orig;}
vec3 direction() const {return dir;}
point3 at(double t) const {
return orig + t*dir;
}
public:
point3 orig;
vec3 dir;
};