Sending rays into an empty scene! Hooray!
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@ -1,14 +1,33 @@
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#include "color.h"
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#include "ray.h"
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#include "vector3.h"
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#include <iostream>
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color ray_color(const ray& r){
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vec3 unit_direction = unit_vector(r.direction());
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auto t = 0.5*(unit_direction.y() + 1.0);
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return (1.0-t)*color(1.0, 1.0, 1.0) + t*color(0.5,0.7,1.0);
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}
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int main ()
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{
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// Image
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const int image_width = 256;
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const int image_height = 256;
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const auto aspect_ratio = 16.0 /9.0;
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const int image_width = 400;
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const int image_height = static_cast<int>(image_width /aspect_ratio);
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// Camera
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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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auto origin = point3(0,0,0);
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auto horizontal = vec3(viewport_width, 0, 0);
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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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// Render
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std::cout<< "P3\n" << image_width << ' ' << image_height << "\n255\n";
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@ -17,7 +36,10 @@ int main ()
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std::cerr << "\rScanlines remaining: " << j << ' ' << std::flush;
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for(int i = 0; i < image_width; ++i)
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{
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color pixel_color(double(i)/(image_width-1), double(j)/(image_height-1), 0.25);
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auto u = double(i) / (image_width-1);
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auto v = double(j) / (image_height-1);
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ray r(origin, lower_left_corner+u*horizontal + v* vertical -origin);
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color pixel_color = ray_color(r);
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write_color(std::cout , pixel_color);
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}
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}
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21
src/ray.h
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21
src/ray.h
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@ -0,0 +1,21 @@
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#pragma once
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#include "vector3.h"
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class ray{
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public:
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ray(){}
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ray(const point3& origin ,const vec3& direction): orig(origin), dir(direction){}
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point3 origin() const {return orig;}
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vec3 direction() const {return dir;}
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point3 at(double t) const {
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return orig + t*dir;
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}
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public:
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point3 orig;
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vec3 dir;
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};
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