#include "color.h" #include "ray.h" #include "vector3.h" #include 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 auto aspect_ratio = 16.0 /9.0; const int image_width = 400; const int image_height = static_cast(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"; for (int j = image_height-1; j >= 0; --j) { std::cerr << "\rScanlines remaining: " << j << ' ' << std::flush; for(int i = 0; i < image_width; ++i) { 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); } } std::cerr << "\nDone.\n"; return 0; }