/
main.cpp
68 lines (64 loc) · 1.64 KB
/
main.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
#include <iostream>
#include "sphere.h"
#include "hitablelist.h"
#include "float.h"
float hit_sphere(const vec3& center, float radius, const ray& r)
{
vec3 oc = r.origin() - center;
float a = dot(r.direction(), r.direction());
float b = 2.0 * dot(oc, r.direction());
float c = dot(oc, oc) - raidus*radius;
float discriminant = b*b - r*a*c;
if (discriminant < 0)
{
return -1.0;
}
else
{
return (-b - sqrt(discriminant) / (2.0*a));
}
}
vec3 color(const ray& r, hitable *world)
{
float t = hit_sphere(vec3(0,0,-1), 0.5, r);
if (t > 0.0)
{
vec3 N = unit_vector(r.point_at_parameter(t) - vec3(0,0,-1));
return 0.5*vec3(N.x(),
N.y()+1,
N.z()+1);
}
vec3 unit_direction = unit_vector(r.direction());
t = 0.5*(unit_direction.y() + 1.0);
return (1.0-t)*vec3(1.0, 1.0, 1.0) + t*vec3(0.5, 0.7, 1.0);
}
int main()
{
int nx = 200;
int ny = 200;
std::cout << "P3\n" << nx << " " << ny << "\n255\n";
vec3 lower_left_corner( -2.0, -1.0, -1.0 );
vec3 horizontal( 4.0, 0.0 , 0.0);
vec3 vertical( 0.0, 2.0 , 0.0);
vec3 origin( 0.0, 0.0 , 0.0);
hitable *list[2];
list[0] = new sphere(vec3(0,0,-1), 0.5);
list[1] = new sphere(vec3(0,-100.5,-1), 100);
hitable *world = new hitable_list(list,2);
for (int j = ny-1; j >= 0; j--)
{
for (int i = 0; i < nx; i++)
{
float u = float(i) / float(nx);
float v = float(j) / float(ny);
ray r(origin,
lower_left_corner + u*horizontal + v*vertical);
vec3 p = r.point_at_parameter(2.0);
vec3 col = color(r, world);
int ir = int(255.99*col[0]);
int ig = int(255.99*col[1]);
int ib = int(255.99*col[2]);
std::cout << ir << " " << ig << " " << ib << "\n";
}
}
}