#include "color.h" #include "ray.h" #include "vec3.h" #include double hit_sphere(const point3& center, double radius, const ray& r) { vec3 oc = r.origin() - center; auto a = r.direction().length_squared(); auto half_b = dot(oc, r.direction()); auto c = oc.length_squared() - radius*radius; auto discriminant = half_b*half_b - a*c; if (discriminant < 0) { return -1.0; } else { return (-half_b - sqrt(discriminant)) / a; } } color ray_color(const ray& r) { auto t = hit_sphere(point3(0, 0, -1), 0.5, r); if (t > 0.0) { vec3 N = unit_vector(r.at(t) - vec3(0, 0, -1)); return 0.5*color(N.x()+1, 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)*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"<= 0; --j) { std::cerr<<"\rScanlines remaining: "<