Implement sphere normals.
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19
wtracer.cpp
19
wtracer.cpp
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#include <iostream>
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#include <iostream>
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#include <cmath>
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#include "color.h"
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#include "color.h"
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#include "vec3.h"
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#include "vec3.h"
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#include "ray.h"
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#include "ray.h"
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bool hit_sphere(const Point3& center, double radius, const Ray& r) {
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double hit_sphere(const Point3& center, double radius, const Ray& r) {
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Vec3 oc = r.origin() - center;
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Vec3 oc = r.origin() - center;
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auto a = dot(r.direction(), r.direction());
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auto a = dot(r.direction(), r.direction());
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auto b = 2.0 * dot(oc, r.direction());
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auto b = 2.0 * dot(oc, r.direction());
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auto c = dot(oc, oc) - radius * radius;
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auto c = dot(oc, oc) - radius * radius;
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auto disciminant = b*b - 4*a*c;
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auto disciminant = b*b - 4*a*c;
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return disciminant > 0;
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if (disciminant < 0) {
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return -1.0;
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} else {
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return (-b - std::sqrt(disciminant)) / (2.0 * a);
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}
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}
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}
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Color ray_color(const Ray& r) {
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Color ray_color(const Ray& r) {
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if (hit_sphere(Point3(0, 0, -1), 0.5, r))
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auto sphere_center = Point3(0, 0, -1);
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return Color(1, 0, 0);
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auto t = hit_sphere(sphere_center, 0.5, r);
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if (t > 0.0) {
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Vec3 n = unit_vector(r.at(t) - sphere_center);
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return 0.5 * Color(n.x()+1, n.y()+1, n.z()+1);
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}
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Vec3 unit_direction = unit_vector(r.direction());
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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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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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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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}
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