Adding rays, origin and horizon.
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c1019143de
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2
Makefile
2
Makefile
@ -2,7 +2,7 @@ CXX = g++
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CXXFLAGS = -Wall -Wextra -O2 -std=c++14
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DEPS = vec3.h color.h
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DEPS = vec3.h color.h ray.h
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OBJ = wtracer.o
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TARGET = wtracer
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24
ray.h
Normal file
24
ray.h
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@ -0,0 +1,24 @@
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#ifndef RAY_H
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#define RAY_H
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#include "vec3.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)
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: 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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private:
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Point3 orig;
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Vec3 dir;
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};
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#endif //RAY_H
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28
wtracer.cpp
28
wtracer.cpp
@ -2,19 +2,37 @@
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#include "color.h"
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#include "vec3.h"
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#include "ray.h"
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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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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 = 1280;
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const int image_height = static_cast<int>(image_width / aspect_ratio);
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std::cout << "P3\n" << image_width << " " << image_height << "\n255\n";
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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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for (int j = image_height - 1; j >= 0; --j) {
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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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Color pixel_color(double(i) / (image_width - 1),
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double(j) / (image_height - 1),
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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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