#include #include "color.h" #include "vec3.h" #include "ray.h" #include "util.h" #include "hittable_list.h" #include "sphere.h" Color ray_color(const Ray& r, const Hittable& world) { hit_record rec; if (world.hit(r, 0, infinity, rec)) { return 0.5 * (rec.normal + Color(1,1,1)); } 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() { const auto aspect_ratio = 16.0 / 9.0; const int image_width = 1280; const int image_height = static_cast(image_width / aspect_ratio); std::cout << "P3\n" << image_width << " " << image_height << "\n255\n"; 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); Hittable_list world; world.add(std::make_shared(Point3(0, 0, -1), 0.5)); world.add(std::make_shared(Point3(0, -100.5, -1), 100)); 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, world); write_color(std::cout, pixel_color); } } std::cerr << "\nDone.\n"; }