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main.cpp
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80 lines (52 loc) · 2.45 KB
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#include "utility.h"
#include "hittable.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 a = 0.5*(unit_direction.y() + 1.0);
return (1.0-a)*color(1.0, 1.0, 1.0) + a*color(0.5, 0.7, 1.0);
}
int main(){
auto aspect_ratio = 16.0/9.0;
int image_width = 400;
// Calculate the image height, and ensure that it's at least 1.
int image_height= int(image_width/aspect_ratio);
image_height = (image_height < 1) ? 1 : image_height; //check for min image height
// World
hittable_list world;
world.add(make_shared<sphere>(point3(0,0,-1), 0.5)); //small sphere
world.add(make_shared<sphere>(point3(0,-100.5,-1), 100)); // large ground sphere
// Camera
auto focal_length = 1.0;
auto viewport_height = 2.0;
auto viewport_width = viewport_height * (double(image_width)/image_height);
auto camera_center = point3(0,0,0); // Camera at origin
// Calculate the vectors across the horizontal and down the vertical viewport edges.
auto viewport_u = vec3(viewport_width,0,0); // Horizontal
auto viewport_v = vec3(0, -viewport_height, 0); // Vertical (negative for downward)
// Calculate the horizontal and vertical delta vectors from pixel to pixel.
auto pixel_delta_u = viewport_u/image_width;
auto pixel_delta_v = viewport_v/image_height;
// Calculate the location of the upper left pixel.
auto viewport_upper_left = camera_center-vec3(0, 0, focal_length) - viewport_u/2 - viewport_v/2;
auto pixel00_loc = viewport_upper_left + 0.5 * (pixel_delta_u + pixel_delta_v);
//why not use -> using namespace std? Considered bad practice because it can create naming conflicts
std::cout << "P3\n"<< image_width << ' '<< image_height<<"\n255\n";
for (int j = 0; j < image_height; j++){ // Rows (y-axis)
std::clog << "\rScanlines remaining:" << (image_height - j) << ' ' << std::flush;
for (int i = 0; i < image_width; i++){ // Columns (x-axis)
// Calculate pixel center in viewport
auto pixel_center = pixel00_loc + (i * pixel_delta_u) + (j * pixel_delta_v);
auto ray_direction = pixel_center - camera_center;
ray r(camera_center, ray_direction);
color pixel_color = ray_color(r,world);
write_color(std::cout, pixel_color);
}
}
std::clog <<"\rDone. \n";
}