/* * Copyright (C) 2026 Richard * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #include "color.h" #include "ray.h" #include "vec3.h" #include double hit_sphere( const point3& center, double radius, const ray& r ) { vec3 oc = center - r.origin(); auto a = dot( r.direction(), r.direction() ); auto b = -2.0 * dot( r.direction(), oc ); auto c = dot( oc, oc ) - radius * radius; auto discriminant = b * b - 4 * a * c; if ( discriminant < 0 ) { return -1.0; } else { return ( -b - std::sqrt( discriminant ) ) / ( 2.0 * 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() ); 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() { // Image auto aspect_ratio = 16.0 / 9.0; const int image_width = 400; // Calculate the image height, and ensure that it's at least 1. int image_height = static_cast( image_width / aspect_ratio ); image_height = ( image_height < 1 ) ? 1 : image_height; // 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 ); // Calculate the vectors across the horizontal and down the vertical viewport edges. auto viewport_u = vec3( viewport_width, 0, 0 ); auto viewport_v = vec3( 0, -viewport_height, 0 ); // 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 ); // Render std::cout << "P3\n" << image_width << " " << image_height << "\n255\n"; for ( int j = 0; j < image_height; j++ ) { std::clog << "\rScanlines remaining: " << ( image_height - j ) << ' ' << std::flush; for ( int i = 0; i < image_width; i++ ) { 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 ); const color pixel_color = ray_color( r ); write_color( std::cout, pixel_color ); } } std::clog << "\rDone. \n"; return 0; }