Add background color
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14fa4b6c9a
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8
color.c
8
color.c
@ -1,6 +1,14 @@
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#include "color.h"
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#include <stdio.h>
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color color_lerp(color c1, color c2, double t) {
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return (color){
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(1.0 - t) * c1.r + t * c2.r,
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(1.0 - t) * c1.g + t * c2.g,
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(1.0 - t) * c1.b + t * c2.b,
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};
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}
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void color_write(FILE *out, color c) {
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fprintf(out, "%d %d %d\n", (int)(255.999 * c.r), (int)(255.999 * c.g),
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(int)(255.999 * c.b));
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2
color.h
2
color.h
@ -7,6 +7,8 @@ typedef struct color {
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double r, g, b;
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} color;
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color color_lerp(color c1, color c2, double t);
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void color_write(FILE *out, color c);
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#endif /* INCLUDED_COLOR_H */
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41
main.c
41
main.c
@ -1,21 +1,49 @@
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#include <stdio.h>
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#include "color.h"
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#include "point3.h"
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#include "ray.h"
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#include "vec3.h"
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color ray_color(ray r) {
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vec3 unit_direction = vec3_normalize(r.direction);
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double t = 0.5 * (unit_direction.y + 1.0);
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color gradient1 = {1.0, 1.0, 1.0};
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color gradient2 = {0.5, 0.7, 1.0};
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return color_lerp(gradient1, gradient2, t);
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}
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int main(void) {
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/* Image parameters */
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const double aspect_ratio = 16.0 / 9.0;
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const int image_width = 256;
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const int image_height = 256;
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const int image_height = (int)(image_width / aspect_ratio);
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/* Camera parameters */
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double viewport_height = 2;
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double viewport_width = aspect_ratio * viewport_height;
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double focal_length = 1.0;
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point3 origin = {0};
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vec3 horizontal = {viewport_width, 0, 0};
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vec3 vertical = {0, viewport_height, 0};
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vec3 offset = vec3_add(vec3_div(horizontal, 2), vec3_div(vertical, 2));
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offset = vec3_add(offset, (vec3){0, 0, focal_length});
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point3 lower_left_corner = point3_add(origin, vec3_neg(offset));
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printf("P3\n%u %u\n255\n", image_width, image_height);
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for (int j = image_height - 1; j >= 0; --j) {
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fprintf(stderr, "\rScanlines remaining: %d ", j);
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for (int i = 0; i < image_width; ++i) {
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color pixel_color = {
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.r = (double)(i) / (image_width - 1),
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.g = (double)(j) / (image_height - 1),
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.b = 0.25,
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};
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double u = (double)i / (image_width - 1);
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double v = (double)j / (image_height - 1);
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point3 screen_point =
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point3_add(lower_left_corner,
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vec3_add(vec3_mul(u, horizontal), vec3_mul(v, vertical)));
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vec3 direction = point3_sub(screen_point, origin);
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ray r = {origin, direction};
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color pixel_color = ray_color(r);
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color_write(stdout, pixel_color);
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}
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}
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@ -27,4 +55,5 @@ int main(void) {
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#include "color.c"
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#include "point3.c"
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#include "ray.c"
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#include "vec3.c"
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6
ray.c
Normal file
6
ray.c
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@ -0,0 +1,6 @@
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#include "ray.h"
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#include "point3.h"
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point3 ray_at(ray r, double t) {
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return point3_add(r.origin, vec3_mul(t, r.direction));
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}
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