#include #include #include #include "color.h" #include "point3.h" #include "ray.h" #include "vec3.h" double hit_sphere(point3 center, double radius, ray r) { vec3 oc = point3_sub(r.origin, center); double a = vec3_length2(r.direction); double half_b = vec3_dot(oc, r.direction); double c = vec3_length2(oc) - radius * radius; double discriminant = half_b * half_b - a * c; if (discriminant < 0) return -1.0; else return (-half_b - sqrt(discriminant)) / a; } color ray_color(ray r) { double t = hit_sphere((point3){0, 0, -1}, 0.5, r); if (t > 0.0) { vec3 n = vec3_normalize(point3_sub(ray_at(r, t), (point3){0, 0, -1})); return (color){0.5 * (n.x + 1), 0.5 * (n.y + 1), 0.5 * (n.z + 1)}; } vec3 unit_direction = vec3_normalize(r.direction); t = 0.5 * (unit_direction.y + 1.0); color gradient1 = {1.0, 1.0, 1.0}; color gradient2 = {0.5, 0.7, 1.0}; return color_lerp(gradient1, gradient2, t); } int main(void) { /* Image parameters */ const double aspect_ratio = 16.0 / 9.0; const int image_width = 256; const int image_height = (int)(image_width / aspect_ratio); /* Camera parameters */ double viewport_height = 2; double viewport_width = aspect_ratio * viewport_height; double focal_length = 1.0; point3 origin = {0}; vec3 horizontal = {viewport_width, 0, 0}; vec3 vertical = {0, viewport_height, 0}; vec3 offset = vec3_add(vec3_div(horizontal, 2), vec3_div(vertical, 2)); offset = vec3_add(offset, (vec3){0, 0, focal_length}); point3 lower_left_corner = point3_add(origin, vec3_neg(offset)); printf("P3\n%u %u\n255\n", image_width, image_height); for (int j = image_height - 1; j >= 0; --j) { fprintf(stderr, "\rScanlines remaining: %d ", j); for (int i = 0; i < image_width; ++i) { double u = (double)i / (image_width - 1); double v = (double)j / (image_height - 1); point3 screen_point = point3_add(lower_left_corner, vec3_add(vec3_mul(u, horizontal), vec3_mul(v, vertical))); vec3 direction = point3_sub(screen_point, origin); ray r = {origin, direction}; color pixel_color = ray_color(r); color_write(stdout, pixel_color); } } fprintf(stderr, "\nDone.\n"); return 0; } #include "color.c" #include "point3.c" #include "ray.c" #include "vec3.c"