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#include "color.h"
#include "ray.h"
#include "vec3.h"
#include <iostream>
bool hit_sphere(const point3& center, double radius, const ray& r) {
vec3 oc = r.origin() - center;
auto a = dot(r.direction(), r.direction());
auto b = 2.0 * dot(oc, r.direction());
auto c = dot(oc, oc) - radius * radius;
auto discriminant = b * b - 4 * a * c;
return (discriminant >= 0);
}
color ray_color(const ray& r) {
if (hit_sphere(point3(0, 0, -1), 0.5, r))
return color(1, 0, 0);
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);
}
first part of code
int main() {
// Image
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 = static_cast<int>(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 * (static_cast<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);
color pixel_color = ray_color(r);
write_color(std::cout, pixel_color);
}
}
std::clog << "\rDone. \n";
}
second part of my code
you posted this same question yesterday already 
it's bad forum etiquette to create a new thread for the same thing 😛
ok ill delete this one
Also just for the future, you can add a comment to your old one and it will get "bumped" back up to the top of the cpp-help
oh ok
It's default sorting is "most-recently commented"
ill delete this one then