#include // print float in some sort of intuitive hex that also helps visualize the underlying bits void p(std::ostream &out, float f) { int bits = *(int*)&f; // sign if (bits & 0x80000000) { out << '-'; } // mantissa int mantissa = bits & 0x007fffff; int exponent = (bits & 0x7f800000) >> 23; out << std::hex << mantissa << "P" << std::dec << (exponent-127); } #include "color.h" #include "ray.h" #include "vec3.h" color ray_color(const ray& r) { //? std::cerr << "r.dir: " << r.direction() << '\n'; //? std::cerr << "r.dir length: "; //? p(std::cerr, r.direction().length()); //? std::cerr << '\n'; vec3 unit_direction = unit_vector(r.direction()); //? std::cerr << "r.dir normalized: " << unit_direction << '\n'; float t = 0.5*(unit_direction.y() + 1.0); //? std::cerr << "t: "; //? p(std::cerr, t); //? std::cerr << '\n'; vec3 whitening = (1.0-t)*color(1.0, 1.0, 1.0); //? std::cerr << "whitening: "; //? p(std::cerr, whitening.x()); //? std::cerr << " "; //? p(std::cerr, whitening.y()); //? std::cerr << " "; //? p(std::cerr, whitening.z()); //? std::cerr << "\n"; vec3 base = t*color(0.5, 0.7, 1.0); //? std::cerr << "base: "; //? p(std::cerr, base.x()); //? std::cerr << " "; //? p(std::cerr, base.y()); //? std::cerr << " "; //? p(std::cerr, base.z()); //? std::cerr << "\n"; vec3 result = base + whitening; //? std::cerr << "result: "; //? p(std::cerr, result.x()); //? std::cerr << " "; //? p(std::cerr, result.y()); //? std::cerr << " "; //? p(std::cerr, result.z()); //? std::cerr << "\n"; return result; } int main() { // Image const float aspect_ratio = 16.0 / 9.0; //? std::cerr << "aspect ratio: " << aspect_ratio << ' ' << std::hex << *(int*)&aspect_ratio << '\n'; const int image_width = 400; const int image_height = static_cast(image_width / aspect_ratio); // Camera float viewport_height = 2.0; //? std::cerr << "viewport height: " << viewport_height << ' ' << std::hex << *(int*)&viewport_height << '\n'; float viewport_width = aspect_ratio * viewport_height; //? std::cerr << "viewport width: " << viewport_width << ' ' << std::hex << *(int*)&viewport_width << '\n'; float focal_length = 1.0; auto origin = point3(0, 0, 0); auto horizontal = vec3(viewport_width, 0, 0); auto vertical = vec3(0, viewport_height, 0); auto lower_left_corner = origin - horizontal/2 - vertical/2 - vec3(0, 0, focal_length); // Render std::cout << "P3\n" << image_width << " " << image_height << "\n255\n"; for (int j = image_height-1; j >= 0; --j) { //? std::cerr << "\rScanlines remaining: " << j << ' ' << std::flush; for (int i = 0; i < image_width; ++i) { auto u = float(i) / (image_width-1); //? std::cerr << "u: " << u << '\n'; auto v = float(j) / (image_height-1); ray r(origin, lower_left_corner + u*horizontal + v*vertical - origin); //? std::cerr << "ray origin: " << r.orig.x() << " " << r.orig.y() << " " << r.orig.z() << '\n'; //? std::cerr << "ray direction: " << r.dir.x() << " " << r.dir.y() << " " << r.dir.z() << '\n'; //? std::cerr << "ray dir.x: " << r.dir.x() << " "; //? p(std::cerr, r.dir.x()); //? std::cerr << '\n'; color pixel_color = ray_color(r); //? std::cerr << "pixel color: " << pixel_color.x() << " " << pixel_color.y() << " " << pixel_color.z() << '\n'; //? std::cout << "("; //? p(std::cout, pixel_color.x()); //? std::cout << ", "; //? p(std::cout, pixel_color.y()); //? std::cout << ", "; //? p(std::cout, pixel_color.z()); //? std::cout << ")\n"; write_color(std::cout, pixel_color); //? break; } //? break; } //? std::cerr << "\r"; }