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#include <iostream>
// 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<int>(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";
}
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