Finished chapter 4.

This commit is contained in:
Michael Smith 2019-01-15 18:11:20 +01:00
parent 3f6c04cde4
commit 37f1a18d1d
4 changed files with 23 additions and 18 deletions

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@ -1,7 +1,7 @@
#!/bin/sh
mkdir -p build
pushd build
rm -rf *
rm -rf sdl_platform.dSYM
# Plugin library
c++ -Wall -std=c++11 -c -fpic -g ../code/rt_weekend.cpp -o librt_weekend.o

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@ -1,5 +1,5 @@
#ifndef RAYH
#define RAYH
#ifndef RAY_H
#define RAY_H
#include "vec3.h"

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@ -1,17 +1,18 @@
#include "rt_weekend.h"
#include "ray.h"
bool hit_sphere(const vec3& center, float radius, const ray& r)
bool hit_sphere(const vec3 &center, float radius, const ray &r)
{
vec3 oc = r.origin() - center;
float a = dot(r.direction(), r.direction());
float b = 2.0 * dot(oc, r.direction());
float c = dot(oc, oc) - radius * radius;
float discriminant = b * b - 4 * a * c;
return (discriminant > 0);
}
vec3 color(const ray& r)
vec3 color (const ray &r)
{
if (hit_sphere(vec3(0, 0, -1), 0.5, r))
return vec3(1, 0, 0);
@ -26,21 +27,25 @@ PluginUpdateAndRender(plugin_offscreen_buffer *Buffer)
{
int Pitch = Buffer->Pitch;
uint8_t *Row = (uint8_t *)Buffer->Memory;
for(int Y = 0;
Y < Buffer->Height;
++Y)
vec3 lower_left_corner(-2.0, -1.0, -1.0);
vec3 horizontal(4.0, 0.0, 0.0);
vec3 vertical(0.0, 2.0, 0.0);
vec3 origin(0.0, 0.0, 0.0);
for(int j = Buffer->Height - 1; j >= 0; j--)
{
uint32_t *Pixel = (uint32_t *)Row;
for(int X = 0;
X < Buffer->Width;
++X)
for(int i = 0; i < Buffer->Width; i++)
{
float r = float(X) / float(Buffer->Width);
float g = float(Y) / float(Buffer->Height);
float b = 0.2;
int ir = int(255.99 * r);
int ig = int(255.99 * g);
int ib = int(255.99 * b);
float u = float(i) / float(Buffer->Width);
float v = float(j) / float(Buffer->Height);
ray r(origin, lower_left_corner + u * horizontal + v * vertical);
vec3 col = color(r);
int ir = int(255.99 * col[0]);
int ig = int(255.99 * col[1]);
int ib = int(255.99 * col[2]);
*Pixel++ = (ir << 24) + (ig << 16) + (ib << 8) + 0xFF;
}

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@ -12,7 +12,7 @@
const char *WindowTitle = "Ray Tracing in a Weekend";
const uint32_t TARGET_FRAME_RATE = 30;
const uint32_t TARGET_FRAME_RATE = 15;
const uint32_t TICKS_PER_FRAME = 1000 / TARGET_FRAME_RATE;
const uint32_t WINDOW_WIDTH = 500;
const uint32_t WINDOW_HEIGHT = 250;