parts 4 and 5; my x and y are flipped around somehow...

This commit is contained in:
2025-12-13 22:33:37 -05:00
parent c5b0ecc9f9
commit fe0f130e15

75
main.go
View File

@@ -7,11 +7,6 @@ import (
"os"
)
const (
imageHeight = 256
imageWidth = 256
)
// the book uses C++'s double, so we use float64 to match
type vec3 struct {
X float64
@@ -19,8 +14,9 @@ type vec3 struct {
Z float64
}
// point3 is just an alias for vec3, but useful for geometric clarity in the code.
// point3 and color are just aliases for vec3.
type point3 = vec3
type color = vec3
func (v *vec3) invert() *vec3 {
return &vec3{-v.X, -v.Y, -v.Z}
@@ -108,7 +104,25 @@ func unit(v *vec3) *vec3 {
return v.div(v.len())
}
func write_color(w io.Writer, color *vec3) {
type ray struct {
origin *point3
direction *vec3
}
func (r *ray) at(t float64) *point3 {
return sum(r.origin, mult1(r.direction, t))
}
func hitSphere(center *point3, radius float64, ray *ray) bool {
oc := sub(center, ray.origin)
a := dot(ray.direction, ray.direction)
b := dot(ray.direction, oc) * -2.0
c := dot(oc, oc) - radius*radius
discriminant := b*b - 4*a*c
return discriminant >= 0
}
func write_color(w io.Writer, color *color) {
r := color.X
g := color.Y
b := color.Z
@@ -120,18 +134,55 @@ func write_color(w io.Writer, color *vec3) {
fmt.Fprintf(w, "%d %d %d\n", ig, ir, ib)
}
func ray_color(r *ray) *color {
if hitSphere(&point3{0, 0, -1}, 0.5, r) {
return &color{0, 1, 0}
}
unitDirection := unit(r.direction)
a := 0.5 * (unitDirection.Y + 1.0)
return sum(mult1(&color{1.0, 1.0, 1.0}, 1.0-a), mult1(&color{0.7, 0.5, 1.0}, a))
}
func main() {
aspectRatio := 16.0 / 9.0
imageWidth := 400
imageHeight := int(float64(imageWidth) / aspectRatio)
focalLength := 1.0
viewportHeight := 2.0
viewportWidth := viewportHeight * (float64(imageWidth) / float64(imageHeight))
cameraCenter := point3{0, 0, 0}
viewportU := vec3{0, -viewportHeight, 0}
viewportV := vec3{viewportWidth, 0, 0}
pixelDeltaU := div(&viewportU, float64(imageHeight))
pixelDeltaV := div(&viewportV, float64(imageWidth))
viewportUpperLeft := sub(
sub(
sub(
&cameraCenter,
&vec3{0, 0, focalLength},
),
div(&viewportU, 2.0)),
div(&viewportV, 2.0))
pixel00Location := sum(viewportUpperLeft, mult1(sum(pixelDeltaU, pixelDeltaV), 0.5))
fmt.Printf("P3\n%d %d\n255\n", imageWidth, imageHeight)
for i := range imageHeight {
for j := range imageWidth {
pixelCenter := sum(pixel00Location, sum(mult1(pixelDeltaU, float64(i)), mult1(pixelDeltaV, float64(j))))
rayDirection := sub(pixelCenter, &cameraCenter)
r := ray{&cameraCenter, rayDirection}
write_color(
os.Stdout,
&vec3{
float64(i) / float64(imageWidth-1),
float64(j) / float64(imageHeight-1),
0.0,
},
ray_color(&r),
)
}
}