T2 Adding vec.h and color.h (easy)
2.1 Create vec3.h under src directory
2.2 Create color.h under src directory
Last updated
Last updated
#ifndef VEC3_H
#define VEC3_H
#include <cmath>
#include <iostream>
class vec3 {
public:
double e[3];
vec3() : e{0,0,0} {}
vec3(double e0, double e1, double e2) : e{e0, e1, e2} {}
double x() const { return e[0]; }
double y() const { return e[1]; }
double z() const { return e[2]; }
vec3 operator-() const { return vec3(-e[0], -e[1], -e[2]); }
double operator[](int i) const { return e[i]; }
double& operator[](int i) { return e[i]; }
vec3& operator+=(const vec3& v) {
e[0] += v.e[0];
e[1] += v.e[1];
e[2] += v.e[2];
return *this;
}
vec3& operator*=(double t) {
e[0] *= t;
e[1] *= t;
e[2] *= t;
return *this;
}
vec3& operator/=(double t) {
return *this *= 1/t;
}
double length() const {
return std::sqrt(length_squared());
}
double length_squared() const {
return e[0]*e[0] + e[1]*e[1] + e[2]*e[2];
}
};
// point3 is just an alias for vec3, but useful for geometric clarity in the code.
using point3 = vec3;
// Vector Utility Functions
inline std::ostream& operator<<(std::ostream& out, const vec3& v) {
return out << v.e[0] << ' ' << v.e[1] << ' ' << v.e[2];
}
inline vec3 operator+(const vec3& u, const vec3& v) {
return vec3(u.e[0] + v.e[0], u.e[1] + v.e[1], u.e[2] + v.e[2]);
}
inline vec3 operator-(const vec3& u, const vec3& v) {
return vec3(u.e[0] - v.e[0], u.e[1] - v.e[1], u.e[2] - v.e[2]);
}
inline vec3 operator*(const vec3& u, const vec3& v) {
return vec3(u.e[0] * v.e[0], u.e[1] * v.e[1], u.e[2] * v.e[2]);
}
inline vec3 operator*(double t, const vec3& v) {
return vec3(t*v.e[0], t*v.e[1], t*v.e[2]);
}
inline vec3 operator*(const vec3& v, double t) {
return t * v;
}
inline vec3 operator/(const vec3& v, double t) {
return (1/t) * v;
}
inline double dot(const vec3& u, const vec3& v) {
return u.e[0] * v.e[0]
+ u.e[1] * v.e[1]
+ u.e[2] * v.e[2];
}
inline vec3 cross(const vec3& u, const vec3& v) {
return vec3(u.e[1] * v.e[2] - u.e[2] * v.e[1],
u.e[2] * v.e[0] - u.e[0] * v.e[2],
u.e[0] * v.e[1] - u.e[1] * v.e[0]);
}
inline vec3 unit_vector(const vec3& v) {
return v / v.length();
}
#endif#ifndef COLOR_H
#define COLOR_H
#include "vec3.h"
#include <iostream>
using color = vec3;
void write_color(std::ostream& out, const color& pixel_color) {
auto r = pixel_color.x();
auto g = pixel_color.y();
auto b = pixel_color.z();
// Translate the [0,1] component values to the byte range [0,255].
int rbyte = int(255.999 * r);
int gbyte = int(255.999 * g);
int bbyte = int(255.999 * b);
// Write out the pixel color components.
out << rbyte << ' ' << gbyte << ' ' << bbyte << '\n';
}
#endif