@@ 4,18 4,24 @@ use vec3::*;
mod ray;
use ray::*;
-fn hit_sphere(center: &Point3, radius: f64, r: &Ray) -> bool {
+fn hit_sphere(center: &Point3, radius: f64, r: &Ray) -> f64 {
let oc = r.origin() - *center;
let a = dot(&r.direction(), &r.direction());
let b = 2.0 * dot(&oc, &r.direction());
let c = dot(&oc, &oc) - radius*radius;
let discriminant = b*b - 4f64*a*c;
- discriminant > 0.0
+ if discriminant < 0.0 {
+ -1.0
+ } else {
+ (-b - discriminant.sqrt() ) / (2.0*a)
+ }
}
fn ray_color(r: &Ray) -> Color {
- if hit_sphere(&Point3::new(0.0, 0.0, -1f64), 0.5, r) {
- return Color::new(1.0, 0.0, 0.0);
+ let t = hit_sphere(&Point3::new(0.0, 0.0, -1f64), 0.5, r);
+ if t > 0.0 {
+ let N = unit_vector(r.at(t) - Vec3::new(0.0, 0.0, -1.0));
+ return 0.5*Color::new(N.x()+1.0, N.y()+1.0, N.z()+1.0);
}
let unit_direction = unit_vector(r.direction());
let t = 0.5 * (unit_direction.y() + 1.0);