// card_explained.cc // // A de-obfuscated, heavily-annotated rewrite of Andrew Kensler's "business // card raytracer" (card.cc). The behaviour and visual output match the // original; only the names, formatting and comments differ. The original // file (card.cc) is kept untouched as a historical artifact — this file // exists so a human (or a future you) can read what's going on. // // Build via the project's CMake setup, or standalone: // c++ -O3 -o card_explained card_explained.cc // Render: // ./card_explained > aek.ppm // // Reference: https://fabiensanglard.net/rayTracing_back_of_business_card/ #include #include #include // --------------------------------------------------------------------------- // 3D vector — doubles as an RGB colour throughout the renderer. // --------------------------------------------------------------------------- struct Vec3 { float x, y, z; // Default-constructed Vec3 is *uninitialised*. Matches the original; // every Vec3 created this way is assigned before it is read. Vec3() {} Vec3(float a, float b, float c) : x(a), y(b), z(c) {} Vec3 operator+(const Vec3& r) const { return Vec3(x + r.x, y + r.y, z + r.z); } Vec3 operator*(float s) const { return Vec3(x * s, y * s, z * s); } float dot(const Vec3& r) const { return x * r.x + y * r.y + z * r.z; } Vec3 cross(const Vec3& r) const { return Vec3(y * r.z - z * r.y, z * r.x - x * r.z, x * r.y - y * r.x); } Vec3 normalised() const { return *this * (1.0f / std::sqrt(this->dot(*this))); } }; // --------------------------------------------------------------------------- // Scene: nine bitmap columns spelling "aek" as unit-radius spheres. // // Each int is one column (j ∈ [0,8]). Each set bit (k ∈ [0,18]) places a // sphere of radius 1 at world position (k, 0, j + 4). // --------------------------------------------------------------------------- static const int kLetterColumns[9] = { 247570, 280596, 280600, 249748, 18578, 18577, 231184, 16, 16, }; // Uniform random float in [0, 1]. static float randf() { return static_cast(std::rand()) / RAND_MAX; } enum HitKind { HIT_SKY = 0, HIT_FLOOR = 1, HIT_SPHERE = 2, }; // --------------------------------------------------------------------------- // Cast a single ray against the scene. // // origin / direction — the ray (direction assumed normalised) // out_t — written with the distance to the nearest hit // out_normal — written with the surface normal at that hit // // Returns one of HitKind: which surface (if any) was hit. // --------------------------------------------------------------------------- static int trace(Vec3 origin, Vec3 direction, float& out_t, Vec3& out_normal) { out_t = 1e9f; int kind = HIT_SKY; // (a) Floor plane at z = 0. // // Solve origin.z + t * direction.z = 0 ⇒ t = -origin.z / direction.z. // The 0.01 guard is the standard "shadow acne" epsilon: it prevents // a ray from re-hitting the surface it just left. float t_floor = -origin.z / direction.z; if (t_floor > 0.01f) { out_t = t_floor; out_normal = Vec3(0, 0, 1); kind = HIT_FLOOR; } // (b) Spheres encoded in kLetterColumns. for (int k = 18; k >= 0; --k) { for (int j = 8; j >= 0; --j) { if ((kLetterColumns[j] & (1 << k)) == 0) continue; // Vector from sphere centre to ray origin. // centre = (k, 0, j + 4) → p = origin - centre Vec3 p = origin + Vec3(-static_cast(k), 0.0f, -static_cast(j + 4)); // Ray-sphere intersection. Since direction is unit-length the // quadratic's "a" coefficient is 1, so it disappears: // t² + 2 b t + c = 0, with b = p·d, c = p·p - r² float b = p.dot(direction); float c = p.dot(p) - 1.0f; // r² = 1 float discriminant = b * b - c; if (discriminant > 0.0f) { float t_hit = -b - std::sqrt(discriminant); // nearer root if (t_hit > 0.01f && t_hit < out_t) { out_t = t_hit; out_normal = (p + direction * t_hit).normalised(); kind = HIT_SPHERE; } } } } return kind; } // --------------------------------------------------------------------------- // Shade a ray: trace it, then compute a colour. Recurses on sphere hits // (mirror reflection). Recursion bottoms out naturally when a reflected // ray escapes to the sky. // --------------------------------------------------------------------------- static Vec3 shade(Vec3 origin, Vec3 direction) { float t; Vec3 normal; int kind = trace(origin, direction, t, normal); // --- Sky -------------------------------------------------------------- // Blue-purple gradient that gets darker looking up, brighter at the // horizon. (1 - direction.z) is small when the ray points upward. if (kind == HIT_SKY) { return Vec3(0.7f, 0.6f, 1.0f) * std::pow(1.0f - direction.z, 4.0f); } Vec3 hit_point = origin + direction * t; // Light position is jittered each call → averaging many samples gives // soft shadows (penumbrae) without any explicit area-light maths. Vec3 to_light = (Vec3(9.0f + randf(), 9.0f + randf(), 16.0f) + hit_point * -1.0f).normalised(); // Reflection direction: R = D - 2 (N·D) N // Written as D + N * (N·D * -2) to match the original. Vec3 reflect_dir = direction + normal * (normal.dot(direction) * -2.0f); // Lambertian term, zeroed if the surface faces away from the light or // if a shadow-ray reports occlusion. float diffuse = to_light.dot(normal); { float shadow_t; Vec3 shadow_n; if (diffuse < 0.0f || trace(hit_point, to_light, shadow_t, shadow_n)) { diffuse = 0.0f; } } // Phong-style specular. Multiplying by (diffuse > 0) collapses the // highlight to zero in shadow without an extra branch. float specular = std::pow(to_light.dot(reflect_dir) * (diffuse > 0.0f ? 1.0f : 0.0f), 99.0f); // --- Floor ------------------------------------------------------------ if (kind == HIT_FLOOR) { // hit_point * 0.2 makes each tile 5 world-units wide. Vec3 tile_coords = hit_point * 0.2f; bool red_tile = (static_cast(std::ceil(tile_coords.x) + std::ceil(tile_coords.y)) & 1) != 0; Vec3 base_colour = red_tile ? Vec3(3, 1, 1) : Vec3(3, 3, 3); // 0.2 * diffuse + 0.1 ambient = "always at least dimly lit". return base_colour * (diffuse * 0.2f + 0.1f); } // --- Sphere (mirror) -------------------------------------------------- // Specular highlight plus half the reflected scene. No explicit recursion // limit: a reflected ray must eventually miss everything and hit the // sky, which terminates immediately. return Vec3(specular, specular, specular) + shade(hit_point, reflect_dir) * 0.5f; } // --------------------------------------------------------------------------- // Build the camera, shoot 64 rays per pixel, write a binary PPM to stdout. // --------------------------------------------------------------------------- int main() { std::printf("P6 512 512 255 "); // Camera basis (orthonormal). The .002 scale on `right` and `up` is the // pixel size in world units → it determines the field of view. Vec3 forward = Vec3(-6.0f, -16.0f, 0.0f).normalised(); Vec3 right = Vec3(0.0f, 0.0f, 1.0f).cross(forward).normalised() * 0.002f; Vec3 up = forward.cross(right).normalised() * 0.002f; // Offset from the camera's optical axis to the top-left pixel. Vec3 top_left = (right + up) * -256.0f + forward; for (int y = 512; y-- > 0; ) { for (int x = 512; x-- > 0; ) { // Pre-biased accumulator: 13 each channel adds a slight overall // brightness so the truncation to uchar at the end lands in // [0, 255] without an explicit divide-by-samples step. Vec3 pixel(13.0f, 13.0f, 13.0f); for (int s = 64; s-- > 0; ) { // Random offset on a 99-unit "lens" → depth of field. Vec3 lens_offset = right * ((randf() - 0.5f) * 99.0f) + up * ((randf() - 0.5f) * 99.0f); // Sub-pixel jitter → anti-aliasing. Vec3 pixel_direction = (lens_offset * -1.0f + (right * (randf() + x) + up * (randf() + y) + top_left) * 16.0f).normalised(); Vec3 ray_origin = Vec3(17.0f, 16.0f, 8.0f) + lens_offset; pixel = shade(ray_origin, pixel_direction) * 3.5f + pixel; } // Write one RGB triple. Values are truncated, not clamped — // the constants above are tuned so this is safe. std::printf("%c%c%c", static_cast(pixel.x), static_cast(pixel.y), static_cast(pixel.z)); } } return 0; }