snoopy/src/main.cpp

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#include "colour.h"
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#include "camera.h"
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#include "material.h"
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#include "image.h"
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#include "world.h"
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#include "network.h"
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#include <iostream>
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#include <string.h>
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void render(camera& cam, const world& world, int client_sock)
{
for (int j = HEIGHT - 1; j >= 0; --j)
{
std::cerr << "\rScanlines remaining: " << j << ' ' << std::flush;
for (int i = 0; i < WIDTH; ++i)
{
colour pixel_colour(0,0,0);
for (int s = 0; s < SAMPLES_PER_PIXEL; ++s)
{
auto u = (i + math::random_double()) / (WIDTH-1);
auto v = (j + math::random_double()) / (HEIGHT-1);
ray r = cam.get_ray(u, v);
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pixel_colour += trace(world, r, MAX_DEPTH);
}
// TODO: we should instead write our output to some buffer in memory
// to decouple our ultimate output from our rendering
//write_colour_to_stream(std::cout, pixel_colour, SAMPLES_PER_PIXEL);
write_colour_to_socket(client_sock, pixel_colour, SAMPLES_PER_PIXEL);
}
}
}
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int main()
{
int sockfd;
int newsockfd = wait_for_client(sockfd);
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printf("got a connection!\n");
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send_image_dimensions(newsockfd, WIDTH, HEIGHT);
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//std::cout << "P3\n" << WIDTH << ' ' << HEIGHT << "\n255\n";
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auto dist_to_target = 10.0;
auto dist_to_focus = dist_to_target + 1.0;
auto cam_y = 1.0;
point3 lookfrom(0,cam_y,-dist_to_target);
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point3 lookat(0,0,0);
vec3 vup(0,1,0);
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auto aperture = 0.5;
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camera cam(lookfrom, lookat, vup, 47, ASPECT_RATIO, aperture, dist_to_focus);
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const world* world = world::close_glass_sphere();
render(cam, *world, newsockfd);
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// close client socket
close(newsockfd);
printf("closed client connection\n");
// close listening socket
close(sockfd);
printf("closed listening socket\n");
printf("done!\n");
return 0;
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}