start splitting out header and source files
This commit is contained in:
parent
ed4243cf89
commit
577867ca35
|
@ -2,10 +2,8 @@ cmake_minimum_required(VERSION 3.10)
|
||||||
|
|
||||||
project(snoopy)
|
project(snoopy)
|
||||||
|
|
||||||
file(GLOB snoopy_src
|
include_directories("include")
|
||||||
"src/*.h"
|
file(GLOB SOURCES "src/*.cpp")
|
||||||
"src/*.cpp"
|
|
||||||
)
|
|
||||||
|
|
||||||
add_executable(snoopy ${snoopy_src})
|
add_executable(snoopy ${SOURCES})
|
||||||
|
|
||||||
|
|
|
@ -0,0 +1,52 @@
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "rtweekend.h"
|
||||||
|
#include "image.h"
|
||||||
|
|
||||||
|
class camera
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
camera(
|
||||||
|
point3 lookfrom,
|
||||||
|
point3 lookat,
|
||||||
|
vec3 vup,
|
||||||
|
double vfov, // vertical field of view in degrees
|
||||||
|
double aspect_ratio,
|
||||||
|
double aperture,
|
||||||
|
double focus_dist)
|
||||||
|
{
|
||||||
|
auto theta = degrees_to_radians(vfov);
|
||||||
|
auto h = tan(theta/2);
|
||||||
|
auto viewport_height = 2.0 * h;
|
||||||
|
auto viewport_width = aspect_ratio * viewport_height;
|
||||||
|
|
||||||
|
w_ = unit_vector(lookfrom - lookat);
|
||||||
|
u_ = unit_vector(cross(vup, w_));
|
||||||
|
v_ = cross(w_, u_);
|
||||||
|
|
||||||
|
origin_ = lookfrom;
|
||||||
|
horizontal_ = focus_dist * viewport_width * u_;
|
||||||
|
vertical_ = focus_dist * viewport_height * v_;
|
||||||
|
lower_left_corner_ = origin_ - horizontal_/2 - vertical_/2 - focus_dist * w_;
|
||||||
|
|
||||||
|
lens_radius_ = aperture / 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
ray get_ray(double s, double t) const
|
||||||
|
{
|
||||||
|
vec3 rd = lens_radius_ * random_in_unit_disk();
|
||||||
|
vec3 offset = (u_ * rd.x()) + (v_ * rd.y());
|
||||||
|
|
||||||
|
return ray(
|
||||||
|
origin_ + offset,
|
||||||
|
lower_left_corner_ + s*horizontal_ + t*vertical_ - origin_ - offset);
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
point3 origin_;
|
||||||
|
point3 lower_left_corner_;
|
||||||
|
vec3 horizontal_;
|
||||||
|
vec3 vertical_;
|
||||||
|
vec3 u_, v_, w_;
|
||||||
|
double lens_radius_;
|
||||||
|
};
|
|
@ -26,6 +26,11 @@ void correct_gamma(colour& pixel_colour, int samples)
|
||||||
pixel_colour = colour(r, g, b);
|
pixel_colour = colour(r, g, b);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
int format_component(double component)
|
||||||
|
{
|
||||||
|
return int(256 * math::clamp(component, 0.0, 0.999));
|
||||||
|
}
|
||||||
|
|
||||||
void write_colour_to_stream(std::ostream &out, colour pixel_colour, int samples_per_pixel)
|
void write_colour_to_stream(std::ostream &out, colour pixel_colour, int samples_per_pixel)
|
||||||
{
|
{
|
||||||
correct_gamma(pixel_colour, samples_per_pixel);
|
correct_gamma(pixel_colour, samples_per_pixel);
|
||||||
|
@ -35,14 +40,9 @@ void write_colour_to_stream(std::ostream &out, colour pixel_colour, int samples_
|
||||||
auto b = pixel_colour.z();
|
auto b = pixel_colour.z();
|
||||||
|
|
||||||
// write the translated [0,255] value of each colour component.
|
// write the translated [0,255] value of each colour component.
|
||||||
out << static_cast<int>(256 * clamp(r, 0.0, 0.999)) << ' '
|
out << format_component(r) << ' '
|
||||||
<< static_cast<int>(256 * clamp(g, 0.0, 0.999)) << ' '
|
<< format_component(g) << ' '
|
||||||
<< static_cast<int>(256 * clamp(b, 0.0, 0.999)) << '\n';
|
<< format_component(b) << '\n';
|
||||||
}
|
|
||||||
|
|
||||||
int format_component(double component)
|
|
||||||
{
|
|
||||||
return int(256 * clamp(component, 0.0, 0.999));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void write_colour_to_socket(int sockfd, colour pixel_colour, int samples_per_pixel)
|
void write_colour_to_socket(int sockfd, colour pixel_colour, int samples_per_pixel)
|
|
@ -0,0 +1 @@
|
||||||
|
#include <iostream>
|
|
@ -31,7 +31,7 @@ class lambertian : public material
|
||||||
colour& attenuation,
|
colour& attenuation,
|
||||||
ray& scattered) const
|
ray& scattered) const
|
||||||
{
|
{
|
||||||
vec3 scatter_direction = rec.normal + random_unit_vector();
|
vec3 scatter_direction = rec.normal + vec3::random_unit_vector();
|
||||||
scattered = ray(rec.p, scatter_direction);
|
scattered = ray(rec.p, scatter_direction);
|
||||||
attenuation = albedo_;
|
attenuation = albedo_;
|
||||||
return true;
|
return true;
|
||||||
|
@ -54,8 +54,8 @@ class metal : public material
|
||||||
colour& attenuation,
|
colour& attenuation,
|
||||||
ray& scattered) const
|
ray& scattered) const
|
||||||
{
|
{
|
||||||
vec3 reflected = reflect(unit_vector(r_in.direction()), rec.normal);
|
vec3 reflected = vec3::reflect(unit_vector(r_in.direction()), rec.normal);
|
||||||
scattered = ray(rec.p, reflected + fuzz_*random_in_unit_sphere());
|
scattered = ray(rec.p, reflected + fuzz_ * vec3::random_in_unit_sphere());
|
||||||
attenuation = albedo_;
|
attenuation = albedo_;
|
||||||
return dot(scattered.direction(), rec.normal) > 0;
|
return dot(scattered.direction(), rec.normal) > 0;
|
||||||
}
|
}
|
||||||
|
@ -85,20 +85,20 @@ class dielectric : public material
|
||||||
double sin_theta = sqrt(1.0 - cos_theta*cos_theta);
|
double sin_theta = sqrt(1.0 - cos_theta*cos_theta);
|
||||||
if (etai_over_etat * sin_theta > 1.0)
|
if (etai_over_etat * sin_theta > 1.0)
|
||||||
{
|
{
|
||||||
vec3 reflected = reflect(unit_direction, rec.normal);
|
vec3 reflected = vec3::reflect(unit_direction, rec.normal);
|
||||||
scattered = ray(rec.p, reflected);
|
scattered = ray(rec.p, reflected);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
double reflect_prob = schlick(cos_theta, etai_over_etat);
|
double reflect_prob = schlick(cos_theta, etai_over_etat);
|
||||||
if (random_double() < reflect_prob)
|
if (math::random_double() < reflect_prob)
|
||||||
{
|
{
|
||||||
vec3 reflected = reflect(unit_direction, rec.normal);
|
vec3 reflected = vec3::reflect(unit_direction, rec.normal);
|
||||||
scattered = ray(rec.p, reflected);
|
scattered = ray(rec.p, reflected);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 refracted = refract(unit_direction, rec.normal, etai_over_etat);
|
vec3 refracted = vec3::refract(unit_direction, rec.normal, etai_over_etat);
|
||||||
scattered = ray(rec.p, refracted);
|
scattered = ray(rec.p, refracted);
|
||||||
|
|
||||||
return true;
|
return true;
|
|
@ -0,0 +1,15 @@
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <cmath>
|
||||||
|
|
||||||
|
class math
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
static constexpr double infinity = std::numeric_limits<double>::infinity();
|
||||||
|
static constexpr double pi = 3.1415926535897932385;
|
||||||
|
|
||||||
|
static double degrees_to_radians(double degrees);
|
||||||
|
static double random_double();
|
||||||
|
static double random_double(double min, double max);
|
||||||
|
static double clamp(double x, double min, double max);
|
||||||
|
};
|
|
@ -0,0 +1,18 @@
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <cmath>
|
||||||
|
#include <cstdlib>
|
||||||
|
#include <limits>
|
||||||
|
#include <memory>
|
||||||
|
|
||||||
|
// usings
|
||||||
|
|
||||||
|
using std::shared_ptr;
|
||||||
|
using std::make_shared;
|
||||||
|
using std::sqrt;
|
||||||
|
|
||||||
|
// common headers
|
||||||
|
|
||||||
|
#include "error.h"
|
||||||
|
#include "ray.h"
|
||||||
|
#include "vec3.h"
|
|
@ -1,5 +1,6 @@
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include "math.h"
|
||||||
#include "sphere.h"
|
#include "sphere.h"
|
||||||
#include "colour.h"
|
#include "colour.h"
|
||||||
#include "material.h"
|
#include "material.h"
|
||||||
|
@ -14,7 +15,7 @@ colour ray_colour(const ray& r, const hittable& world, int depth)
|
||||||
return grey;
|
return grey;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (world.hit(r, 0.001, infinity, rec))
|
if (world.hit(r, 0.001, math::infinity, rec))
|
||||||
{
|
{
|
||||||
ray scattered;
|
ray scattered;
|
||||||
colour attenuation;
|
colour attenuation;
|
|
@ -1,23 +1,28 @@
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <cmath>
|
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
|
|
||||||
#include "rtweekend.h"
|
#include "math.h"
|
||||||
|
|
||||||
class vec3
|
class vec3
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
inline static vec3 random()
|
inline static vec3 random()
|
||||||
{
|
{
|
||||||
return vec3(random_double(),random_double(),random_double());
|
return vec3(math::random_double(),math::random_double(),math::random_double());
|
||||||
}
|
}
|
||||||
|
|
||||||
inline static vec3 random(double min, double max)
|
inline static vec3 random(double min, double max)
|
||||||
{
|
{
|
||||||
return vec3(random_double(min,max),random_double(min,max),random_double(min,max));
|
return vec3(math::random_double(min,max),math::random_double(min,max),math::random_double(min,max));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static vec3 random_in_unit_disk();
|
||||||
|
static vec3 random_unit_vector();
|
||||||
|
static vec3 random_in_unit_sphere();
|
||||||
|
static vec3 reflect(const vec3& v, const vec3& n);
|
||||||
|
static vec3 refract(const vec3& uv, const vec3& n, double etai_over_etat);
|
||||||
|
|
||||||
vec3() : e{0,0,0} {}
|
vec3() : e{0,0,0} {}
|
||||||
vec3(double e0, double e1, double e2) : e{e0, e1, e2} {}
|
vec3(double e0, double e1, double e2) : e{e0, e1, e2} {}
|
||||||
|
|
||||||
|
@ -129,57 +134,3 @@ inline vec3 unit_vector(vec3 v)
|
||||||
return v / v.length();
|
return v / v.length();
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 random_in_unit_sphere()
|
|
||||||
{
|
|
||||||
while (true)
|
|
||||||
{
|
|
||||||
auto p = vec3::random(-1,1);
|
|
||||||
if (p.length_squared() >= 1) continue;
|
|
||||||
return p;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 random_unit_vector()
|
|
||||||
{
|
|
||||||
auto a = random_double(0, 2*pi);
|
|
||||||
auto z = random_double(-1,1);
|
|
||||||
auto r = sqrt(1 - z*z);
|
|
||||||
return vec3(r*cos(a), r*sin(a), z);
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 random_in_hemisphere(const vec3& normal)
|
|
||||||
{
|
|
||||||
vec3 in_unit_sphere = random_in_unit_sphere();
|
|
||||||
if (dot(in_unit_sphere, normal) > 0.0)
|
|
||||||
{
|
|
||||||
return in_unit_sphere;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
return -in_unit_sphere;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 random_in_unit_disk()
|
|
||||||
{
|
|
||||||
while(true)
|
|
||||||
{
|
|
||||||
auto p = vec3(random_double(-1,1), random_double(-1,1), 0);
|
|
||||||
if (p.length_squared() >= 1) continue;
|
|
||||||
return p;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 reflect(const vec3& v, const vec3& n)
|
|
||||||
{
|
|
||||||
return v - 2*dot(v,n)*n;
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 refract(const vec3& uv, const vec3& n, double etai_over_etat)
|
|
||||||
{
|
|
||||||
auto cos_theta = dot(-uv, n);
|
|
||||||
vec3 r_out_parallel = etai_over_etat * (uv + cos_theta*n);
|
|
||||||
vec3 r_out_perp = -sqrt(1.0 - r_out_parallel.length_squared()) * n;
|
|
||||||
|
|
||||||
return r_out_parallel + r_out_perp;
|
|
||||||
}
|
|
|
@ -0,0 +1,38 @@
|
||||||
|
#include "math.h"
|
||||||
|
#include "camera.h"
|
||||||
|
|
||||||
|
camera::camera(
|
||||||
|
point3 lookfrom,
|
||||||
|
point3 lookat,
|
||||||
|
vec3 vup,
|
||||||
|
double vfov, // vertical field of view in degrees
|
||||||
|
double aspect_ratio,
|
||||||
|
double aperture,
|
||||||
|
double focus_dist)
|
||||||
|
{
|
||||||
|
auto theta = math::degrees_to_radians(vfov);
|
||||||
|
auto h = tan(theta/2);
|
||||||
|
auto viewport_height = 2.0 * h;
|
||||||
|
auto viewport_width = aspect_ratio * viewport_height;
|
||||||
|
|
||||||
|
w_ = unit_vector(lookfrom - lookat);
|
||||||
|
u_ = unit_vector(cross(vup, w_));
|
||||||
|
v_ = cross(w_, u_);
|
||||||
|
|
||||||
|
origin_ = lookfrom;
|
||||||
|
horizontal_ = focus_dist * viewport_width * u_;
|
||||||
|
vertical_ = focus_dist * viewport_height * v_;
|
||||||
|
lower_left_corner_ = origin_ - horizontal_/2 - vertical_/2 - focus_dist * w_;
|
||||||
|
|
||||||
|
lens_radius_ = aperture / 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
ray camera::get_ray(double s, double t) const
|
||||||
|
{
|
||||||
|
vec3 rd = lens_radius_ * vec3::random_in_unit_disk();
|
||||||
|
vec3 offset = (u_ * rd.x()) + (v_ * rd.y());
|
||||||
|
|
||||||
|
return ray(
|
||||||
|
origin_ + offset,
|
||||||
|
lower_left_corner_ + s*horizontal_ + t*vertical_ - origin_ - offset);
|
||||||
|
}
|
37
src/camera.h
37
src/camera.h
|
@ -1,11 +1,13 @@
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "rtweekend.h"
|
#include "math.h"
|
||||||
|
#include "vec3.h"
|
||||||
|
#include "ray.h"
|
||||||
#include "image.h"
|
#include "image.h"
|
||||||
|
|
||||||
class camera
|
class camera
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
camera(
|
camera(
|
||||||
point3 lookfrom,
|
point3 lookfrom,
|
||||||
point3 lookat,
|
point3 lookat,
|
||||||
|
@ -13,36 +15,11 @@ class camera
|
||||||
double vfov, // vertical field of view in degrees
|
double vfov, // vertical field of view in degrees
|
||||||
double aspect_ratio,
|
double aspect_ratio,
|
||||||
double aperture,
|
double aperture,
|
||||||
double focus_dist)
|
double focus_dist);
|
||||||
{
|
|
||||||
auto theta = degrees_to_radians(vfov);
|
|
||||||
auto h = tan(theta/2);
|
|
||||||
auto viewport_height = 2.0 * h;
|
|
||||||
auto viewport_width = aspect_ratio * viewport_height;
|
|
||||||
|
|
||||||
w_ = unit_vector(lookfrom - lookat);
|
ray get_ray(double s, double t) const;
|
||||||
u_ = unit_vector(cross(vup, w_));
|
|
||||||
v_ = cross(w_, u_);
|
|
||||||
|
|
||||||
origin_ = lookfrom;
|
private:
|
||||||
horizontal_ = focus_dist * viewport_width * u_;
|
|
||||||
vertical_ = focus_dist * viewport_height * v_;
|
|
||||||
lower_left_corner_ = origin_ - horizontal_/2 - vertical_/2 - focus_dist * w_;
|
|
||||||
|
|
||||||
lens_radius_ = aperture / 2;
|
|
||||||
}
|
|
||||||
|
|
||||||
ray get_ray(double s, double t) const
|
|
||||||
{
|
|
||||||
vec3 rd = lens_radius_ * random_in_unit_disk();
|
|
||||||
vec3 offset = (u_ * rd.x()) + (v_ * rd.y());
|
|
||||||
|
|
||||||
return ray(
|
|
||||||
origin_ + offset,
|
|
||||||
lower_left_corner_ + s*horizontal_ + t*vertical_ - origin_ - offset);
|
|
||||||
}
|
|
||||||
|
|
||||||
private:
|
|
||||||
point3 origin_;
|
point3 origin_;
|
||||||
point3 lower_left_corner_;
|
point3 lower_left_corner_;
|
||||||
vec3 horizontal_;
|
vec3 horizontal_;
|
||||||
|
|
|
@ -0,0 +1 @@
|
||||||
|
#include "foo.h"
|
|
@ -117,8 +117,8 @@ void render(camera& cam, hittable_list& world, int client_sock)
|
||||||
|
|
||||||
for (int s = 0; s < SAMPLES_PER_PIXEL; ++s)
|
for (int s = 0; s < SAMPLES_PER_PIXEL; ++s)
|
||||||
{
|
{
|
||||||
auto u = (i + random_double()) / (WIDTH-1);
|
auto u = (i + math::random_double()) / (WIDTH-1);
|
||||||
auto v = (j + random_double()) / (HEIGHT-1);
|
auto v = (j + math::random_double()) / (HEIGHT-1);
|
||||||
ray r = cam.get_ray(u, v);
|
ray r = cam.get_ray(u, v);
|
||||||
pixel_colour += ray_colour(r, world, MAX_DEPTH);
|
pixel_colour += ray_colour(r, world, MAX_DEPTH);
|
||||||
}
|
}
|
||||||
|
|
|
@ -0,0 +1,25 @@
|
||||||
|
#include "math.h"
|
||||||
|
|
||||||
|
double math::random_double()
|
||||||
|
{
|
||||||
|
// returns a random real in [0,1)
|
||||||
|
return rand() / (RAND_MAX + 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
double math::random_double(double min, double max)
|
||||||
|
{
|
||||||
|
// returns a random real in [min,max)
|
||||||
|
return min + (max-min)*math::random_double();
|
||||||
|
}
|
||||||
|
|
||||||
|
double math::degrees_to_radians(double degrees)
|
||||||
|
{
|
||||||
|
return degrees * math::pi / 180;
|
||||||
|
}
|
||||||
|
|
||||||
|
double math::clamp(double x, double min, double max)
|
||||||
|
{
|
||||||
|
if (x < min) return min;
|
||||||
|
if (x > max) return max;
|
||||||
|
return x;
|
||||||
|
}
|
|
@ -1,48 +0,0 @@
|
||||||
#pragma once
|
|
||||||
|
|
||||||
#include <cmath>
|
|
||||||
#include <cstdlib>
|
|
||||||
#include <limits>
|
|
||||||
#include <memory>
|
|
||||||
|
|
||||||
// usings
|
|
||||||
|
|
||||||
using std::shared_ptr;
|
|
||||||
using std::make_shared;
|
|
||||||
using std::sqrt;
|
|
||||||
|
|
||||||
// constants
|
|
||||||
|
|
||||||
const double infinity = std::numeric_limits<double>::infinity();
|
|
||||||
const double pi = 3.1415926535897932385;
|
|
||||||
|
|
||||||
// utility functions
|
|
||||||
inline double degrees_to_radians(double degrees)
|
|
||||||
{
|
|
||||||
return degrees * pi / 180;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline double random_double()
|
|
||||||
{
|
|
||||||
// returns a random real in [0,1)
|
|
||||||
return rand() / (RAND_MAX + 1.0);
|
|
||||||
}
|
|
||||||
|
|
||||||
inline double random_double(double min, double max)
|
|
||||||
{
|
|
||||||
// returns a random real in [min,max)
|
|
||||||
return min + (max-min)*random_double();
|
|
||||||
}
|
|
||||||
|
|
||||||
inline double clamp(double x, double min, double max)
|
|
||||||
{
|
|
||||||
if (x < min) return min;
|
|
||||||
if (x > max) return max;
|
|
||||||
return x;
|
|
||||||
}
|
|
||||||
|
|
||||||
// common headers
|
|
||||||
|
|
||||||
#include "error.h"
|
|
||||||
#include "ray.h"
|
|
||||||
#include "vec3.h"
|
|
|
@ -0,0 +1,57 @@
|
||||||
|
#include "vec3.h"
|
||||||
|
|
||||||
|
vec3 vec3::random_unit_vector()
|
||||||
|
{
|
||||||
|
auto a = math::random_double(0, 2 * math::pi);
|
||||||
|
auto z = math::random_double(-1,1);
|
||||||
|
auto r = sqrt(1 - z*z);
|
||||||
|
return vec3(r*cos(a), r*sin(a), z);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 vec3::reflect(const vec3& v, const vec3& n)
|
||||||
|
{
|
||||||
|
return v - 2*dot(v,n)*n;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 vec3::refract(const vec3& uv, const vec3& n, double etai_over_etat)
|
||||||
|
{
|
||||||
|
auto cos_theta = dot(-uv, n);
|
||||||
|
vec3 r_out_parallel = etai_over_etat * (uv + cos_theta*n);
|
||||||
|
vec3 r_out_perp = -sqrt(1.0 - r_out_parallel.length_squared()) * n;
|
||||||
|
|
||||||
|
return r_out_parallel + r_out_perp;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 vec3::random_in_unit_disk()
|
||||||
|
{
|
||||||
|
while(true)
|
||||||
|
{
|
||||||
|
auto p = vec3(math::random_double(-1,1), math::random_double(-1,1), 0);
|
||||||
|
if (p.length_squared() >= 1) continue;
|
||||||
|
return p;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 vec3::random_in_unit_sphere()
|
||||||
|
{
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
auto p = vec3::random(-1,1);
|
||||||
|
if (p.length_squared() >= 1) continue;
|
||||||
|
return p;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 random_in_hemisphere(const vec3& normal)
|
||||||
|
{
|
||||||
|
vec3 in_unit_sphere = vec3::random_in_unit_sphere();
|
||||||
|
if (dot(in_unit_sphere, normal) > 0.0)
|
||||||
|
{
|
||||||
|
return in_unit_sphere;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return -in_unit_sphere;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
Loading…
Reference in New Issue