start splitting out header and source files
This commit is contained in:
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ed4243cf89
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577867ca35
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@ -2,10 +2,8 @@ cmake_minimum_required(VERSION 3.10)
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project(snoopy)
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project(snoopy)
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file(GLOB snoopy_src
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include_directories("include")
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"src/*.h"
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file(GLOB SOURCES "src/*.cpp")
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"src/*.cpp"
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)
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add_executable(snoopy ${snoopy_src})
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add_executable(snoopy ${SOURCES})
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@ -0,0 +1,52 @@
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#pragma once
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#include "rtweekend.h"
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#include "image.h"
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class camera
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{
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public:
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camera(
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point3 lookfrom,
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point3 lookat,
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vec3 vup,
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double vfov, // vertical field of view in degrees
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double aspect_ratio,
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double aperture,
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double focus_dist)
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{
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auto theta = degrees_to_radians(vfov);
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auto h = tan(theta/2);
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auto viewport_height = 2.0 * h;
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auto viewport_width = aspect_ratio * viewport_height;
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w_ = unit_vector(lookfrom - lookat);
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u_ = unit_vector(cross(vup, w_));
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v_ = cross(w_, u_);
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origin_ = lookfrom;
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horizontal_ = focus_dist * viewport_width * u_;
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vertical_ = focus_dist * viewport_height * v_;
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lower_left_corner_ = origin_ - horizontal_/2 - vertical_/2 - focus_dist * w_;
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lens_radius_ = aperture / 2;
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}
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ray get_ray(double s, double t) const
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{
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vec3 rd = lens_radius_ * random_in_unit_disk();
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vec3 offset = (u_ * rd.x()) + (v_ * rd.y());
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return ray(
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origin_ + offset,
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lower_left_corner_ + s*horizontal_ + t*vertical_ - origin_ - offset);
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}
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private:
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point3 origin_;
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point3 lower_left_corner_;
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vec3 horizontal_;
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vec3 vertical_;
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vec3 u_, v_, w_;
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double lens_radius_;
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};
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@ -26,6 +26,11 @@ void correct_gamma(colour& pixel_colour, int samples)
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pixel_colour = colour(r, g, b);
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pixel_colour = colour(r, g, b);
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}
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}
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int format_component(double component)
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{
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return int(256 * math::clamp(component, 0.0, 0.999));
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}
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void write_colour_to_stream(std::ostream &out, colour pixel_colour, int samples_per_pixel)
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void write_colour_to_stream(std::ostream &out, colour pixel_colour, int samples_per_pixel)
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{
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{
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correct_gamma(pixel_colour, samples_per_pixel);
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correct_gamma(pixel_colour, samples_per_pixel);
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@ -35,14 +40,9 @@ void write_colour_to_stream(std::ostream &out, colour pixel_colour, int samples_
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auto b = pixel_colour.z();
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auto b = pixel_colour.z();
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// write the translated [0,255] value of each colour component.
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// write the translated [0,255] value of each colour component.
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out << static_cast<int>(256 * clamp(r, 0.0, 0.999)) << ' '
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out << format_component(r) << ' '
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<< static_cast<int>(256 * clamp(g, 0.0, 0.999)) << ' '
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<< format_component(g) << ' '
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<< static_cast<int>(256 * clamp(b, 0.0, 0.999)) << '\n';
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<< format_component(b) << '\n';
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}
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int format_component(double component)
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{
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return int(256 * clamp(component, 0.0, 0.999));
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}
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}
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void write_colour_to_socket(int sockfd, colour pixel_colour, int samples_per_pixel)
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void write_colour_to_socket(int sockfd, colour pixel_colour, int samples_per_pixel)
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@ -0,0 +1 @@
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#include <iostream>
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@ -31,7 +31,7 @@ class lambertian : public material
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colour& attenuation,
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colour& attenuation,
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ray& scattered) const
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ray& scattered) const
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{
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{
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vec3 scatter_direction = rec.normal + random_unit_vector();
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vec3 scatter_direction = rec.normal + vec3::random_unit_vector();
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scattered = ray(rec.p, scatter_direction);
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scattered = ray(rec.p, scatter_direction);
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attenuation = albedo_;
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attenuation = albedo_;
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return true;
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return true;
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@ -54,8 +54,8 @@ class metal : public material
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colour& attenuation,
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colour& attenuation,
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ray& scattered) const
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ray& scattered) const
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{
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{
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vec3 reflected = reflect(unit_vector(r_in.direction()), rec.normal);
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vec3 reflected = vec3::reflect(unit_vector(r_in.direction()), rec.normal);
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scattered = ray(rec.p, reflected + fuzz_*random_in_unit_sphere());
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scattered = ray(rec.p, reflected + fuzz_ * vec3::random_in_unit_sphere());
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attenuation = albedo_;
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attenuation = albedo_;
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return dot(scattered.direction(), rec.normal) > 0;
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return dot(scattered.direction(), rec.normal) > 0;
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}
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}
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@ -85,20 +85,20 @@ class dielectric : public material
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double sin_theta = sqrt(1.0 - cos_theta*cos_theta);
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double sin_theta = sqrt(1.0 - cos_theta*cos_theta);
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if (etai_over_etat * sin_theta > 1.0)
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if (etai_over_etat * sin_theta > 1.0)
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{
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{
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vec3 reflected = reflect(unit_direction, rec.normal);
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vec3 reflected = vec3::reflect(unit_direction, rec.normal);
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scattered = ray(rec.p, reflected);
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scattered = ray(rec.p, reflected);
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return true;
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return true;
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}
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}
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double reflect_prob = schlick(cos_theta, etai_over_etat);
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double reflect_prob = schlick(cos_theta, etai_over_etat);
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if (random_double() < reflect_prob)
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if (math::random_double() < reflect_prob)
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{
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{
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vec3 reflected = reflect(unit_direction, rec.normal);
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vec3 reflected = vec3::reflect(unit_direction, rec.normal);
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scattered = ray(rec.p, reflected);
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scattered = ray(rec.p, reflected);
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return true;
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return true;
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}
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}
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vec3 refracted = refract(unit_direction, rec.normal, etai_over_etat);
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vec3 refracted = vec3::refract(unit_direction, rec.normal, etai_over_etat);
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scattered = ray(rec.p, refracted);
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scattered = ray(rec.p, refracted);
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return true;
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return true;
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@ -0,0 +1,15 @@
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#pragma once
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#include <cmath>
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class math
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{
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public:
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static constexpr double infinity = std::numeric_limits<double>::infinity();
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static constexpr double pi = 3.1415926535897932385;
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static double degrees_to_radians(double degrees);
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static double random_double();
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static double random_double(double min, double max);
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static double clamp(double x, double min, double max);
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};
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@ -0,0 +1,18 @@
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#pragma once
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#include <cmath>
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#include <cstdlib>
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#include <limits>
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#include <memory>
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// usings
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using std::shared_ptr;
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using std::make_shared;
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using std::sqrt;
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// common headers
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#include "error.h"
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#include "ray.h"
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#include "vec3.h"
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@ -1,5 +1,6 @@
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#pragma once
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#pragma once
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#include "math.h"
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#include "sphere.h"
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#include "sphere.h"
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#include "colour.h"
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#include "colour.h"
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#include "material.h"
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#include "material.h"
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@ -14,7 +15,7 @@ colour ray_colour(const ray& r, const hittable& world, int depth)
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return grey;
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return grey;
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}
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}
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if (world.hit(r, 0.001, infinity, rec))
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if (world.hit(r, 0.001, math::infinity, rec))
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{
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{
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ray scattered;
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ray scattered;
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colour attenuation;
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colour attenuation;
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@ -1,23 +1,28 @@
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#pragma once
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#pragma once
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#include <cmath>
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#include <iostream>
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#include <iostream>
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#include "rtweekend.h"
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#include "math.h"
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class vec3
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class vec3
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{
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{
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public:
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public:
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inline static vec3 random()
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inline static vec3 random()
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{
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{
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return vec3(random_double(),random_double(),random_double());
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return vec3(math::random_double(),math::random_double(),math::random_double());
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}
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}
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inline static vec3 random(double min, double max)
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inline static vec3 random(double min, double max)
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{
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{
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return vec3(random_double(min,max),random_double(min,max),random_double(min,max));
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return vec3(math::random_double(min,max),math::random_double(min,max),math::random_double(min,max));
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}
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}
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static vec3 random_in_unit_disk();
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static vec3 random_unit_vector();
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static vec3 random_in_unit_sphere();
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static vec3 reflect(const vec3& v, const vec3& n);
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static vec3 refract(const vec3& uv, const vec3& n, double etai_over_etat);
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vec3() : e{0,0,0} {}
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vec3() : e{0,0,0} {}
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vec3(double e0, double e1, double e2) : e{e0, e1, e2} {}
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vec3(double e0, double e1, double e2) : e{e0, e1, e2} {}
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@ -129,57 +134,3 @@ inline vec3 unit_vector(vec3 v)
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return v / v.length();
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return v / v.length();
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}
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}
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vec3 random_in_unit_sphere()
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{
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while (true)
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{
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auto p = vec3::random(-1,1);
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if (p.length_squared() >= 1) continue;
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return p;
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}
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}
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vec3 random_unit_vector()
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{
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auto a = random_double(0, 2*pi);
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auto z = random_double(-1,1);
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auto r = sqrt(1 - z*z);
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return vec3(r*cos(a), r*sin(a), z);
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}
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vec3 random_in_hemisphere(const vec3& normal)
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{
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vec3 in_unit_sphere = random_in_unit_sphere();
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if (dot(in_unit_sphere, normal) > 0.0)
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{
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return in_unit_sphere;
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}
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else
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{
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return -in_unit_sphere;
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}
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}
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vec3 random_in_unit_disk()
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{
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while(true)
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{
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auto p = vec3(random_double(-1,1), random_double(-1,1), 0);
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if (p.length_squared() >= 1) continue;
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return p;
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}
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}
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vec3 reflect(const vec3& v, const vec3& n)
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{
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return v - 2*dot(v,n)*n;
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}
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vec3 refract(const vec3& uv, const vec3& n, double etai_over_etat)
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{
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auto cos_theta = dot(-uv, n);
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vec3 r_out_parallel = etai_over_etat * (uv + cos_theta*n);
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vec3 r_out_perp = -sqrt(1.0 - r_out_parallel.length_squared()) * n;
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return r_out_parallel + r_out_perp;
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}
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@ -0,0 +1,38 @@
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#include "math.h"
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#include "camera.h"
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camera::camera(
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point3 lookfrom,
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point3 lookat,
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vec3 vup,
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double vfov, // vertical field of view in degrees
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double aspect_ratio,
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double aperture,
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double focus_dist)
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{
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auto theta = math::degrees_to_radians(vfov);
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auto h = tan(theta/2);
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auto viewport_height = 2.0 * h;
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auto viewport_width = aspect_ratio * viewport_height;
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w_ = unit_vector(lookfrom - lookat);
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u_ = unit_vector(cross(vup, w_));
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v_ = cross(w_, u_);
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origin_ = lookfrom;
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horizontal_ = focus_dist * viewport_width * u_;
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vertical_ = focus_dist * viewport_height * v_;
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lower_left_corner_ = origin_ - horizontal_/2 - vertical_/2 - focus_dist * w_;
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lens_radius_ = aperture / 2;
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}
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ray camera::get_ray(double s, double t) const
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{
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vec3 rd = lens_radius_ * vec3::random_in_unit_disk();
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vec3 offset = (u_ * rd.x()) + (v_ * rd.y());
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return ray(
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origin_ + offset,
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lower_left_corner_ + s*horizontal_ + t*vertical_ - origin_ - offset);
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}
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63
src/camera.h
63
src/camera.h
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@ -1,52 +1,29 @@
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#pragma once
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#pragma once
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#include "rtweekend.h"
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#include "math.h"
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#include "vec3.h"
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#include "ray.h"
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#include "image.h"
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#include "image.h"
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class camera
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class camera
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{
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{
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public:
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public:
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camera(
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camera(
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point3 lookfrom,
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point3 lookfrom,
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point3 lookat,
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point3 lookat,
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vec3 vup,
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vec3 vup,
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double vfov, // vertical field of view in degrees
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double vfov, // vertical field of view in degrees
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double aspect_ratio,
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double aspect_ratio,
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double aperture,
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double aperture,
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double focus_dist)
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double focus_dist);
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{
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auto theta = degrees_to_radians(vfov);
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auto h = tan(theta/2);
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auto viewport_height = 2.0 * h;
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auto viewport_width = aspect_ratio * viewport_height;
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w_ = unit_vector(lookfrom - lookat);
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ray get_ray(double s, double t) const;
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u_ = unit_vector(cross(vup, w_));
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v_ = cross(w_, u_);
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origin_ = lookfrom;
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private:
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horizontal_ = focus_dist * viewport_width * u_;
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point3 origin_;
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vertical_ = focus_dist * viewport_height * v_;
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point3 lower_left_corner_;
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lower_left_corner_ = origin_ - horizontal_/2 - vertical_/2 - focus_dist * w_;
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vec3 horizontal_;
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vec3 vertical_;
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lens_radius_ = aperture / 2;
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vec3 u_, v_, w_;
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}
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double lens_radius_;
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ray get_ray(double s, double t) const
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{
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vec3 rd = lens_radius_ * random_in_unit_disk();
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vec3 offset = (u_ * rd.x()) + (v_ * rd.y());
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return ray(
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origin_ + offset,
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lower_left_corner_ + s*horizontal_ + t*vertical_ - origin_ - offset);
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}
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private:
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point3 origin_;
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point3 lower_left_corner_;
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vec3 horizontal_;
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vec3 vertical_;
|
|
||||||
vec3 u_, v_, w_;
|
|
||||||
double lens_radius_;
|
|
||||||
};
|
};
|
||||||
|
|
|
@ -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