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)
 | 
			
		||||
 | 
			
		||||
file(GLOB snoopy_src
 | 
			
		||||
    "src/*.h"
 | 
			
		||||
    "src/*.cpp"
 | 
			
		||||
)
 | 
			
		||||
include_directories("include")
 | 
			
		||||
file(GLOB SOURCES "src/*.cpp")
 | 
			
		||||
 | 
			
		||||
add_executable(snoopy ${snoopy_src})
 | 
			
		||||
add_executable(snoopy ${SOURCES})
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										52
									
								
								include/camera.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										52
									
								
								include/camera.h
									
									
									
									
									
										Normal file
									
								
							@ -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);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
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)
 | 
			
		||||
{
 | 
			
		||||
    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();
 | 
			
		||||
    
 | 
			
		||||
    // write the translated [0,255] value of each colour component.
 | 
			
		||||
    out << static_cast<int>(256 * clamp(r, 0.0, 0.999)) << ' '
 | 
			
		||||
        << static_cast<int>(256 * clamp(g, 0.0, 0.999)) << ' '
 | 
			
		||||
        << static_cast<int>(256 * clamp(b, 0.0, 0.999)) << '\n';
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int format_component(double component)
 | 
			
		||||
{
 | 
			
		||||
    return int(256 * clamp(component, 0.0, 0.999));
 | 
			
		||||
    out << format_component(r) << ' '
 | 
			
		||||
        << format_component(g) << ' '
 | 
			
		||||
        << format_component(b) << '\n';
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void write_colour_to_socket(int sockfd, colour pixel_colour, int samples_per_pixel)
 | 
			
		||||
							
								
								
									
										1
									
								
								include/foo.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										1
									
								
								include/foo.h
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1 @@
 | 
			
		||||
#include <iostream>
 | 
			
		||||
@ -31,7 +31,7 @@ class lambertian : public material
 | 
			
		||||
            colour& attenuation, 
 | 
			
		||||
            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);
 | 
			
		||||
            attenuation = albedo_;
 | 
			
		||||
            return true;
 | 
			
		||||
@ -54,8 +54,8 @@ class metal : public material
 | 
			
		||||
        colour& attenuation, 
 | 
			
		||||
        ray& scattered) const 
 | 
			
		||||
    {
 | 
			
		||||
        vec3 reflected = reflect(unit_vector(r_in.direction()), rec.normal);
 | 
			
		||||
        scattered = ray(rec.p, reflected + fuzz_*random_in_unit_sphere());
 | 
			
		||||
        vec3 reflected = vec3::reflect(unit_vector(r_in.direction()), rec.normal);
 | 
			
		||||
        scattered = ray(rec.p, reflected + fuzz_ * vec3::random_in_unit_sphere());
 | 
			
		||||
        attenuation = albedo_;
 | 
			
		||||
        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);
 | 
			
		||||
        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);
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        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);
 | 
			
		||||
            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);
 | 
			
		||||
 | 
			
		||||
        return true;
 | 
			
		||||
							
								
								
									
										15
									
								
								include/math.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										15
									
								
								include/math.h
									
									
									
									
									
										Normal file
									
								
							@ -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);
 | 
			
		||||
};
 | 
			
		||||
							
								
								
									
										18
									
								
								include/rtweekend.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										18
									
								
								include/rtweekend.h
									
									
									
									
									
										Normal file
									
								
							@ -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
 | 
			
		||||
 | 
			
		||||
#include "math.h"
 | 
			
		||||
#include "sphere.h"
 | 
			
		||||
#include "colour.h"
 | 
			
		||||
#include "material.h"
 | 
			
		||||
@ -14,7 +15,7 @@ colour ray_colour(const ray& r, const hittable& world, int depth)
 | 
			
		||||
        return grey;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    if (world.hit(r, 0.001, infinity, rec))
 | 
			
		||||
    if (world.hit(r, 0.001, math::infinity, rec))
 | 
			
		||||
    {
 | 
			
		||||
        ray     scattered;
 | 
			
		||||
        colour  attenuation;
 | 
			
		||||
@ -1,23 +1,28 @@
 | 
			
		||||
#pragma once
 | 
			
		||||
 | 
			
		||||
#include <cmath>
 | 
			
		||||
#include <iostream>
 | 
			
		||||
 | 
			
		||||
#include "rtweekend.h"
 | 
			
		||||
#include "math.h"
 | 
			
		||||
 | 
			
		||||
class vec3
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
    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)
 | 
			
		||||
    {
 | 
			
		||||
        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(double e0, double e1, double e2) : e{e0, e1, e2} {}
 | 
			
		||||
 | 
			
		||||
@ -129,57 +134,3 @@ inline vec3 unit_vector(vec3 v)
 | 
			
		||||
    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;
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										38
									
								
								src/camera.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										38
									
								
								src/camera.cpp
									
									
									
									
									
										Normal file
									
								
							@ -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);
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										63
									
								
								src/camera.h
									
									
									
									
									
								
							
							
						
						
									
										63
									
								
								src/camera.h
									
									
									
									
									
								
							@ -1,52 +1,29 @@
 | 
			
		||||
#pragma once
 | 
			
		||||
 | 
			
		||||
#include "rtweekend.h"
 | 
			
		||||
#include "math.h"
 | 
			
		||||
#include "vec3.h"
 | 
			
		||||
#include "ray.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;
 | 
			
		||||
public:
 | 
			
		||||
    camera(
 | 
			
		||||
        point3  lookfrom,
 | 
			
		||||
        point3  lookat,
 | 
			
		||||
        vec3    vup,
 | 
			
		||||
        double  vfov,   // vertical field of view in degrees
 | 
			
		||||
        double  aspect_ratio,
 | 
			
		||||
        double  aperture,
 | 
			
		||||
        double  focus_dist);
 | 
			
		||||
 | 
			
		||||
            w_ = unit_vector(lookfrom - lookat);
 | 
			
		||||
            u_ = unit_vector(cross(vup, w_));
 | 
			
		||||
            v_ = cross(w_, u_);
 | 
			
		||||
    ray get_ray(double s, double t) const; 
 | 
			
		||||
 | 
			
		||||
            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_;
 | 
			
		||||
private:
 | 
			
		||||
    point3  origin_;
 | 
			
		||||
    point3  lower_left_corner_;
 | 
			
		||||
    vec3    horizontal_;
 | 
			
		||||
    vec3    vertical_;
 | 
			
		||||
    vec3    u_, v_, w_;
 | 
			
		||||
    double  lens_radius_;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										1
									
								
								src/foo.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										1
									
								
								src/foo.cpp
									
									
									
									
									
										Normal file
									
								
							@ -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)
 | 
			
		||||
            {
 | 
			
		||||
                auto u = (i + random_double()) / (WIDTH-1);
 | 
			
		||||
                auto v = (j + random_double()) / (HEIGHT-1);
 | 
			
		||||
                auto u = (i + math::random_double()) / (WIDTH-1);
 | 
			
		||||
                auto v = (j + math::random_double()) / (HEIGHT-1);
 | 
			
		||||
                ray r = cam.get_ray(u, v);
 | 
			
		||||
                pixel_colour += ray_colour(r, world, MAX_DEPTH);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										25
									
								
								src/math.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										25
									
								
								src/math.cpp
									
									
									
									
									
										Normal file
									
								
							@ -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"
 | 
			
		||||
							
								
								
									
										57
									
								
								src/vec3.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										57
									
								
								src/vec3.cpp
									
									
									
									
									
										Normal file
									
								
							@ -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…
	
	
			
			x
			
			
		
	
		Reference in New Issue
	
	Block a user