extract scene functionality from main.cpp
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parent
d244c23e2b
commit
5a92d1874e
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@ -8,6 +8,9 @@
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// for writing to socket
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#include <unistd.h>
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const colour pink(254.0/255.0, 226.0/255.0, 170.0/255.0);
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const colour grey(0.133, 0.133, 0.133);
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void correct_gamma(colour& pixel_colour, int samples)
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{
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double r = pixel_colour.x();
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@ -0,0 +1,7 @@
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#include <iostream>
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void error(const char* message)
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{
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perror(message);
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exit(1);
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}
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152
src/main.cpp
152
src/main.cpp
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@ -1,13 +1,6 @@
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#include "rtweekend.h"
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#include "hittable_list.h"
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#include "sphere.h"
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void error(const char* message)
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{
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perror(message);
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exit(1);
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}
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#include "scene.h"
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#include "colour.h"
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#include "camera.h"
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@ -28,104 +21,6 @@ const unsigned int HEIGHT = static_cast<int>(WIDTH / ASPECT_RATIO);
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const int SAMPLES_PER_PIXEL = 8;
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const int MAX_DEPTH = 5;
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// fee2aa
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//
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const colour pink(254.0/255.0, 226.0/255.0, 170.0/255.0);
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const colour grey(0.133, 0.133, 0.133);
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colour ray_colour(const ray& r, const hittable& world, int depth)
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{
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hit_record rec;
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if (depth <= 0)
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{
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return grey;
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}
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if (world.hit(r, 0.001, infinity, rec))
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{
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ray scattered;
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colour attenuation;
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if (rec.mat_ptr->scatter(r, rec, attenuation, scattered))
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{
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return attenuation * ray_colour(scattered, world, depth-1);
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}
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return grey;
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}
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vec3 unit_direction = unit_vector(r.direction());
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auto t = 0.5 * (unit_direction.y() + 1.0) + 0.5;
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return lerp(grey, pink, t);
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}
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hittable_list random_scene()
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{
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hittable_list world;
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//auto ground_material = make_shared<lambertian>(pink);
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//world.add(make_shared<sphere>(point3(0,-1000,0), 1000, ground_material));
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//for (int a = -11; a < 11; a++)
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//{
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// for (int b = -11; b < 11; b++)
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// {
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// auto choose_mat = random_double();
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// point3 centre(a + 0.9*random_double(), 0.2, b + 0.9*random_double());
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// if ((centre - point3(4, 0.2, 0)).length() > 0.9)
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// {
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// shared_ptr<material> sphere_material;
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// if (choose_mat < 0.8)
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// {
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// // diffuse
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// //auto albedo = colour::random() * colour::random();
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// sphere_material = make_shared<lambertian>(pink);
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// world.add(make_shared<sphere>(centre, 0.2, sphere_material));
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// }
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// else if (choose_mat < 0.95)
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// {
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// // metal
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// auto fuzz = random_double(0, 0.5);
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// sphere_material = make_shared<metal>(pink, fuzz);
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// world.add(make_shared<sphere>(centre, 0.2, sphere_material));
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// }
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// else
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// {
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// // glass
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// sphere_material = make_shared<dielectric>(1.5);
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// world.add(make_shared<sphere>(centre,0.2, sphere_material));
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// }
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// }
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// }
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//}
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auto material1 = make_shared<dielectric>(1.5);
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world.add(make_shared<sphere>(point3(0, 0, 0), 3.0, material1));
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//auto material2 = make_shared<lambertian>(pink);
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//world.add(make_shared<sphere>(point3(-4, 1, 0), 1.0, material2));
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auto material3 = make_shared<metal>(pink, 0.5);
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int sphere_count = 10;
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for (int i = 0; i < sphere_count; i++)
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{
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float a = 6.28 * (float)i/sphere_count - 100.0;
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float r = 8.0;
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float x = r*sin(a);
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float y = 2.0*cos(a);
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float z = r*cos(a);
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point3 pos(x,y,z);
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world.add(make_shared<sphere>(pos, 2.0, material3));
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}
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return world;
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}
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// file descriptor of the socket we're listening for connections on
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//
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// returns fd for the client connection
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@ -216,6 +111,31 @@ void send_image_dimensions(int sock, unsigned int width, unsigned int height)
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}
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}
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void render(camera& cam, hittable_list& world, int client_sock)
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{
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for (int j = HEIGHT - 1; j >= 0; --j)
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{
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std::cerr << "\rScanlines remaining: " << j << ' ' << std::flush;
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for (int i = 0; i < WIDTH; ++i)
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{
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colour pixel_colour(0,0,0);
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for (int s = 0; s < SAMPLES_PER_PIXEL; ++s)
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{
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auto u = (i + random_double()) / (WIDTH-1);
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auto v = (j + random_double()) / (HEIGHT-1);
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ray r = cam.get_ray(u, v);
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pixel_colour += ray_colour(r, world, MAX_DEPTH);
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}
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// TODO: we should instead write our output to some buffer in memory
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// to decouple our ultimate output from our rendering
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//write_colour_to_stream(std::cout, pixel_colour, SAMPLES_PER_PIXEL);
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write_colour_to_socket(client_sock, pixel_colour, SAMPLES_PER_PIXEL);
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}
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}
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}
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int main()
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{
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int sockfd;
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@ -239,25 +159,7 @@ int main()
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camera cam(lookfrom, lookat, vup, 47, ASPECT_RATIO, aperture, dist_to_focus);
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for (int j = HEIGHT - 1; j >= 0; --j)
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{
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std::cerr << "\rScanlines remaining: " << j << ' ' << std::flush;
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for (int i = 0; i < WIDTH; ++i)
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{
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colour pixel_colour(0,0,0);
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for (int s = 0; s < SAMPLES_PER_PIXEL; ++s)
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{
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auto u = (i + random_double()) / (WIDTH-1);
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auto v = (j + random_double()) / (HEIGHT-1);
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ray r = cam.get_ray(u, v);
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pixel_colour += ray_colour(r, world, MAX_DEPTH);
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}
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//write_colour_to_stream(std::cout, pixel_colour, SAMPLES_PER_PIXEL);
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write_colour_to_socket(newsockfd, pixel_colour, SAMPLES_PER_PIXEL);
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}
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}
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render(cam, world, newsockfd);
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// close client socket
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close(newsockfd);
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@ -17,7 +17,6 @@ const double infinity = std::numeric_limits<double>::infinity();
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const double pi = 3.1415926535897932385;
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// utility functions
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inline double degrees_to_radians(double degrees)
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{
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return degrees * pi / 180;
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@ -44,5 +43,6 @@ inline double clamp(double x, double min, double max)
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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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@ -0,0 +1,99 @@
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#pragma once
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#include "sphere.h"
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#include "colour.h"
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#include "material.h"
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#include "hittable.h"
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#include "hittable_list.h"
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colour ray_colour(const ray& r, const hittable& world, int depth)
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{
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hit_record rec;
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if (depth <= 0)
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{
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return grey;
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}
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if (world.hit(r, 0.001, infinity, rec))
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{
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ray scattered;
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colour attenuation;
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if (rec.mat_ptr->scatter(r, rec, attenuation, scattered))
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{
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return attenuation * ray_colour(scattered, world, depth-1);
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}
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return grey;
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}
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vec3 unit_direction = unit_vector(r.direction());
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auto t = 0.5 * (unit_direction.y() + 1.0) + 0.5;
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return lerp(grey, pink, t);
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}
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hittable_list random_scene()
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{
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hittable_list world;
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//auto ground_material = make_shared<lambertian>(pink);
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//world.add(make_shared<sphere>(point3(0,-1000,0), 1000, ground_material));
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//for (int a = -11; a < 11; a++)
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//{
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// for (int b = -11; b < 11; b++)
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// {
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// auto choose_mat = random_double();
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// point3 centre(a + 0.9*random_double(), 0.2, b + 0.9*random_double());
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// if ((centre - point3(4, 0.2, 0)).length() > 0.9)
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// {
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// shared_ptr<material> sphere_material;
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// if (choose_mat < 0.8)
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// {
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// // diffuse
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// //auto albedo = colour::random() * colour::random();
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// sphere_material = make_shared<lambertian>(pink);
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// world.add(make_shared<sphere>(centre, 0.2, sphere_material));
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// }
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// else if (choose_mat < 0.95)
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// {
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// // metal
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// auto fuzz = random_double(0, 0.5);
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// sphere_material = make_shared<metal>(pink, fuzz);
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// world.add(make_shared<sphere>(centre, 0.2, sphere_material));
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// }
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// else
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// {
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// // glass
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// sphere_material = make_shared<dielectric>(1.5);
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// world.add(make_shared<sphere>(centre,0.2, sphere_material));
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// }
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// }
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// }
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//}
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auto material1 = make_shared<dielectric>(1.5);
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world.add(make_shared<sphere>(point3(0, 0, 0), 3.0, material1));
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//auto material2 = make_shared<lambertian>(pink);
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//world.add(make_shared<sphere>(point3(-4, 1, 0), 1.0, material2));
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auto material3 = make_shared<metal>(pink, 0.5);
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int sphere_count = 10;
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for (int i = 0; i < sphere_count; i++)
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{
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float a = 6.28 * (float)i/sphere_count - 100.0;
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float r = 8.0;
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float x = r*sin(a);
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float y = 2.0*cos(a);
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float z = r*cos(a);
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point3 pos(x,y,z);
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world.add(make_shared<sphere>(pos, 2.0, material3));
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}
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return world;
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}
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@ -5,7 +5,8 @@ use rti1w as a base
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* [x] server waits for connection
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* [x] client establishes connection
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* [x] send a message to the client
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* [ ] move rendering out of main.cpp
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* [x] move core rendering out of main.cpp
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* [ ] combine 'hittable' 'hittable_list' and 'scene'
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* [x] send rendered image data to client
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* [x] form image file on client
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* [ ] client sends receiving port to server
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