extract scene functionality from main.cpp

This commit is contained in:
Cat Flynn 2023-02-18 18:35:15 +00:00
parent d244c23e2b
commit 5a92d1874e
7 changed files with 140 additions and 127 deletions

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@ -8,6 +8,9 @@
// for writing to socket // for writing to socket
#include <unistd.h> #include <unistd.h>
const colour pink(254.0/255.0, 226.0/255.0, 170.0/255.0);
const colour grey(0.133, 0.133, 0.133);
void correct_gamma(colour& pixel_colour, int samples) void correct_gamma(colour& pixel_colour, int samples)
{ {
double r = pixel_colour.x(); double r = pixel_colour.x();

7
src/error.h Normal file
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@ -0,0 +1,7 @@
#include <iostream>
void error(const char* message)
{
perror(message);
exit(1);
}

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@ -1,13 +1,6 @@
#include "rtweekend.h" #include "rtweekend.h"
#include "hittable_list.h" #include "scene.h"
#include "sphere.h"
void error(const char* message)
{
perror(message);
exit(1);
}
#include "colour.h" #include "colour.h"
#include "camera.h" #include "camera.h"
@ -28,104 +21,6 @@ const unsigned int HEIGHT = static_cast<int>(WIDTH / ASPECT_RATIO);
const int SAMPLES_PER_PIXEL = 8; const int SAMPLES_PER_PIXEL = 8;
const int MAX_DEPTH = 5; const int MAX_DEPTH = 5;
// fee2aa
//
const colour pink(254.0/255.0, 226.0/255.0, 170.0/255.0);
const colour grey(0.133, 0.133, 0.133);
colour ray_colour(const ray& r, const hittable& world, int depth)
{
hit_record rec;
if (depth <= 0)
{
return grey;
}
if (world.hit(r, 0.001, infinity, rec))
{
ray scattered;
colour attenuation;
if (rec.mat_ptr->scatter(r, rec, attenuation, scattered))
{
return attenuation * ray_colour(scattered, world, depth-1);
}
return grey;
}
vec3 unit_direction = unit_vector(r.direction());
auto t = 0.5 * (unit_direction.y() + 1.0) + 0.5;
return lerp(grey, pink, t);
}
hittable_list random_scene()
{
hittable_list world;
//auto ground_material = make_shared<lambertian>(pink);
//world.add(make_shared<sphere>(point3(0,-1000,0), 1000, ground_material));
//for (int a = -11; a < 11; a++)
//{
// for (int b = -11; b < 11; b++)
// {
// auto choose_mat = random_double();
// point3 centre(a + 0.9*random_double(), 0.2, b + 0.9*random_double());
// if ((centre - point3(4, 0.2, 0)).length() > 0.9)
// {
// shared_ptr<material> sphere_material;
// if (choose_mat < 0.8)
// {
// // diffuse
// //auto albedo = colour::random() * colour::random();
// sphere_material = make_shared<lambertian>(pink);
// world.add(make_shared<sphere>(centre, 0.2, sphere_material));
// }
// else if (choose_mat < 0.95)
// {
// // metal
// auto fuzz = random_double(0, 0.5);
// sphere_material = make_shared<metal>(pink, fuzz);
// world.add(make_shared<sphere>(centre, 0.2, sphere_material));
// }
// else
// {
// // glass
// sphere_material = make_shared<dielectric>(1.5);
// world.add(make_shared<sphere>(centre,0.2, sphere_material));
// }
// }
// }
//}
auto material1 = make_shared<dielectric>(1.5);
world.add(make_shared<sphere>(point3(0, 0, 0), 3.0, material1));
//auto material2 = make_shared<lambertian>(pink);
//world.add(make_shared<sphere>(point3(-4, 1, 0), 1.0, material2));
auto material3 = make_shared<metal>(pink, 0.5);
int sphere_count = 10;
for (int i = 0; i < sphere_count; i++)
{
float a = 6.28 * (float)i/sphere_count - 100.0;
float r = 8.0;
float x = r*sin(a);
float y = 2.0*cos(a);
float z = r*cos(a);
point3 pos(x,y,z);
world.add(make_shared<sphere>(pos, 2.0, material3));
}
return world;
}
// file descriptor of the socket we're listening for connections on // file descriptor of the socket we're listening for connections on
// //
// returns fd for the client connection // returns fd for the client connection
@ -216,6 +111,31 @@ void send_image_dimensions(int sock, unsigned int width, unsigned int height)
} }
} }
void render(camera& cam, hittable_list& world, int client_sock)
{
for (int j = HEIGHT - 1; j >= 0; --j)
{
std::cerr << "\rScanlines remaining: " << j << ' ' << std::flush;
for (int i = 0; i < WIDTH; ++i)
{
colour pixel_colour(0,0,0);
for (int s = 0; s < SAMPLES_PER_PIXEL; ++s)
{
auto u = (i + random_double()) / (WIDTH-1);
auto v = (j + random_double()) / (HEIGHT-1);
ray r = cam.get_ray(u, v);
pixel_colour += ray_colour(r, world, MAX_DEPTH);
}
// TODO: we should instead write our output to some buffer in memory
// to decouple our ultimate output from our rendering
//write_colour_to_stream(std::cout, pixel_colour, SAMPLES_PER_PIXEL);
write_colour_to_socket(client_sock, pixel_colour, SAMPLES_PER_PIXEL);
}
}
}
int main() int main()
{ {
int sockfd; int sockfd;
@ -239,25 +159,7 @@ int main()
camera cam(lookfrom, lookat, vup, 47, ASPECT_RATIO, aperture, dist_to_focus); camera cam(lookfrom, lookat, vup, 47, ASPECT_RATIO, aperture, dist_to_focus);
for (int j = HEIGHT - 1; j >= 0; --j) render(cam, world, newsockfd);
{
std::cerr << "\rScanlines remaining: " << j << ' ' << std::flush;
for (int i = 0; i < WIDTH; ++i)
{
colour pixel_colour(0,0,0);
for (int s = 0; s < SAMPLES_PER_PIXEL; ++s)
{
auto u = (i + random_double()) / (WIDTH-1);
auto v = (j + random_double()) / (HEIGHT-1);
ray r = cam.get_ray(u, v);
pixel_colour += ray_colour(r, world, MAX_DEPTH);
}
//write_colour_to_stream(std::cout, pixel_colour, SAMPLES_PER_PIXEL);
write_colour_to_socket(newsockfd, pixel_colour, SAMPLES_PER_PIXEL);
}
}
// close client socket // close client socket
close(newsockfd); close(newsockfd);

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@ -23,3 +23,4 @@ private:
point3 origin_; point3 origin_;
vec3 direction_; vec3 direction_;
}; };

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@ -17,7 +17,6 @@ const double infinity = std::numeric_limits<double>::infinity();
const double pi = 3.1415926535897932385; const double pi = 3.1415926535897932385;
// utility functions // utility functions
inline double degrees_to_radians(double degrees) inline double degrees_to_radians(double degrees)
{ {
return degrees * pi / 180; return degrees * pi / 180;
@ -44,5 +43,6 @@ inline double clamp(double x, double min, double max)
// common headers // common headers
#include "error.h"
#include "ray.h" #include "ray.h"
#include "vec3.h" #include "vec3.h"

99
src/scene.h Normal file
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@ -0,0 +1,99 @@
#pragma once
#include "sphere.h"
#include "colour.h"
#include "material.h"
#include "hittable.h"
#include "hittable_list.h"
colour ray_colour(const ray& r, const hittable& world, int depth)
{
hit_record rec;
if (depth <= 0)
{
return grey;
}
if (world.hit(r, 0.001, infinity, rec))
{
ray scattered;
colour attenuation;
if (rec.mat_ptr->scatter(r, rec, attenuation, scattered))
{
return attenuation * ray_colour(scattered, world, depth-1);
}
return grey;
}
vec3 unit_direction = unit_vector(r.direction());
auto t = 0.5 * (unit_direction.y() + 1.0) + 0.5;
return lerp(grey, pink, t);
}
hittable_list random_scene()
{
hittable_list world;
//auto ground_material = make_shared<lambertian>(pink);
//world.add(make_shared<sphere>(point3(0,-1000,0), 1000, ground_material));
//for (int a = -11; a < 11; a++)
//{
// for (int b = -11; b < 11; b++)
// {
// auto choose_mat = random_double();
// point3 centre(a + 0.9*random_double(), 0.2, b + 0.9*random_double());
// if ((centre - point3(4, 0.2, 0)).length() > 0.9)
// {
// shared_ptr<material> sphere_material;
// if (choose_mat < 0.8)
// {
// // diffuse
// //auto albedo = colour::random() * colour::random();
// sphere_material = make_shared<lambertian>(pink);
// world.add(make_shared<sphere>(centre, 0.2, sphere_material));
// }
// else if (choose_mat < 0.95)
// {
// // metal
// auto fuzz = random_double(0, 0.5);
// sphere_material = make_shared<metal>(pink, fuzz);
// world.add(make_shared<sphere>(centre, 0.2, sphere_material));
// }
// else
// {
// // glass
// sphere_material = make_shared<dielectric>(1.5);
// world.add(make_shared<sphere>(centre,0.2, sphere_material));
// }
// }
// }
//}
auto material1 = make_shared<dielectric>(1.5);
world.add(make_shared<sphere>(point3(0, 0, 0), 3.0, material1));
//auto material2 = make_shared<lambertian>(pink);
//world.add(make_shared<sphere>(point3(-4, 1, 0), 1.0, material2));
auto material3 = make_shared<metal>(pink, 0.5);
int sphere_count = 10;
for (int i = 0; i < sphere_count; i++)
{
float a = 6.28 * (float)i/sphere_count - 100.0;
float r = 8.0;
float x = r*sin(a);
float y = 2.0*cos(a);
float z = r*cos(a);
point3 pos(x,y,z);
world.add(make_shared<sphere>(pos, 2.0, material3));
}
return world;
}

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@ -5,7 +5,8 @@ use rti1w as a base
* [x] server waits for connection * [x] server waits for connection
* [x] client establishes connection * [x] client establishes connection
* [x] send a message to the client * [x] send a message to the client
* [ ] move rendering out of main.cpp * [x] move core rendering out of main.cpp
* [ ] combine 'hittable' 'hittable_list' and 'scene'
* [x] send rendered image data to client * [x] send rendered image data to client
* [x] form image file on client * [x] form image file on client
* [ ] client sends receiving port to server * [ ] client sends receiving port to server