wip
This commit is contained in:
parent
ed4243cf89
commit
bd444aba2e
|
@ -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})
|
||||
|
||||
|
|
|
@ -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_;
|
||||
};
|
|
@ -0,0 +1 @@
|
|||
#include <iostream>
|
|
@ -1,22 +1,10 @@
|
|||
#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;
|
||||
|
@ -40,9 +28,3 @@ inline double clamp(double x, double min, double max)
|
|||
if (x > max) return max;
|
||||
return x;
|
||||
}
|
||||
|
||||
// common headers
|
||||
|
||||
#include "error.h"
|
||||
#include "ray.h"
|
||||
#include "vec3.h"
|
|
@ -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"
|
|
@ -1,9 +1,8 @@
|
|||
#pragma once
|
||||
|
||||
#include <cmath>
|
||||
#include <iostream>
|
||||
|
||||
#include "rtweekend.h"
|
||||
#include "math.h"
|
||||
|
||||
class vec3
|
||||
{
|
||||
|
@ -129,57 +128,3 @@ 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;
|
||||
}
|
|
@ -0,0 +1,37 @@
|
|||
#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 = 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_ * 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_;
|
||||
};
|
||||
|
|
|
@ -0,0 +1 @@
|
|||
#include "foo.h"
|
|
@ -0,0 +1 @@
|
|||
|
|
@ -0,0 +1,57 @@
|
|||
#include "vec3.h"
|
||||
|
||||
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 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;
|
||||
}
|
||||
|
||||
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 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 = 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