wip
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@ -2,10 +2,8 @@ cmake_minimum_required(VERSION 3.10)
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project(snoopy)
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file(GLOB snoopy_src
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"src/*.h"
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"src/*.cpp"
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)
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include_directories("include")
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file(GLOB SOURCES "src/*.cpp")
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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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@ -0,0 +1 @@
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#include <iostream>
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@ -1,22 +1,10 @@
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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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// constants
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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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@ -40,9 +28,3 @@ inline double clamp(double x, double min, double max)
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if (x > max) return max;
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return x;
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}
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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 +1,18 @@
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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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#include "math.h"
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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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@ -1,9 +1,8 @@
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#pragma once
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#include <cmath>
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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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{
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@ -129,57 +128,3 @@ inline vec3 unit_vector(vec3 v)
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return v / v.length();
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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 +1,37 @@
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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 = 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_ * 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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33
src/camera.h
33
src/camera.h
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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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class camera
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@ -13,34 +15,9 @@ class camera
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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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double focus_dist);
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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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ray get_ray(double s, double t) const;
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private:
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point3 origin_;
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@ -0,0 +1 @@
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#include "foo.h"
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@ -0,0 +1 @@
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@ -0,0 +1,57 @@
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#include "vec3.h"
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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 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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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 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_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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