camera lens + random scene
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44
src/camera.h
44
src/camera.h
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@ -5,22 +5,40 @@
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class camera
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class camera
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{
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{
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public:
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public:
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const double ASPECT_RATIO = 16.0 / 9.0;
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camera(
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const double VIEWPORT_HEIGHT = 2.0;
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point3 lookfrom,
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const double VIEWPORT_WIDTH = ASPECT_RATIO * VIEWPORT_HEIGHT;
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point3 lookat,
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const double FOCAL_LENGTH = 1.0;
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vec3 vup,
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double vfov, // vertical field of view in degrees
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camera() :
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double aspect_ratio,
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origin_ (point3(0,0,0)),
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double aperture,
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horizontal_ (vec3(VIEWPORT_WIDTH,0.0,0.0)),
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double focus_dist)
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vertical_ (vec3(0.0, VIEWPORT_HEIGHT, 0.0))
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{
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{
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lower_left_corner_ = origin_ - horizontal_/2 - vertical_/2 - vec3(0,0,FOCAL_LENGTH);
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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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}
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ray get_ray(double u, double v) const
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ray get_ray(double s, double t) const
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{
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{
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return ray(origin_, lower_left_corner_ + u*horizontal_ + v*vertical_ - origin_);
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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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}
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private:
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private:
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@ -28,4 +46,6 @@ class camera
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point3 lower_left_corner_;
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point3 lower_left_corner_;
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vec3 horizontal_;
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vec3 horizontal_;
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vec3 vertical_;
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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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};
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97
src/main.cpp
97
src/main.cpp
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@ -8,11 +8,11 @@
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#include <iostream>
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#include <iostream>
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const double ASPECT_RATIO = 16.0 / 9.0;
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const double ASPECT_RATIO = 32.0 / 9.0;
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const int WIDTH = 384;
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const int WIDTH = 800;
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const int HEIGHT = static_cast<int>(WIDTH / ASPECT_RATIO);
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const int HEIGHT = static_cast<int>(WIDTH / ASPECT_RATIO);
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const int SAMPLES_PER_PIXEL = 100;
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const int SAMPLES_PER_PIXEL = 32;
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const int MAX_DEPTH = 50;
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const int MAX_DEPTH = 16;
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colour ray_colour(const ray& r, const hittable& world, int depth)
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colour ray_colour(const ray& r, const hittable& world, int depth)
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{
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{
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@ -38,41 +38,80 @@ colour ray_colour(const ray& r, const hittable& world, int depth)
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vec3 unit_direction = unit_vector(r.direction());
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vec3 unit_direction = unit_vector(r.direction());
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auto t = 0.5 * (unit_direction.y() + 1.0);
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auto t = 0.5 * (unit_direction.y() + 1.0);
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auto a = colour(0.5, 0.6, 0.7);
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auto a = colour(0.8, 0.7, 1.0);
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auto b = colour(0.5, 0.5, 0.5);
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auto b = colour(1.0, 1.0, 1.0);
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return lerp(a, b, t);
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return lerp(a, b, t);
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}
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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>(colour(0.5, 0.5, 0.5));
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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>(albedo);
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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 albedo = colour::random(0.5, 1);
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auto fuzz = random_double(0, 0.5);
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sphere_material = make_shared<metal>(albedo, 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, 1, 0), 1.0, material1));
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auto material2 = make_shared<lambertian>(colour(0.4, 0.2, 0.1));
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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>(colour(0.7, 0.6, 0.5), 0.0);
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world.add(make_shared<sphere>(point3(4, 1, 0), 1.0, material3));
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return world;
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}
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int main()
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int main()
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{
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{
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std::cout << "P3\n" << WIDTH << ' ' << HEIGHT << "\n255\n";
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std::cout << "P3\n" << WIDTH << ' ' << HEIGHT << "\n255\n";
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hittable_list world;
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hittable_list world = random_scene();
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world.add(make_shared<sphere>(
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point3(0,0,-1),
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0.5,
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make_shared<lambertian>(colour(0.1,0.2,0.5))));
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world.add(make_shared<sphere>(
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point3(0,-100.5,-1),
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100,
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make_shared<lambertian>(colour(0.8,0.8,0.0))));
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world.add(make_shared<sphere>(
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point3 lookfrom(13,2,3);
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point3(1,0,-1),
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point3 lookat(0,0,0);
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0.5,
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vec3 vup(0,1,0);
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make_shared<metal>(colour(0.8,0.6,0.2), 0.0)));
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auto dist_to_focus = 10.0;
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world.add(make_shared<sphere>(
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auto aperture = 0.1;
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point3(-1,0,-1),
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0.5,
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make_shared<dielectric>(1.5)));
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world.add(make_shared<sphere>(
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point3(-1,0,-1),
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-0.45,
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make_shared<dielectric>(1.5)));
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camera cam;
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camera cam(lookfrom, lookat, vup, 20, ASPECT_RATIO, aperture, dist_to_focus);
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for (int j = HEIGHT - 1; j >= 0; --j)
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for (int j = HEIGHT - 1; j >= 0; --j)
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{
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{
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10
src/vec3.h
10
src/vec3.h
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@ -160,6 +160,16 @@ vec3 random_in_hemisphere(const vec3& normal)
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}
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}
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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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vec3 reflect(const vec3& v, const vec3& n)
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{
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{
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return v - 2*dot(v,n)*n;
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return v - 2*dot(v,n)*n;
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