clean up vec3
This commit is contained in:
parent
577867ca35
commit
cd05d5571b
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@ -1,52 +1,29 @@
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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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{
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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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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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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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ray get_ray(double s, double t) const;
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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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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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@ -54,7 +54,7 @@ class metal : public material
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colour& attenuation,
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ray& scattered) const
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{
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vec3 reflected = vec3::reflect(unit_vector(r_in.direction()), rec.normal);
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vec3 reflected = reflect(normalize(r_in.direction()), rec.normal);
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scattered = ray(rec.p, reflected + fuzz_ * vec3::random_in_unit_sphere());
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attenuation = albedo_;
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return dot(scattered.direction(), rec.normal) > 0;
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@ -79,13 +79,13 @@ class dielectric : public material
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attenuation = colour(1.0,1.0,1.0);
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double etai_over_etat = rec.front_face ? (1.0 / refraction_index_) : refraction_index_;
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vec3 unit_direction = unit_vector(r_in.direction());
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vec3 unit_direction = normalize(r_in.direction());
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double cos_theta = fmin(dot(-unit_direction, rec.normal), 1.0);
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double sin_theta = sqrt(1.0 - cos_theta*cos_theta);
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if (etai_over_etat * sin_theta > 1.0)
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{
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vec3 reflected = vec3::reflect(unit_direction, rec.normal);
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vec3 reflected = reflect(unit_direction, rec.normal);
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scattered = ray(rec.p, reflected);
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return true;
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}
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@ -93,12 +93,12 @@ class dielectric : public material
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double reflect_prob = schlick(cos_theta, etai_over_etat);
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if (math::random_double() < reflect_prob)
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{
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vec3 reflected = vec3::reflect(unit_direction, rec.normal);
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vec3 reflected = reflect(unit_direction, rec.normal);
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scattered = ray(rec.p, reflected);
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return true;
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}
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vec3 refracted = vec3::refract(unit_direction, rec.normal, etai_over_etat);
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vec3 refracted = refract(unit_direction, rec.normal, etai_over_etat);
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scattered = ray(rec.p, refracted);
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return true;
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@ -28,7 +28,7 @@ colour ray_colour(const ray& r, const hittable& world, int depth)
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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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vec3 unit_direction = normalize(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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124
include/vec3.h
124
include/vec3.h
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@ -7,21 +7,12 @@
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class vec3
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{
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public:
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inline static vec3 random()
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{
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return vec3(math::random_double(),math::random_double(),math::random_double());
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}
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inline static vec3 random(double min, double max)
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{
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return vec3(math::random_double(min,max),math::random_double(min,max),math::random_double(min,max));
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}
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static vec3 random();
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static vec3 random(double min, double max);
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static vec3 random_in_unit_disk();
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static vec3 random_unit_vector();
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static vec3 random_in_unit_sphere();
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static vec3 reflect(const vec3& v, const vec3& n);
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static vec3 refract(const vec3& uv, const vec3& n, double etai_over_etat);
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static vec3 random_in_hemisphere(const vec3& normal);
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vec3() : e{0,0,0} {}
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vec3(double e0, double e1, double e2) : e{e0, e1, e2} {}
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@ -29,43 +20,33 @@ public:
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double x() const { return e[0]; }
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double y() const { return e[1]; }
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double z() const { return e[2]; }
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double length() const;
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double length_squared() const;
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vec3 operator-() const { return vec3(-e[0], -e[1], -e[2]); }
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double operator[](int i) const { return e[i]; }
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double& operator[](int i) { return e[i]; }
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vec3& operator+=(const vec3 &v)
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{
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e[0] += v.e[0];
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e[1] += v.e[1];
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e[2] += v.e[2];
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return *this;
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}
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vec3& operator+=(const vec3 &v);
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vec3& operator*=(const double t);
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vec3& operator/=(const double t);
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vec3& operator*=(const double t)
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{
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e[0] *= t;
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e[1] *= t;
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e[2] *= t;
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return *this;
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}
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friend std::ostream& operator<<(std::ostream &out, const vec3 &v);
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friend vec3 operator+(const vec3 &u, const vec3 &v);
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friend vec3 operator-(const vec3 &u, const vec3 &v);
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friend vec3 operator*(const vec3 &u, const vec3 &v);
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friend vec3 operator*(double t, const vec3 &v);
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friend vec3 operator*(const vec3 &v, double t);
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friend vec3 operator/(vec3 v, double t);
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vec3& operator/=(const double t)
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{
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return *this *= 1 / t;
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}
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friend vec3 lerp(const vec3 &a, const vec3 &b, double t);
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friend vec3 reflect(const vec3& v, const vec3& n);
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friend vec3 refract(const vec3& uv, const vec3& n, double etai_over_etat);
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friend double dot(const vec3 &u, const vec3 &v);
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friend vec3 cross(const vec3 &u, const vec3 &v);
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friend vec3 normalize(vec3 v);
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double length() const
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{
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return std::sqrt(length_squared());
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}
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double length_squared() const
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{
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return e[0]*e[0] + e[1]*e[1] + e[2]*e[2];
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}
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public:
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private:
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double e[3];
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};
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@ -73,64 +54,3 @@ public:
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using point3 = vec3; // 3D point
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using colour = vec3; // RGB colour
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// utility functions
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inline std::ostream& operator<<(std::ostream &out, const vec3 &v)
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{
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return out << v.e[0] << ' ' << v.e[1] << ' ' << v.e[2];
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}
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inline vec3 operator+(const vec3 &u, const vec3 &v)
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{
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return vec3(u.e[0] + v.e[0], u.e[1] + v.e[1], u.e[2] + v.e[2]);
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}
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inline vec3 operator-(const vec3 &u, const vec3 &v)
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{
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return vec3(u.e[0] - v.e[0], u.e[1] - v.e[1], u.e[2] - v.e[2]);
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}
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inline vec3 operator*(const vec3 &u, const vec3 &v)
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{
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return vec3(u.e[0] * v.e[0], u.e[1] * v.e[1], u.e[2] * v.e[2]);
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}
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inline vec3 operator*(double t, const vec3 &v)
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{
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return vec3(t * v.e[0], t * v.e[1], t * v.e[2]);
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}
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inline vec3 operator*(const vec3 &v, double t)
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{
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return t * v;
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}
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inline vec3 operator/(vec3 v, double t)
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{
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return (1 / t) * v;
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}
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inline double dot(const vec3 &u, const vec3 &v)
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{
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return u.e[0] * v.e[0]
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+ u.e[1] * v.e[1]
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+ u.e[2] * v.e[2];
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}
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inline vec3 cross(const vec3 &u, const vec3 &v)
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{
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return vec3(u.e[1] * v.e[2] - u.e[2] * v.e[1],
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u.e[2] * v.e[0] - u.e[0] * v.e[2],
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u.e[0] * v.e[1] - u.e[1] * v.e[0]);
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}
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inline vec3 lerp(const vec3 &a, const vec3 &b, double t)
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{
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return (1.0 - t) * a + t * b;
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}
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inline vec3 unit_vector(vec3 v)
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{
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return v / v.length();
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}
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@ -15,8 +15,8 @@ camera::camera(
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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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w_ = normalize(lookfrom - lookat);
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u_ = normalize(cross(vup, w_));
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v_ = cross(w_, u_);
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origin_ = lookfrom;
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29
src/camera.h
29
src/camera.h
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@ -1,29 +0,0 @@
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#pragma once
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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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{
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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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ray get_ray(double s, double t) const;
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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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src/vec3.cpp
130
src/vec3.cpp
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@ -1,5 +1,15 @@
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#include "vec3.h"
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vec3 vec3::random()
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{
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return vec3(math::random_double(),math::random_double(),math::random_double());
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}
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vec3 vec3::random(double min, double max)
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{
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return vec3(math::random_double(min,max),math::random_double(min,max),math::random_double(min,max));
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}
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vec3 vec3::random_unit_vector()
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{
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auto a = math::random_double(0, 2 * math::pi);
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@ -8,20 +18,6 @@ vec3 vec3::random_unit_vector()
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return vec3(r*cos(a), r*sin(a), z);
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}
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vec3 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 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 vec3::random_in_unit_disk()
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{
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while(true)
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@ -42,7 +38,7 @@ vec3 vec3::random_in_unit_sphere()
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}
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}
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vec3 random_in_hemisphere(const vec3& normal)
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vec3 vec3::random_in_hemisphere(const vec3& normal)
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{
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vec3 in_unit_sphere = vec3::random_in_unit_sphere();
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if (dot(in_unit_sphere, normal) > 0.0)
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@ -55,3 +51,107 @@ vec3 random_in_hemisphere(const vec3& normal)
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}
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}
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vec3 normalize(vec3 v)
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{
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return v / v.length();
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}
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double vec3::length() const
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{
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return std::sqrt(length_squared());
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}
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double vec3::length_squared() const
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{
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return e[0]*e[0] + e[1]*e[1] + e[2]*e[2];
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}
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vec3& vec3::operator+=(const vec3 &v)
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{
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e[0] += v.e[0];
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e[1] += v.e[1];
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e[2] += v.e[2];
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return *this;
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}
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vec3& vec3::operator*=(const double t)
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{
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e[0] *= t;
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e[1] *= t;
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e[2] *= t;
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return *this;
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}
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vec3& vec3::operator/=(const double t)
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{
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return *this *= 1 / t;
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}
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std::ostream& operator<<(std::ostream &out, const vec3 &v)
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{
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return out << v.e[0] << ' ' << v.e[1] << ' ' << v.e[2];
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}
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vec3 operator+(const vec3 &u, const vec3 &v)
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{
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return vec3(u.e[0] + v.e[0], u.e[1] + v.e[1], u.e[2] + v.e[2]);
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}
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vec3 operator-(const vec3 &u, const vec3 &v)
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{
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return vec3(u.e[0] - v.e[0], u.e[1] - v.e[1], u.e[2] - v.e[2]);
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}
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vec3 operator*(const vec3 &u, const vec3 &v)
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{
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return vec3(u.e[0] * v.e[0], u.e[1] * v.e[1], u.e[2] * v.e[2]);
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}
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vec3 operator*(const vec3 &v, double t)
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{
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return t * v;
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}
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vec3 operator*(double t, const vec3 &v)
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{
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return vec3(t * v.e[0], t * v.e[1], t * v.e[2]);
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}
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vec3 operator/(vec3 v, double t)
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{
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return (1 / t) * v;
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}
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vec3 lerp(const vec3 &a, const vec3 &b, double t)
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{
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return (1.0 - t) * a + t * b;
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}
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double dot(const vec3 &u, const vec3 &v)
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{
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return u[0] * v[0]
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+ u[1] * v[1]
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+ u[2] * v[2];
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}
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vec3 cross(const vec3 &u, const vec3 &v)
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{
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return vec3(u.e[1] * v.e[2] - u.e[2] * v.e[1],
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u.e[2] * v.e[0] - u.e[0] * v.e[2],
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u.e[0] * v.e[1] - u.e[1] * v.e[0]);
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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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