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bd444aba2e
Author | SHA1 | Date |
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Cat Flynn | bd444aba2e | |
Cat Flynn | ed4243cf89 | |
Cat Flynn | 5a92d1874e |
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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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@ -8,6 +8,9 @@
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// for writing to socket
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#include <unistd.h>
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const colour pink(254.0/255.0, 226.0/255.0, 170.0/255.0);
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const colour grey(0.133, 0.133, 0.133);
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void correct_gamma(colour& pixel_colour, int samples)
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{
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double r = pixel_colour.x();
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@ -0,0 +1,7 @@
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#include <iostream>
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void error(const char* message)
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{
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perror(message);
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exit(1);
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}
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@ -0,0 +1 @@
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#include <iostream>
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@ -0,0 +1,7 @@
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#pragma once
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const double ASPECT_RATIO = 1.0;
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const unsigned int WIDTH = 256;
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const unsigned int HEIGHT = static_cast<int>(WIDTH / ASPECT_RATIO);
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const int SAMPLES_PER_PIXEL = 8;
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const int MAX_DEPTH = 5;
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@ -1,23 +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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@ -41,8 +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 "ray.h"
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#include "vec3.h"
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@ -23,3 +23,4 @@ private:
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point3 origin_;
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vec3 direction_;
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};
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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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@ -0,0 +1,100 @@
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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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#include "hittable.h"
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#include "hittable_list.h"
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colour ray_colour(const ray& r, const hittable& world, int depth)
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{
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hit_record rec;
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if (depth <= 0)
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{
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return grey;
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}
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if (world.hit(r, 0.001, infinity, rec))
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{
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ray scattered;
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colour attenuation;
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if (rec.mat_ptr->scatter(r, rec, attenuation, scattered))
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{
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return attenuation * ray_colour(scattered, world, depth-1);
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}
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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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auto t = 0.5 * (unit_direction.y() + 1.0) + 0.5;
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return lerp(grey, pink, t);
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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>(pink);
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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>(pink);
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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 fuzz = random_double(0, 0.5);
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// sphere_material = make_shared<metal>(pink, 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, 0, 0), 3.0, material1));
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//auto material2 = make_shared<lambertian>(pink);
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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>(pink, 0.5);
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int sphere_count = 10;
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for (int i = 0; i < sphere_count; i++)
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{
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float a = 6.28 * (float)i/sphere_count - 100.0;
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float r = 8.0;
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float x = r*sin(a);
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float y = 2.0*cos(a);
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float z = r*cos(a);
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point3 pos(x,y,z);
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world.add(make_shared<sphere>(pos, 2.0, material3));
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}
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return world;
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}
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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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38
src/camera.h
38
src/camera.h
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@ -1,10 +1,13 @@
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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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public:
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camera(
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point3 lookfrom,
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point3 lookat,
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@ -12,36 +15,11 @@ 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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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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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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@ -0,0 +1 @@
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#include "foo.h"
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159
src/main.cpp
159
src/main.cpp
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@ -1,17 +1,11 @@
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#include "rtweekend.h"
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#include "hittable_list.h"
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#include "sphere.h"
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void error(const char* message)
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{
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perror(message);
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exit(1);
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}
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#include "scene.h"
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#include "colour.h"
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#include "camera.h"
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#include "material.h"
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#include "image.h"
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#include <iostream>
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@ -22,110 +16,6 @@ void error(const char* message)
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#include <sys/socket.h>
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#include <netinet/in.h>
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const double ASPECT_RATIO = 1.0;
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const unsigned int WIDTH = 256;
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const unsigned int HEIGHT = static_cast<int>(WIDTH / ASPECT_RATIO);
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const int SAMPLES_PER_PIXEL = 8;
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const int MAX_DEPTH = 5;
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// fee2aa
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//
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const colour pink(254.0/255.0, 226.0/255.0, 170.0/255.0);
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const colour grey(0.133, 0.133, 0.133);
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colour ray_colour(const ray& r, const hittable& world, int depth)
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{
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hit_record rec;
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if (depth <= 0)
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{
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return grey;
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}
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if (world.hit(r, 0.001, infinity, rec))
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{
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ray scattered;
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colour attenuation;
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if (rec.mat_ptr->scatter(r, rec, attenuation, scattered))
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{
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return attenuation * ray_colour(scattered, world, depth-1);
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}
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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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auto t = 0.5 * (unit_direction.y() + 1.0) + 0.5;
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return lerp(grey, pink, t);
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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>(pink);
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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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|
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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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|
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// if (choose_mat < 0.8)
|
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// {
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// // diffuse
|
||||
// //auto albedo = colour::random() * colour::random();
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// sphere_material = make_shared<lambertian>(pink);
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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 fuzz = random_double(0, 0.5);
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// sphere_material = make_shared<metal>(pink, 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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// {
|
||||
// // 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
|
||||
//
|
||||
// returns fd for the client connection
|
||||
|
@ -216,6 +106,31 @@ 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 sockfd;
|
||||
|
@ -239,25 +154,7 @@ int main()
|
|||
|
||||
camera cam(lookfrom, lookat, vup, 47, ASPECT_RATIO, aperture, dist_to_focus);
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
//write_colour_to_stream(std::cout, pixel_colour, SAMPLES_PER_PIXEL);
|
||||
write_colour_to_socket(newsockfd, pixel_colour, SAMPLES_PER_PIXEL);
|
||||
}
|
||||
}
|
||||
render(cam, world, newsockfd);
|
||||
|
||||
// close client socket
|
||||
close(newsockfd);
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
@ -5,7 +5,8 @@ use rti1w as a base
|
|||
* [x] server waits for connection
|
||||
* [x] client establishes connection
|
||||
* [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] form image file on client
|
||||
* [ ] client sends receiving port to server
|
||||
|
|
Loading…
Reference in New Issue