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	| Author | SHA1 | Date | |
|---|---|---|---|
| bd444aba2e | |||
| ed4243cf89 | |||
| 5a92d1874e | 
| @ -2,10 +2,8 @@ cmake_minimum_required(VERSION 3.10) | ||||
| 
 | ||||
| project(snoopy) | ||||
| 
 | ||||
| file(GLOB snoopy_src | ||||
|     "src/*.h" | ||||
|     "src/*.cpp" | ||||
| ) | ||||
| include_directories("include") | ||||
| file(GLOB SOURCES "src/*.cpp") | ||||
| 
 | ||||
| add_executable(snoopy ${snoopy_src}) | ||||
| add_executable(snoopy ${SOURCES}) | ||||
| 
 | ||||
|  | ||||
							
								
								
									
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								include/camera.h
									
									
									
									
									
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							| @ -0,0 +1,52 @@ | ||||
| #pragma once | ||||
| 
 | ||||
| #include "rtweekend.h" | ||||
| #include "image.h" | ||||
| 
 | ||||
| class camera | ||||
| { | ||||
|     public: | ||||
|         camera( | ||||
|             point3  lookfrom, | ||||
|             point3  lookat, | ||||
|             vec3    vup, | ||||
|             double  vfov,   // vertical field of view in degrees
 | ||||
|             double  aspect_ratio, | ||||
|             double  aperture, | ||||
|             double  focus_dist) | ||||
|         { | ||||
|             auto theta = degrees_to_radians(vfov); | ||||
|             auto h = tan(theta/2); | ||||
|             auto viewport_height = 2.0 * h; | ||||
|             auto viewport_width = aspect_ratio * viewport_height; | ||||
| 
 | ||||
|             w_ = unit_vector(lookfrom - lookat); | ||||
|             u_ = unit_vector(cross(vup, w_)); | ||||
|             v_ = cross(w_, u_); | ||||
| 
 | ||||
|             origin_ = lookfrom; | ||||
|             horizontal_ = focus_dist * viewport_width * u_; | ||||
|             vertical_ = focus_dist * viewport_height * v_; | ||||
|             lower_left_corner_ = origin_ - horizontal_/2 - vertical_/2 - focus_dist * w_; | ||||
| 
 | ||||
|             lens_radius_ = aperture / 2; | ||||
|         } | ||||
| 
 | ||||
|         ray get_ray(double s, double t) const  | ||||
|         { | ||||
|             vec3 rd = lens_radius_ * random_in_unit_disk(); | ||||
|             vec3 offset = (u_ * rd.x()) + (v_ * rd.y()); | ||||
| 
 | ||||
|             return ray( | ||||
|                 origin_ + offset, | ||||
|                 lower_left_corner_ + s*horizontal_ + t*vertical_ - origin_ - offset); | ||||
|         } | ||||
| 
 | ||||
|     private: | ||||
|         point3  origin_; | ||||
|         point3  lower_left_corner_; | ||||
|         vec3    horizontal_; | ||||
|         vec3    vertical_; | ||||
|         vec3    u_, v_, w_; | ||||
|         double  lens_radius_; | ||||
| }; | ||||
| @ -8,6 +8,9 @@ | ||||
| // for writing to socket
 | ||||
| #include <unistd.h> | ||||
| 
 | ||||
| const colour pink(254.0/255.0, 226.0/255.0, 170.0/255.0); | ||||
| const colour grey(0.133, 0.133, 0.133); | ||||
| 
 | ||||
| void correct_gamma(colour& pixel_colour, int samples) | ||||
| { | ||||
|     double r = pixel_colour.x(); | ||||
							
								
								
									
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								include/error.h
									
									
									
									
									
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								include/error.h
									
									
									
									
									
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							| @ -0,0 +1,7 @@ | ||||
| #include <iostream> | ||||
| 
 | ||||
| void error(const char* message) | ||||
| { | ||||
|     perror(message); | ||||
|     exit(1); | ||||
| } | ||||
							
								
								
									
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								include/foo.h
									
									
									
									
									
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							| @ -0,0 +1 @@ | ||||
| #include <iostream> | ||||
							
								
								
									
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								include/image.h
									
									
									
									
									
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							| @ -0,0 +1,7 @@ | ||||
| #pragma once | ||||
| 
 | ||||
| const double ASPECT_RATIO = 1.0; | ||||
| const unsigned int WIDTH = 256; | ||||
| const unsigned int HEIGHT = static_cast<int>(WIDTH / ASPECT_RATIO); | ||||
| const int SAMPLES_PER_PIXEL = 8; | ||||
| const int MAX_DEPTH = 5; | ||||
| @ -1,23 +1,10 @@ | ||||
| #pragma once | ||||
| 
 | ||||
| #include <cmath> | ||||
| #include <cstdlib> | ||||
| #include <limits> | ||||
| #include <memory> | ||||
| 
 | ||||
| // usings
 | ||||
| 
 | ||||
| using std::shared_ptr; | ||||
| using std::make_shared; | ||||
| using std::sqrt; | ||||
| 
 | ||||
| // constants
 | ||||
| 
 | ||||
| const double infinity = std::numeric_limits<double>::infinity(); | ||||
| const double pi = 3.1415926535897932385; | ||||
| 
 | ||||
| // utility functions
 | ||||
| 
 | ||||
| inline double degrees_to_radians(double degrees) | ||||
| { | ||||
|     return degrees * pi / 180; | ||||
| @ -41,8 +28,3 @@ inline double clamp(double x, double min, double max) | ||||
|     if (x > max) return max; | ||||
|     return x; | ||||
| } | ||||
| 
 | ||||
| // common headers
 | ||||
| 
 | ||||
| #include "ray.h" | ||||
| #include "vec3.h" | ||||
| @ -23,3 +23,4 @@ private: | ||||
|     point3  origin_; | ||||
|     vec3    direction_; | ||||
| }; | ||||
| 
 | ||||
							
								
								
									
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								include/rtweekend.h
									
									
									
									
									
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								include/rtweekend.h
									
									
									
									
									
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							| @ -0,0 +1,18 @@ | ||||
| #pragma once | ||||
| 
 | ||||
| #include <cmath> | ||||
| #include <cstdlib> | ||||
| #include <limits> | ||||
| #include <memory> | ||||
| 
 | ||||
| // usings
 | ||||
| 
 | ||||
| using std::shared_ptr; | ||||
| using std::make_shared; | ||||
| using std::sqrt; | ||||
| 
 | ||||
| // common headers
 | ||||
| 
 | ||||
| #include "error.h" | ||||
| #include "ray.h" | ||||
| #include "vec3.h" | ||||
							
								
								
									
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							| @ -0,0 +1,100 @@ | ||||
| #pragma once | ||||
| 
 | ||||
| #include "math.h" | ||||
| #include "sphere.h" | ||||
| #include "colour.h" | ||||
| #include "material.h" | ||||
| #include "hittable.h" | ||||
| #include "hittable_list.h" | ||||
| 
 | ||||
| colour ray_colour(const ray& r, const hittable& world, int depth) | ||||
| { | ||||
|     hit_record rec; | ||||
|     if (depth <= 0) | ||||
|     { | ||||
|         return grey; | ||||
|     } | ||||
| 
 | ||||
|     if (world.hit(r, 0.001, infinity, rec)) | ||||
|     { | ||||
|         ray     scattered; | ||||
|         colour  attenuation; | ||||
| 
 | ||||
|         if (rec.mat_ptr->scatter(r, rec, attenuation, scattered)) | ||||
|         { | ||||
|             return attenuation * ray_colour(scattered, world, depth-1); | ||||
|         } | ||||
| 
 | ||||
|         return grey; | ||||
|     } | ||||
| 
 | ||||
|     vec3 unit_direction = unit_vector(r.direction()); | ||||
|     auto t = 0.5 * (unit_direction.y() + 1.0) + 0.5; | ||||
| 
 | ||||
|     return lerp(grey, pink, t); | ||||
| } | ||||
| 
 | ||||
| hittable_list random_scene() | ||||
| { | ||||
|     hittable_list world; | ||||
| 
 | ||||
| 
 | ||||
|     //auto ground_material = make_shared<lambertian>(pink);
 | ||||
|     //world.add(make_shared<sphere>(point3(0,-1000,0), 1000, ground_material));
 | ||||
| 
 | ||||
|     //for (int a = -11; a < 11; a++)
 | ||||
|     //{
 | ||||
|     //    for (int b = -11; b < 11; b++)
 | ||||
|     //    {
 | ||||
|     //        auto choose_mat = random_double();
 | ||||
|     //        point3 centre(a + 0.9*random_double(), 0.2, b + 0.9*random_double());
 | ||||
| 
 | ||||
|     //        if ((centre - point3(4, 0.2, 0)).length() > 0.9)
 | ||||
|     //        {
 | ||||
|     //            shared_ptr<material> sphere_material;
 | ||||
| 
 | ||||
|     //            if (choose_mat < 0.8)
 | ||||
|     //            {
 | ||||
|     //                // diffuse
 | ||||
|     //                //auto albedo = colour::random() * colour::random();
 | ||||
|     //                sphere_material = make_shared<lambertian>(pink);
 | ||||
|     //                world.add(make_shared<sphere>(centre, 0.2, sphere_material));
 | ||||
|     //            }
 | ||||
|     //            else if (choose_mat < 0.95)
 | ||||
|     //            {
 | ||||
|     //                // metal
 | ||||
|     //                auto fuzz = random_double(0, 0.5);
 | ||||
|     //                sphere_material = make_shared<metal>(pink, fuzz);
 | ||||
|     //                world.add(make_shared<sphere>(centre, 0.2, sphere_material));
 | ||||
|     //            }
 | ||||
|     //            else
 | ||||
|     //            {
 | ||||
|     //                // 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; | ||||
| } | ||||
| @ -1,9 +1,8 @@ | ||||
| #pragma once | ||||
| 
 | ||||
| #include <cmath> | ||||
| #include <iostream> | ||||
| 
 | ||||
| #include "rtweekend.h" | ||||
| #include "math.h" | ||||
| 
 | ||||
| class vec3 | ||||
| { | ||||
| @ -129,57 +128,3 @@ inline vec3 unit_vector(vec3 v) | ||||
|     return v / v.length(); | ||||
| } | ||||
| 
 | ||||
| vec3 random_in_unit_sphere() | ||||
| { | ||||
|     while (true) | ||||
|     { | ||||
|         auto p = vec3::random(-1,1); | ||||
|         if (p.length_squared() >= 1) continue; | ||||
|         return p; | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| vec3 random_unit_vector() | ||||
| { | ||||
|     auto a = random_double(0, 2*pi); | ||||
|     auto z = random_double(-1,1); | ||||
|     auto r = sqrt(1 - z*z); | ||||
|     return vec3(r*cos(a), r*sin(a), z); | ||||
| } | ||||
| 
 | ||||
| vec3 random_in_hemisphere(const vec3& normal) | ||||
| { | ||||
|     vec3 in_unit_sphere = random_in_unit_sphere(); | ||||
|     if (dot(in_unit_sphere, normal) > 0.0) | ||||
|     { | ||||
|         return in_unit_sphere; | ||||
|     } | ||||
|     else | ||||
|     { | ||||
|         return -in_unit_sphere; | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| vec3 random_in_unit_disk() | ||||
| { | ||||
|     while(true) | ||||
|     { | ||||
|         auto p = vec3(random_double(-1,1), random_double(-1,1), 0); | ||||
|         if (p.length_squared() >= 1) continue; | ||||
|         return p; | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| vec3 reflect(const vec3& v, const vec3& n) | ||||
| { | ||||
|     return v - 2*dot(v,n)*n; | ||||
| } | ||||
| 
 | ||||
| vec3 refract(const vec3& uv, const vec3& n, double etai_over_etat) | ||||
| { | ||||
|     auto cos_theta = dot(-uv, n); | ||||
|     vec3 r_out_parallel = etai_over_etat * (uv + cos_theta*n); | ||||
|     vec3 r_out_perp = -sqrt(1.0 - r_out_parallel.length_squared()) * n; | ||||
| 
 | ||||
|     return r_out_parallel + r_out_perp; | ||||
| } | ||||
							
								
								
									
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								src/camera.cpp
									
									
									
									
									
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							| @ -0,0 +1,37 @@ | ||||
| #include "camera.h" | ||||
| 
 | ||||
| camera::camera( | ||||
|     point3  lookfrom, | ||||
|     point3  lookat, | ||||
|     vec3    vup, | ||||
|     double  vfov,   // vertical field of view in degrees
 | ||||
|     double  aspect_ratio, | ||||
|     double  aperture, | ||||
|     double  focus_dist) | ||||
| { | ||||
|     auto theta = degrees_to_radians(vfov); | ||||
|     auto h = tan(theta/2); | ||||
|     auto viewport_height = 2.0 * h; | ||||
|     auto viewport_width = aspect_ratio * viewport_height; | ||||
| 
 | ||||
|     w_ = unit_vector(lookfrom - lookat); | ||||
|     u_ = unit_vector(cross(vup, w_)); | ||||
|     v_ = cross(w_, u_); | ||||
| 
 | ||||
|     origin_ = lookfrom; | ||||
|     horizontal_ = focus_dist * viewport_width * u_; | ||||
|     vertical_ = focus_dist * viewport_height * v_; | ||||
|     lower_left_corner_ = origin_ - horizontal_/2 - vertical_/2 - focus_dist * w_; | ||||
| 
 | ||||
|     lens_radius_ = aperture / 2; | ||||
| } | ||||
| 
 | ||||
| ray camera::get_ray(double s, double t) const | ||||
| { | ||||
|     vec3 rd = lens_radius_ * random_in_unit_disk(); | ||||
|     vec3 offset = (u_ * rd.x()) + (v_ * rd.y()); | ||||
| 
 | ||||
|     return ray( | ||||
|         origin_ + offset, | ||||
|         lower_left_corner_ + s*horizontal_ + t*vertical_ - origin_ - offset); | ||||
| } | ||||
							
								
								
									
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							| @ -1,51 +1,29 @@ | ||||
| #pragma once | ||||
| 
 | ||||
| #include "rtweekend.h" | ||||
| #include "math.h" | ||||
| #include "vec3.h" | ||||
| #include "ray.h" | ||||
| #include "image.h" | ||||
| 
 | ||||
| class camera | ||||
| { | ||||
|     public: | ||||
|         camera( | ||||
|             point3  lookfrom, | ||||
|             point3  lookat, | ||||
|             vec3    vup, | ||||
|             double  vfov,   // vertical field of view in degrees
 | ||||
|             double  aspect_ratio, | ||||
|             double  aperture, | ||||
|             double  focus_dist) | ||||
|         { | ||||
|             auto theta = degrees_to_radians(vfov); | ||||
|             auto h = tan(theta/2); | ||||
|             auto viewport_height = 2.0 * h; | ||||
|             auto viewport_width = aspect_ratio * viewport_height; | ||||
| public: | ||||
|     camera( | ||||
|         point3  lookfrom, | ||||
|         point3  lookat, | ||||
|         vec3    vup, | ||||
|         double  vfov,   // vertical field of view in degrees
 | ||||
|         double  aspect_ratio, | ||||
|         double  aperture, | ||||
|         double  focus_dist); | ||||
| 
 | ||||
|             w_ = unit_vector(lookfrom - lookat); | ||||
|             u_ = unit_vector(cross(vup, w_)); | ||||
|             v_ = cross(w_, u_); | ||||
|     ray get_ray(double s, double t) const;  | ||||
| 
 | ||||
|             origin_ = lookfrom; | ||||
|             horizontal_ = focus_dist * viewport_width * u_; | ||||
|             vertical_ = focus_dist * viewport_height * v_; | ||||
|             lower_left_corner_ = origin_ - horizontal_/2 - vertical_/2 - focus_dist * w_; | ||||
| 
 | ||||
|             lens_radius_ = aperture / 2; | ||||
|         } | ||||
| 
 | ||||
|         ray get_ray(double s, double t) const  | ||||
|         { | ||||
|             vec3 rd = lens_radius_ * random_in_unit_disk(); | ||||
|             vec3 offset = (u_ * rd.x()) + (v_ * rd.y()); | ||||
| 
 | ||||
|             return ray( | ||||
|                 origin_ + offset, | ||||
|                 lower_left_corner_ + s*horizontal_ + t*vertical_ - origin_ - offset); | ||||
|         } | ||||
| 
 | ||||
|     private: | ||||
|         point3  origin_; | ||||
|         point3  lower_left_corner_; | ||||
|         vec3    horizontal_; | ||||
|         vec3    vertical_; | ||||
|         vec3    u_, v_, w_; | ||||
|         double  lens_radius_; | ||||
| private: | ||||
|     point3  origin_; | ||||
|     point3  lower_left_corner_; | ||||
|     vec3    horizontal_; | ||||
|     vec3    vertical_; | ||||
|     vec3    u_, v_, w_; | ||||
|     double  lens_radius_; | ||||
| }; | ||||
|  | ||||
							
								
								
									
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							| @ -0,0 +1 @@ | ||||
| #include "foo.h" | ||||
							
								
								
									
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							| @ -1,17 +1,11 @@ | ||||
| #include "rtweekend.h" | ||||
| 
 | ||||
| #include "hittable_list.h" | ||||
| #include "sphere.h" | ||||
| 
 | ||||
| void error(const char* message) | ||||
| { | ||||
|     perror(message); | ||||
|     exit(1); | ||||
| } | ||||
| #include "scene.h" | ||||
| 
 | ||||
| #include "colour.h" | ||||
| #include "camera.h" | ||||
| #include "material.h" | ||||
| #include "image.h" | ||||
| 
 | ||||
| #include <iostream> | ||||
| 
 | ||||
| @ -22,110 +16,6 @@ void error(const char* message) | ||||
| #include <sys/socket.h> | ||||
| #include <netinet/in.h> | ||||
| 
 | ||||
| const double ASPECT_RATIO = 1.0; | ||||
| const unsigned int WIDTH = 256; | ||||
| const unsigned int HEIGHT = static_cast<int>(WIDTH / ASPECT_RATIO); | ||||
| const int SAMPLES_PER_PIXEL = 8; | ||||
| const int MAX_DEPTH = 5; | ||||
| 
 | ||||
| // fee2aa
 | ||||
| // 
 | ||||
| const colour pink(254.0/255.0, 226.0/255.0, 170.0/255.0); | ||||
| const colour grey(0.133, 0.133, 0.133); | ||||
| 
 | ||||
| colour ray_colour(const ray& r, const hittable& world, int depth) | ||||
| { | ||||
|     hit_record rec; | ||||
|     if (depth <= 0) | ||||
|     { | ||||
|         return grey; | ||||
|     } | ||||
| 
 | ||||
|     if (world.hit(r, 0.001, infinity, rec)) | ||||
|     { | ||||
|         ray     scattered; | ||||
|         colour  attenuation; | ||||
| 
 | ||||
|         if (rec.mat_ptr->scatter(r, rec, attenuation, scattered)) | ||||
|         { | ||||
|             return attenuation * ray_colour(scattered, world, depth-1); | ||||
|         } | ||||
| 
 | ||||
|         return grey; | ||||
|     } | ||||
| 
 | ||||
|     vec3 unit_direction = unit_vector(r.direction()); | ||||
|     auto t = 0.5 * (unit_direction.y() + 1.0) + 0.5; | ||||
| 
 | ||||
|     return lerp(grey, pink, t); | ||||
| } | ||||
| 
 | ||||
| hittable_list random_scene() | ||||
| { | ||||
|     hittable_list world; | ||||
| 
 | ||||
| 
 | ||||
|     //auto ground_material = make_shared<lambertian>(pink);
 | ||||
|     //world.add(make_shared<sphere>(point3(0,-1000,0), 1000, ground_material));
 | ||||
| 
 | ||||
|     //for (int a = -11; a < 11; a++)
 | ||||
|     //{
 | ||||
|     //    for (int b = -11; b < 11; b++)
 | ||||
|     //    {
 | ||||
|     //        auto choose_mat = random_double();
 | ||||
|     //        point3 centre(a + 0.9*random_double(), 0.2, b + 0.9*random_double());
 | ||||
| 
 | ||||
|     //        if ((centre - point3(4, 0.2, 0)).length() > 0.9)
 | ||||
|     //        {
 | ||||
|     //            shared_ptr<material> sphere_material;
 | ||||
| 
 | ||||
|     //            if (choose_mat < 0.8)
 | ||||
|     //            {
 | ||||
|     //                // diffuse
 | ||||
|     //                //auto albedo = colour::random() * colour::random();
 | ||||
|     //                sphere_material = make_shared<lambertian>(pink);
 | ||||
|     //                world.add(make_shared<sphere>(centre, 0.2, sphere_material));
 | ||||
|     //            }
 | ||||
|     //            else if (choose_mat < 0.95)
 | ||||
|     //            {
 | ||||
|     //                // metal
 | ||||
|     //                auto fuzz = random_double(0, 0.5);
 | ||||
|     //                sphere_material = make_shared<metal>(pink, fuzz);
 | ||||
|     //                world.add(make_shared<sphere>(centre, 0.2, sphere_material));
 | ||||
|     //            }
 | ||||
|     //            else
 | ||||
|     //            {
 | ||||
|     //                // 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); | ||||
|  | ||||
							
								
								
									
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							| @ -0,0 +1 @@ | ||||
| 
 | ||||
							
								
								
									
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							| @ -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 | ||||
|  | ||||
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