Compare commits
6 Commits
Author | SHA1 | Date |
---|---|---|
ktyl | 5e880633eb | |
ktyl | 3d2c8e83a6 | |
ktyl | 75e9bac556 | |
ktyl | 5e36789d2a | |
ktyl | cd05d5571b | |
ktyl | 577867ca35 |
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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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19
README.md
19
README.md
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@ -7,3 +7,22 @@ Originally based on https://raytracing.github.io/
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Original repository at https://github.com/ktyldev/flark
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https://www.linuxhowtos.org/C_C++/socket.htm
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## todo
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* [x] waits for connection
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* [x] send a message to the client
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* [x] move core rendering out of main.cpp
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* [x] combine 'hittable' 'hittable_list' and 'scene' in 'world'
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* [x] send rendered image data to client
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* [x] form image file on client
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* [x] extract netcode from main
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* [ ] specify protocol format
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* [ ] receive imaging command
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* [x] render image
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* [x] send image data
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* [ ] send image data using udp
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* [ ] send telemetry
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* [ ] compress image before sending
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@ -0,0 +1,29 @@
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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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@ -0,0 +1,29 @@
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#pragma once
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#include "error.h"
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#include "vec3.h"
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// for writing to stdout
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#include <iostream>
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// for writing to socket
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#include <unistd.h>
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class colour : public vec3
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{
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using vec3::vec3;
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public:
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friend colour operator*(const colour& u, const colour& v);
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friend colour lerp(const colour& a, const colour& b, double t);
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colour correct_gamma(int samples);
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friend void write_colour_to_socket(int sockfd, colour pixel_colour, int samples_per_pixel);
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friend void write_colour_to_stream(std::ostream &out, colour pixel_colour, int samples_per_pixel);
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friend int format_component(double component);
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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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@ -0,0 +1,5 @@
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#pragma once
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#include <iostream>
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void error(const char* message);
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@ -0,0 +1 @@
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#include <iostream>
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@ -0,0 +1,23 @@
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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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class material;
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struct hit_record
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{
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point3 p;
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vec3 normal;
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std::shared_ptr<material> mat_ptr;
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double t;
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bool front_face;
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inline void set_face_normal(const ray& r, const vec3& outward_normal)
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{
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front_face = dot(r.direction(), outward_normal) < 0;
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normal = front_face ? outward_normal : -outward_normal;
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}
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};
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@ -0,0 +1,10 @@
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#pragma once
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#include "ray.h"
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#include "hit_record.h"
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class hittable
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{
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public:
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virtual bool hit(const ray& r, double tMin, double tMax, hit_record& rec) const = 0;
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};
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@ -20,21 +20,3 @@ class hittable_list : public hittable
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std::vector<std::shared_ptr<hittable>> objects_;
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};
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bool hittable_list::hit(const ray& r, double t_min, double t_max, hit_record& rec) const
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{
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hit_record temp_rec;
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bool hit_anything = false;
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auto closest_so_far = t_max;
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for (const auto& object : objects_)
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{
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if (object->hit(r, t_min, closest_so_far, temp_rec))
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{
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hit_anything = true;
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closest_so_far = temp_rec.t;
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rec = temp_rec;
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}
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}
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return hit_anything;
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}
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@ -1,7 +1,7 @@
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#pragma once
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#include "rtweekend.h"
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#include "hittable.h"
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#include "hit_record.h"
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class material
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{
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@ -13,13 +13,6 @@ class material
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ray& scattered) const = 0;
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};
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double schlick(double cosine, double refraction_index)
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{
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auto r0 = (1-refraction_index) / (1+refraction_index);
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r0 = r0*r0;
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return r0 + (1-r0)*pow(1-cosine, 5);
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}
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class lambertian : public material
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{
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public:
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@ -31,7 +24,7 @@ class lambertian : public material
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colour& attenuation,
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ray& scattered) const
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{
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vec3 scatter_direction = rec.normal + random_unit_vector();
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vec3 scatter_direction = rec.normal + vec3::random_unit_vector();
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scattered = ray(rec.p, scatter_direction);
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attenuation = albedo_;
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return true;
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@ -54,8 +47,8 @@ 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 = reflect(unit_vector(r_in.direction()), rec.normal);
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scattered = ray(rec.p, reflected + fuzz_*random_in_unit_sphere());
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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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}
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@ -79,7 +72,7 @@ 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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@ -91,7 +84,7 @@ class dielectric : public material
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}
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double reflect_prob = schlick(cos_theta, etai_over_etat);
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if (random_double() < reflect_prob)
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if (math::random_double() < reflect_prob)
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{
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vec3 reflected = reflect(unit_direction, rec.normal);
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scattered = ray(rec.p, reflected);
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@ -106,4 +99,11 @@ class dielectric : public material
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private:
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double refraction_index_;
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double schlick(double cosine, double refraction_index) const
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{
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auto r0 = (1-refraction_index) / (1+refraction_index);
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r0 = r0*r0;
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return r0 + (1-r0)*pow(1-cosine, 5);
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}
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};
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@ -0,0 +1,15 @@
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#pragma once
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#include <cmath>
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class math
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{
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public:
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static constexpr double infinity = std::numeric_limits<double>::infinity();
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static constexpr double pi = 3.1415926535897932385;
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static double degrees_to_radians(double degrees);
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static double random_double();
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static double random_double(double min, double max);
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static double clamp(double x, double min, double max);
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};
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@ -0,0 +1,9 @@
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#pragma once
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// file descriptor of the socket we're listening for connections on
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//
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// returns fd for the client connection
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int accept_client(int sockfd);
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int wait_for_client(int& sockfd);
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void send_message(int sock, const char* message);
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void send_image_dimensions(int sock, unsigned int width, unsigned int height);
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@ -0,0 +1,23 @@
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#pragma once
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#include "hittable.h"
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#include "vec3.h"
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class sphere : public hittable
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{
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public:
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sphere() {}
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sphere(point3 centre, double r, std::shared_ptr<material> m) :
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centre_(centre),
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radius_(r),
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mat_ptr_(m)
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{};
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virtual bool hit(const ray& r, double t_min, double t_max, hit_record& rec) const;
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private:
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point3 centre_;
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double radius_;
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std::shared_ptr<material> mat_ptr_;
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};
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@ -0,0 +1,55 @@
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#pragma once
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#include <iostream>
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#include "math.h"
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class vec3
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{
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public:
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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 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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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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vec3& operator*=(const double t);
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vec3& operator/=(const double t);
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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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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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private:
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double e[3];
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};
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// type aliases for vec3
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using point3 = vec3; // 3D point
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@ -0,0 +1,17 @@
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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_list.h"
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class world : public hittable_list
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{
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public:
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static world* close_glass_sphere();
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static world* orb_field();
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friend colour trace(const world& world, const ray& ray, int depth);
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};
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@ -0,0 +1,38 @@
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#include "math.h"
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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 = math::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_ = 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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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_ * vec3::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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}
|
52
src/camera.h
52
src/camera.h
|
@ -1,52 +0,0 @@
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#pragma once
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#include "rtweekend.h"
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#include "image.h"
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|
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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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|
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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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|
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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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|
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lens_radius_ = aperture / 2;
|
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}
|
||||
|
||||
ray get_ray(double s, double t) const
|
||||
{
|
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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);
|
||||
}
|
||||
|
||||
private:
|
||||
point3 origin_;
|
||||
point3 lower_left_corner_;
|
||||
vec3 horizontal_;
|
||||
vec3 vertical_;
|
||||
vec3 u_, v_, w_;
|
||||
double lens_radius_;
|
||||
};
|
|
@ -1,21 +1,10 @@
|
|||
#pragma once
|
||||
#include "colour.h"
|
||||
|
||||
#include "rtweekend.h"
|
||||
|
||||
// for writing to stdout
|
||||
#include <iostream>
|
||||
|
||||
// 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)
|
||||
colour colour::correct_gamma(int samples)
|
||||
{
|
||||
double r = pixel_colour.x();
|
||||
double g = pixel_colour.y();
|
||||
double b = pixel_colour.z();
|
||||
double r = x();
|
||||
double g = y();
|
||||
double b = z();
|
||||
|
||||
// divide the colour total by the number of samples and gamma-correct for gamma=2.0
|
||||
auto scale = 1.0 / samples;
|
||||
|
@ -23,31 +12,17 @@ void correct_gamma(colour& pixel_colour, int samples)
|
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g = sqrt(scale * g);
|
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b = sqrt(scale * b);
|
||||
|
||||
pixel_colour = colour(r, g, b);
|
||||
}
|
||||
|
||||
void write_colour_to_stream(std::ostream &out, colour pixel_colour, int samples_per_pixel)
|
||||
{
|
||||
correct_gamma(pixel_colour, samples_per_pixel);
|
||||
|
||||
auto r = pixel_colour.x();
|
||||
auto g = pixel_colour.y();
|
||||
auto b = pixel_colour.z();
|
||||
|
||||
// write the translated [0,255] value of each colour component.
|
||||
out << static_cast<int>(256 * clamp(r, 0.0, 0.999)) << ' '
|
||||
<< static_cast<int>(256 * clamp(g, 0.0, 0.999)) << ' '
|
||||
<< static_cast<int>(256 * clamp(b, 0.0, 0.999)) << '\n';
|
||||
return colour(r, g, b);
|
||||
}
|
||||
|
||||
int format_component(double component)
|
||||
{
|
||||
return int(256 * clamp(component, 0.0, 0.999));
|
||||
return int(256 * math::clamp(component, 0.0, 0.999));
|
||||
}
|
||||
|
||||
void write_colour_to_socket(int sockfd, colour pixel_colour, int samples_per_pixel)
|
||||
{
|
||||
correct_gamma(pixel_colour, samples_per_pixel);
|
||||
pixel_colour = pixel_colour.correct_gamma(samples_per_pixel);
|
||||
|
||||
int r = format_component(pixel_colour.x());
|
||||
int g = format_component(pixel_colour.y());
|
||||
|
@ -64,3 +39,29 @@ void write_colour_to_socket(int sockfd, colour pixel_colour, int samples_per_pix
|
|||
error("ERROR writing colour to socket");
|
||||
}
|
||||
}
|
||||
|
||||
void write_colour_to_stream(std::ostream &out, colour pixel_colour, int samples_per_pixel)
|
||||
{
|
||||
pixel_colour = pixel_colour.correct_gamma(samples_per_pixel);
|
||||
|
||||
auto r = pixel_colour.x();
|
||||
auto g = pixel_colour.y();
|
||||
auto b = pixel_colour.z();
|
||||
|
||||
// write the translated [0,255] value of each colour component.
|
||||
out << format_component(r) << ' '
|
||||
<< format_component(g) << ' '
|
||||
<< format_component(b) << '\n';
|
||||
}
|
||||
|
||||
colour operator*(const colour& u, const colour& v)
|
||||
{
|
||||
vec3 value = (vec3)u * (vec3)v;
|
||||
return colour(value.x(), value.y(), value.z());
|
||||
}
|
||||
|
||||
colour lerp(const colour& a, const colour& b, double t)
|
||||
{
|
||||
vec3 value = lerp((vec3)a, (vec3)b, t);
|
||||
return colour(value.x(), value.y(), value.z());
|
||||
}
|
|
@ -1,4 +1,4 @@
|
|||
#include <iostream>
|
||||
#include "error.h"
|
||||
|
||||
void error(const char* message)
|
||||
{
|
|
@ -1,27 +0,0 @@
|
|||
#pragma once
|
||||
|
||||
#include "rtweekend.h"
|
||||
#include "ray.h"
|
||||
|
||||
class material;
|
||||
|
||||
struct hit_record
|
||||
{
|
||||
point3 p;
|
||||
vec3 normal;
|
||||
shared_ptr<material> mat_ptr;
|
||||
double t;
|
||||
bool front_face;
|
||||
|
||||
inline void set_face_normal(const ray& r, const vec3& outward_normal)
|
||||
{
|
||||
front_face = dot(r.direction(), outward_normal) < 0;
|
||||
normal = front_face ? outward_normal : -outward_normal;
|
||||
}
|
||||
};
|
||||
|
||||
class hittable
|
||||
{
|
||||
public:
|
||||
virtual bool hit(const ray& r, double tMin, double tMax, hit_record& rec) const = 0;
|
||||
};
|
|
@ -0,0 +1,20 @@
|
|||
#include "hittable_list.h"
|
||||
|
||||
bool hittable_list::hit(const ray& r, double t_min, double t_max, hit_record& rec) const
|
||||
{
|
||||
hit_record temp_rec;
|
||||
bool hit_anything = false;
|
||||
auto closest_so_far = t_max;
|
||||
|
||||
for (const auto& object : objects_)
|
||||
{
|
||||
if (object->hit(r, t_min, closest_so_far, temp_rec))
|
||||
{
|
||||
hit_anything = true;
|
||||
closest_so_far = temp_rec.t;
|
||||
rec = temp_rec;
|
||||
}
|
||||
}
|
||||
|
||||
return hit_anything;
|
||||
}
|
116
src/main.cpp
116
src/main.cpp
|
@ -1,112 +1,14 @@
|
|||
#include "rtweekend.h"
|
||||
|
||||
#include "scene.h"
|
||||
|
||||
#include "colour.h"
|
||||
#include "camera.h"
|
||||
#include "material.h"
|
||||
#include "image.h"
|
||||
#include "world.h"
|
||||
#include "network.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
#include <string.h>
|
||||
|
||||
#include <unistd.h>
|
||||
#include <sys/types.h>
|
||||
#include <sys/socket.h>
|
||||
#include <netinet/in.h>
|
||||
|
||||
// file descriptor of the socket we're listening for connections on
|
||||
//
|
||||
// returns fd for the client connection
|
||||
int accept_client(int sockfd)
|
||||
{
|
||||
int newsockfd;
|
||||
struct sockaddr_in cli_addr;
|
||||
socklen_t clilen = sizeof(cli_addr);
|
||||
|
||||
newsockfd = accept(sockfd, (struct sockaddr*)&cli_addr, &clilen);
|
||||
if (newsockfd < 0)
|
||||
{
|
||||
error("ERROR accepting client");
|
||||
}
|
||||
|
||||
return newsockfd;
|
||||
}
|
||||
|
||||
int wait_for_client(int& sockfd)
|
||||
{
|
||||
int newsockfd;
|
||||
struct sockaddr_in serv_addr;
|
||||
|
||||
// open socket and await connection from client
|
||||
sockfd = socket(AF_INET, SOCK_STREAM, 0);
|
||||
if (sockfd < 0)
|
||||
{
|
||||
error("ERROR creating socket");
|
||||
}
|
||||
|
||||
bzero((char*)&serv_addr, sizeof(serv_addr));
|
||||
|
||||
// we successfully created the socket, configure it for binding
|
||||
serv_addr.sin_family = AF_INET;
|
||||
serv_addr.sin_addr.s_addr = INADDR_ANY;
|
||||
serv_addr.sin_port = htons(64999); // convert number from host to network byte order
|
||||
|
||||
// this is a bit of developer QoL so we can iterate more quickly
|
||||
// TODO: make it possible to disable this debug/release build configuration
|
||||
const int enable = 1;
|
||||
if (setsockopt(sockfd, SOL_SOCKET, SO_REUSEADDR, &enable, sizeof(int)) < 0)
|
||||
{
|
||||
error("ERROR setsockopt(SO_REUSEADDR) failed");
|
||||
}
|
||||
if (setsockopt(sockfd, SOL_SOCKET, SO_REUSEPORT, &enable, sizeof(int)) < 0)
|
||||
{
|
||||
error("ERROR setsockopt(SO_REUSEPORT) failed");
|
||||
}
|
||||
|
||||
// bind the socket
|
||||
if (bind(sockfd, (struct sockaddr*)&serv_addr, sizeof(serv_addr)) < 0)
|
||||
{
|
||||
error("ERROR binding socket");
|
||||
}
|
||||
|
||||
// successfully bound socket, start listening for connections
|
||||
listen(sockfd, 5);
|
||||
|
||||
newsockfd = accept_client(sockfd);
|
||||
return newsockfd;
|
||||
}
|
||||
|
||||
void send_message(int sock, const char* message)
|
||||
{
|
||||
int written = write(sock, message, strlen(message));
|
||||
if (written < 0)
|
||||
{
|
||||
error("ERROR sending message to the client");
|
||||
}
|
||||
printf("SEND %s\n", message);
|
||||
}
|
||||
|
||||
void send_image_dimensions(int sock, unsigned int width, unsigned int height)
|
||||
{
|
||||
// https://linux.die.net/man/3/htons
|
||||
width = htonl(width);
|
||||
height = htonl(height);
|
||||
|
||||
int written = write(sock, &width, sizeof(uint32_t));
|
||||
if (written < 0)
|
||||
{
|
||||
error("ERROR writing width");
|
||||
}
|
||||
written = write(sock, &height, sizeof(uint32_t));
|
||||
if (written < 0)
|
||||
{
|
||||
error("ERROR writing height");
|
||||
}
|
||||
}
|
||||
|
||||
void render(camera& cam, hittable_list& world, int client_sock)
|
||||
void render(camera& cam, const world& world, int client_sock)
|
||||
{
|
||||
for (int j = HEIGHT - 1; j >= 0; --j)
|
||||
{
|
||||
|
@ -117,10 +19,10 @@ void render(camera& cam, hittable_list& world, int client_sock)
|
|||
|
||||
for (int s = 0; s < SAMPLES_PER_PIXEL; ++s)
|
||||
{
|
||||
auto u = (i + random_double()) / (WIDTH-1);
|
||||
auto v = (j + random_double()) / (HEIGHT-1);
|
||||
auto u = (i + math::random_double()) / (WIDTH-1);
|
||||
auto v = (j + math::random_double()) / (HEIGHT-1);
|
||||
ray r = cam.get_ray(u, v);
|
||||
pixel_colour += ray_colour(r, world, MAX_DEPTH);
|
||||
pixel_colour += trace(world, r, MAX_DEPTH);
|
||||
}
|
||||
|
||||
// TODO: we should instead write our output to some buffer in memory
|
||||
|
@ -142,8 +44,6 @@ int main()
|
|||
|
||||
//std::cout << "P3\n" << WIDTH << ' ' << HEIGHT << "\n255\n";
|
||||
|
||||
hittable_list world = random_scene();
|
||||
|
||||
auto dist_to_target = 10.0;
|
||||
auto dist_to_focus = dist_to_target + 1.0;
|
||||
auto cam_y = 1.0;
|
||||
|
@ -154,7 +54,9 @@ int main()
|
|||
|
||||
camera cam(lookfrom, lookat, vup, 47, ASPECT_RATIO, aperture, dist_to_focus);
|
||||
|
||||
render(cam, world, newsockfd);
|
||||
const world* world = world::close_glass_sphere();
|
||||
|
||||
render(cam, *world, newsockfd);
|
||||
|
||||
// close client socket
|
||||
close(newsockfd);
|
||||
|
|
|
@ -0,0 +1,25 @@
|
|||
#include "math.h"
|
||||
|
||||
double math::random_double()
|
||||
{
|
||||
// returns a random real in [0,1)
|
||||
return rand() / (RAND_MAX + 1.0);
|
||||
}
|
||||
|
||||
double math::random_double(double min, double max)
|
||||
{
|
||||
// returns a random real in [min,max)
|
||||
return min + (max-min)*math::random_double();
|
||||
}
|
||||
|
||||
double math::degrees_to_radians(double degrees)
|
||||
{
|
||||
return degrees * math::pi / 180;
|
||||
}
|
||||
|
||||
double math::clamp(double x, double min, double max)
|
||||
{
|
||||
if (x < min) return min;
|
||||
if (x > max) return max;
|
||||
return x;
|
||||
}
|
|
@ -0,0 +1,96 @@
|
|||
#include "network.h"
|
||||
#include "error.h"
|
||||
|
||||
#include <unistd.h>
|
||||
#include <sys/types.h>
|
||||
#include <sys/socket.h>
|
||||
#include <netinet/in.h>
|
||||
#include <cstring>
|
||||
|
||||
int accept_client(int sockfd)
|
||||
{
|
||||
int newsockfd;
|
||||
struct sockaddr_in cli_addr;
|
||||
socklen_t clilen = sizeof(cli_addr);
|
||||
|
||||
newsockfd = accept(sockfd, (struct sockaddr*)&cli_addr, &clilen);
|
||||
if (newsockfd < 0)
|
||||
{
|
||||
error("ERROR accepting client");
|
||||
}
|
||||
|
||||
return newsockfd;
|
||||
}
|
||||
|
||||
int wait_for_client(int& sockfd)
|
||||
{
|
||||
int newsockfd;
|
||||
struct sockaddr_in serv_addr;
|
||||
|
||||
// open socket and await connection from client
|
||||
sockfd = socket(AF_INET, SOCK_STREAM, 0);
|
||||
if (sockfd < 0)
|
||||
{
|
||||
error("ERROR creating socket");
|
||||
}
|
||||
|
||||
bzero((char*)&serv_addr, sizeof(serv_addr));
|
||||
|
||||
// we successfully created the socket, configure it for binding
|
||||
serv_addr.sin_family = AF_INET;
|
||||
serv_addr.sin_addr.s_addr = INADDR_ANY;
|
||||
serv_addr.sin_port = htons(64999); // convert number from host to network byte order
|
||||
|
||||
// this is a bit of developer QoL so we can iterate more quickly
|
||||
// TODO: make it possible to disable this debug/release build configuration
|
||||
const int enable = 1;
|
||||
if (setsockopt(sockfd, SOL_SOCKET, SO_REUSEADDR, &enable, sizeof(int)) < 0)
|
||||
{
|
||||
error("ERROR setsockopt(SO_REUSEADDR) failed");
|
||||
}
|
||||
if (setsockopt(sockfd, SOL_SOCKET, SO_REUSEPORT, &enable, sizeof(int)) < 0)
|
||||
{
|
||||
error("ERROR setsockopt(SO_REUSEPORT) failed");
|
||||
}
|
||||
|
||||
// bind the socket
|
||||
if (bind(sockfd, (struct sockaddr*)&serv_addr, sizeof(serv_addr)) < 0)
|
||||
{
|
||||
error("ERROR binding socket");
|
||||
}
|
||||
|
||||
// successfully bound socket, start listening for connections
|
||||
listen(sockfd, 5);
|
||||
|
||||
newsockfd = accept_client(sockfd);
|
||||
return newsockfd;
|
||||
}
|
||||
|
||||
void send_message(int sock, const char* message)
|
||||
{
|
||||
int written = write(sock, message, strlen(message));
|
||||
if (written < 0)
|
||||
{
|
||||
error("ERROR sending message to the client");
|
||||
}
|
||||
printf("SEND %s\n", message);
|
||||
}
|
||||
|
||||
void send_image_dimensions(int sock, unsigned int width, unsigned int height)
|
||||
{
|
||||
// https://linux.die.net/man/3/htons
|
||||
width = htonl(width);
|
||||
height = htonl(height);
|
||||
|
||||
int written = write(sock, &width, sizeof(uint32_t));
|
||||
if (written < 0)
|
||||
{
|
||||
error("ERROR writing width");
|
||||
}
|
||||
written = write(sock, &height, sizeof(uint32_t));
|
||||
if (written < 0)
|
||||
{
|
||||
error("ERROR writing height");
|
||||
}
|
||||
}
|
||||
|
|
@ -1,48 +0,0 @@
|
|||
#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;
|
||||
}
|
||||
|
||||
inline double random_double()
|
||||
{
|
||||
// returns a random real in [0,1)
|
||||
return rand() / (RAND_MAX + 1.0);
|
||||
}
|
||||
|
||||
inline double random_double(double min, double max)
|
||||
{
|
||||
// returns a random real in [min,max)
|
||||
return min + (max-min)*random_double();
|
||||
}
|
||||
|
||||
inline double clamp(double x, double min, double max)
|
||||
{
|
||||
if (x < min) return min;
|
||||
if (x > max) return max;
|
||||
return x;
|
||||
}
|
||||
|
||||
// common headers
|
||||
|
||||
#include "error.h"
|
||||
#include "ray.h"
|
||||
#include "vec3.h"
|
99
src/scene.h
99
src/scene.h
|
@ -1,99 +0,0 @@
|
|||
#pragma once
|
||||
|
||||
#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;
|
||||
}
|
|
@ -1,25 +1,4 @@
|
|||
#pragma once
|
||||
|
||||
#include "hittable.h"
|
||||
#include "vec3.h"
|
||||
|
||||
class sphere : public hittable
|
||||
{
|
||||
public:
|
||||
sphere() {}
|
||||
sphere(point3 centre, double r, shared_ptr<material> m) :
|
||||
centre_(centre),
|
||||
radius_(r),
|
||||
mat_ptr_(m)
|
||||
{};
|
||||
|
||||
virtual bool hit(const ray& r, double t_min, double t_max, hit_record& rec) const;
|
||||
|
||||
private:
|
||||
point3 centre_;
|
||||
double radius_;
|
||||
shared_ptr<material> mat_ptr_;
|
||||
};
|
||||
#include "sphere.h"
|
||||
|
||||
bool sphere::hit(const ray& r, double t_min, double t_max, hit_record& rec) const
|
||||
{
|
|
@ -0,0 +1,157 @@
|
|||
#include "vec3.h"
|
||||
|
||||
vec3 vec3::random()
|
||||
{
|
||||
return vec3(math::random_double(),math::random_double(),math::random_double());
|
||||
}
|
||||
|
||||
vec3 vec3::random(double min, double max)
|
||||
{
|
||||
return vec3(math::random_double(min,max),math::random_double(min,max),math::random_double(min,max));
|
||||
}
|
||||
|
||||
vec3 vec3::random_unit_vector()
|
||||
{
|
||||
auto a = math::random_double(0, 2 * math::pi);
|
||||
auto z = math::random_double(-1,1);
|
||||
auto r = sqrt(1 - z*z);
|
||||
return vec3(r*cos(a), r*sin(a), z);
|
||||
}
|
||||
|
||||
vec3 vec3::random_in_unit_disk()
|
||||
{
|
||||
while(true)
|
||||
{
|
||||
auto p = vec3(math::random_double(-1,1), math::random_double(-1,1), 0);
|
||||
if (p.length_squared() >= 1) continue;
|
||||
return p;
|
||||
}
|
||||
}
|
||||
|
||||
vec3 vec3::random_in_unit_sphere()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
auto p = vec3::random(-1,1);
|
||||
if (p.length_squared() >= 1) continue;
|
||||
return p;
|
||||
}
|
||||
}
|
||||
|
||||
vec3 vec3::random_in_hemisphere(const vec3& normal)
|
||||
{
|
||||
vec3 in_unit_sphere = vec3::random_in_unit_sphere();
|
||||
if (dot(in_unit_sphere, normal) > 0.0)
|
||||
{
|
||||
return in_unit_sphere;
|
||||
}
|
||||
else
|
||||
{
|
||||
return -in_unit_sphere;
|
||||
}
|
||||
}
|
||||
|
||||
vec3 normalize(vec3 v)
|
||||
{
|
||||
return v / v.length();
|
||||
}
|
||||
|
||||
double vec3::length() const
|
||||
{
|
||||
return std::sqrt(length_squared());
|
||||
}
|
||||
|
||||
double vec3::length_squared() const
|
||||
{
|
||||
return e[0]*e[0] + e[1]*e[1] + e[2]*e[2];
|
||||
}
|
||||
|
||||
vec3& vec3::operator+=(const vec3 &v)
|
||||
{
|
||||
e[0] += v.e[0];
|
||||
e[1] += v.e[1];
|
||||
e[2] += v.e[2];
|
||||
return *this;
|
||||
}
|
||||
|
||||
vec3& vec3::operator*=(const double t)
|
||||
{
|
||||
e[0] *= t;
|
||||
e[1] *= t;
|
||||
e[2] *= t;
|
||||
return *this;
|
||||
}
|
||||
|
||||
vec3& vec3::operator/=(const double t)
|
||||
{
|
||||
return *this *= 1 / t;
|
||||
}
|
||||
|
||||
std::ostream& operator<<(std::ostream &out, const vec3 &v)
|
||||
{
|
||||
return out << v.e[0] << ' ' << v.e[1] << ' ' << v.e[2];
|
||||
}
|
||||
|
||||
vec3 operator+(const vec3 &u, const vec3 &v)
|
||||
{
|
||||
return vec3(u.e[0] + v.e[0], u.e[1] + v.e[1], u.e[2] + v.e[2]);
|
||||
}
|
||||
|
||||
vec3 operator-(const vec3 &u, const vec3 &v)
|
||||
{
|
||||
return vec3(u.e[0] - v.e[0], u.e[1] - v.e[1], u.e[2] - v.e[2]);
|
||||
}
|
||||
|
||||
vec3 operator*(const vec3 &u, const vec3 &v)
|
||||
{
|
||||
return vec3(u.e[0] * v.e[0], u.e[1] * v.e[1], u.e[2] * v.e[2]);
|
||||
}
|
||||
|
||||
vec3 operator*(const vec3 &v, double t)
|
||||
{
|
||||
return t * v;
|
||||
}
|
||||
|
||||
vec3 operator*(double t, const vec3 &v)
|
||||
{
|
||||
return vec3(t * v.e[0], t * v.e[1], t * v.e[2]);
|
||||
}
|
||||
|
||||
vec3 operator/(vec3 v, double t)
|
||||
{
|
||||
return (1 / t) * v;
|
||||
}
|
||||
|
||||
vec3 lerp(const vec3 &a, const vec3 &b, double t)
|
||||
{
|
||||
return (1.0 - t) * a + t * b;
|
||||
}
|
||||
|
||||
double dot(const vec3 &u, const vec3 &v)
|
||||
{
|
||||
return u[0] * v[0]
|
||||
+ u[1] * v[1]
|
||||
+ u[2] * v[2];
|
||||
}
|
||||
|
||||
vec3 cross(const vec3 &u, const vec3 &v)
|
||||
{
|
||||
return vec3(u.e[1] * v.e[2] - u.e[2] * v.e[1],
|
||||
u.e[2] * v.e[0] - u.e[0] * v.e[2],
|
||||
u.e[0] * v.e[1] - u.e[1] * v.e[0]);
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
185
src/vec3.h
185
src/vec3.h
|
@ -1,185 +0,0 @@
|
|||
#pragma once
|
||||
|
||||
#include <cmath>
|
||||
#include <iostream>
|
||||
|
||||
#include "rtweekend.h"
|
||||
|
||||
class vec3
|
||||
{
|
||||
public:
|
||||
inline static vec3 random()
|
||||
{
|
||||
return vec3(random_double(),random_double(),random_double());
|
||||
}
|
||||
|
||||
inline static vec3 random(double min, double max)
|
||||
{
|
||||
return vec3(random_double(min,max),random_double(min,max),random_double(min,max));
|
||||
}
|
||||
|
||||
vec3() : e{0,0,0} {}
|
||||
vec3(double e0, double e1, double e2) : e{e0, e1, e2} {}
|
||||
|
||||
double x() const { return e[0]; }
|
||||
double y() const { return e[1]; }
|
||||
double z() const { return e[2]; }
|
||||
|
||||
vec3 operator-() const { return vec3(-e[0], -e[1], -e[2]); }
|
||||
double operator[](int i) const { return e[i]; }
|
||||
double& operator[](int i) { return e[i]; }
|
||||
|
||||
vec3& operator+=(const vec3 &v)
|
||||
{
|
||||
e[0] += v.e[0];
|
||||
e[1] += v.e[1];
|
||||
e[2] += v.e[2];
|
||||
return *this;
|
||||
}
|
||||
|
||||
vec3& operator*=(const double t)
|
||||
{
|
||||
e[0] *= t;
|
||||
e[1] *= t;
|
||||
e[2] *= t;
|
||||
return *this;
|
||||
}
|
||||
|
||||
vec3& operator/=(const double t)
|
||||
{
|
||||
return *this *= 1 / t;
|
||||
}
|
||||
|
||||
double length() const
|
||||
{
|
||||
return std::sqrt(length_squared());
|
||||
}
|
||||
|
||||
double length_squared() const
|
||||
{
|
||||
return e[0]*e[0] + e[1]*e[1] + e[2]*e[2];
|
||||
}
|
||||
|
||||
public:
|
||||
double e[3];
|
||||
};
|
||||
|
||||
// type aliases for vec3
|
||||
using point3 = vec3; // 3D point
|
||||
using colour = vec3; // RGB colour
|
||||
|
||||
// utility functions
|
||||
|
||||
inline std::ostream& operator<<(std::ostream &out, const vec3 &v)
|
||||
{
|
||||
return out << v.e[0] << ' ' << v.e[1] << ' ' << v.e[2];
|
||||
}
|
||||
|
||||
inline vec3 operator+(const vec3 &u, const vec3 &v)
|
||||
{
|
||||
return vec3(u.e[0] + v.e[0], u.e[1] + v.e[1], u.e[2] + v.e[2]);
|
||||
}
|
||||
|
||||
inline vec3 operator-(const vec3 &u, const vec3 &v)
|
||||
{
|
||||
return vec3(u.e[0] - v.e[0], u.e[1] - v.e[1], u.e[2] - v.e[2]);
|
||||
}
|
||||
|
||||
inline vec3 operator*(const vec3 &u, const vec3 &v)
|
||||
{
|
||||
return vec3(u.e[0] * v.e[0], u.e[1] * v.e[1], u.e[2] * v.e[2]);
|
||||
}
|
||||
|
||||
inline vec3 operator*(double t, const vec3 &v)
|
||||
{
|
||||
return vec3(t * v.e[0], t * v.e[1], t * v.e[2]);
|
||||
}
|
||||
|
||||
inline vec3 operator*(const vec3 &v, double t)
|
||||
{
|
||||
return t * v;
|
||||
}
|
||||
|
||||
inline vec3 operator/(vec3 v, double t)
|
||||
{
|
||||
return (1 / t) * v;
|
||||
}
|
||||
|
||||
inline double dot(const vec3 &u, const vec3 &v)
|
||||
{
|
||||
return u.e[0] * v.e[0]
|
||||
+ u.e[1] * v.e[1]
|
||||
+ u.e[2] * v.e[2];
|
||||
}
|
||||
|
||||
inline vec3 cross(const vec3 &u, const vec3 &v)
|
||||
{
|
||||
return vec3(u.e[1] * v.e[2] - u.e[2] * v.e[1],
|
||||
u.e[2] * v.e[0] - u.e[0] * v.e[2],
|
||||
u.e[0] * v.e[1] - u.e[1] * v.e[0]);
|
||||
}
|
||||
|
||||
inline vec3 lerp(const vec3 &a, const vec3 &b, double t)
|
||||
{
|
||||
return (1.0 - t) * a + t * b;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
|
@ -0,0 +1,54 @@
|
|||
#include "world.h"
|
||||
|
||||
colour trace(const world& world, const ray& r, int depth)
|
||||
{
|
||||
hit_record rec;
|
||||
if (depth <= 0)
|
||||
{
|
||||
return grey;
|
||||
}
|
||||
|
||||
if (world.hit(r, 0.001, math::infinity, rec))
|
||||
{
|
||||
ray scattered;
|
||||
colour attenuation;
|
||||
|
||||
if (rec.mat_ptr->scatter(r, rec, attenuation, scattered))
|
||||
{
|
||||
return attenuation * trace(world, scattered, depth-1);
|
||||
}
|
||||
|
||||
return grey;
|
||||
}
|
||||
|
||||
vec3 unit_direction = normalize(r.direction());
|
||||
auto t = 0.5 * (unit_direction.y() + 1.0) + 0.5;
|
||||
|
||||
return lerp(grey, pink, t);
|
||||
}
|
||||
|
||||
world* world::close_glass_sphere()
|
||||
{
|
||||
world* w = new world();
|
||||
|
||||
auto material1 = std::make_shared<dielectric>(1.5);
|
||||
w->add(std::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 = std::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);
|
||||
w->add(std::make_shared<sphere>(pos, 2.0, material3));
|
||||
}
|
||||
|
||||
return w;
|
||||
}
|
25
telescope.md
25
telescope.md
|
@ -1,25 +0,0 @@
|
|||
fantasy telescope idea
|
||||
|
||||
use rti1w as a base
|
||||
|
||||
* [x] server waits for connection
|
||||
* [x] client establishes connection
|
||||
* [x] send a message to the client
|
||||
* [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
|
||||
* [ ] client application sends command to send image
|
||||
* [ ] server receives imaging command
|
||||
* [ ] server renders image
|
||||
* [ ] server sends image data stream to client
|
||||
* [ ] client application receives image
|
||||
* [ ] client requests resend of lost packets
|
||||
* [ ] client displays image
|
||||
* [ ] client saves image to file
|
||||
* [ ] server sends telemetry to client (what telemetry?)
|
||||
* [ ] server compresses image before sending to client
|
||||
* [ ] client specifies image parameters
|
||||
|
||||
|
Loading…
Reference in New Issue