#pragma once #include #include #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 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; }