Metallic material
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c551944e9d
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2b653789d8
7 changed files with 175 additions and 65 deletions
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@ -6,6 +6,7 @@ set(CMAKE_CXX_STANDARD 17)
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add_executable(rtiww src/main.cpp
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src/vec3.h src/ray.h
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src/color.h
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src/material.h
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src/hittable.h src/hittable_list.h
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src/sphere.h
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src/camera.h
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@ -52,4 +52,20 @@ private:
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}
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};
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void write_color(std::ostream &out, color pixel_color,
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int samples_per_pixel) {
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auto r = pixel_color.x();
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auto g = pixel_color.y();
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auto b = pixel_color.z();
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auto scale = 1.0 / samples_per_pixel;
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r = sqrt(scale * r);
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g = sqrt(scale * g);
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b = sqrt(scale * b);
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out << static_cast<int>(255.999 * clamp(r, 0.0, 0.999)) << ' '
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<< static_cast<int>(255.999 * clamp(g, 0.0, 0.999)) << ' '
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<< static_cast<int>(255.999 * clamp(b, 0.0, 0.999)) << '\n';
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}
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#endif // RTIWW_COLOR_H
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@ -2,18 +2,23 @@
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#define HITTABLE_H_
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#include "ray.h"
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#include "rtweekend.h"
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#include "vec3.h"
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#include <memory>
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class material;
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struct hit_record {
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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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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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inline void set_face_normal(const ray &r, const vec3 &outward_normal) {
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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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class hittable {
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@ -4,66 +4,79 @@
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#include "color.h"
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#include "hittable_list.h"
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#include "material.h"
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#include "sphere.h"
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#include "vec3.h"
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#include <iostream>
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#include <memory>
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color ray_color(const ray &r, const hittable &world, int depth) {
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hit_record rec;
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if (depth <= 0)
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return color(0, 0, 0);
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hit_record rec;
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if (world.hit(r, 0.001, infinity, rec)) {
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point3 target = rec.p + random_in_hemisphere(rec.normal);
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return 0.5 * ray_color(ray(rec.p, target - rec.p), world, depth - 1);
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}
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// If we've exceeded the ray bounce limit, no more light is gathered.
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if (depth <= 0)
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return color(0,0,0);
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vec3 unit_direction = unit_vector(r.direction());
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auto t = 0.5 * (unit_direction.y() + 1.0);
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return (1.0 - t) * color(1.0, 1.0, 1.0) + t * color(0.5, 0.7, 1.0);
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if (world.hit(r, 0.000001, infinity, rec)) {
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ray scattered;
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color attenuation;
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if (rec.mat_ptr->scatter(r, rec, attenuation, scattered))
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return attenuation * ray_color(scattered, world, depth-1);
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return color(0,0,0);
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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);
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return (1.0-t)*color(1.0, 1.0, 1.0) + t*color(0.5, 0.7, 1.0);
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}
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int main() {
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// Image
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const auto aspect_ratio = 16.0 / 9.0;
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const int image_width = 400;
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const int image_height = static_cast<int>(image_width / aspect_ratio);
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const int samples_per_pixel = 100;
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const int max_depth = 50;
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// Image
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// World
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hittable_list world;
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world.add(make_shared<sphere>(point3(0, 0, -1), 0.5));
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world.add(make_shared<sphere>(point3(0, -100.5, -1), 100));
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const auto aspect_ratio = 16.0 / 9.0;
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const int image_width = 400;
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const int image_height = static_cast<int>(image_width / aspect_ratio);
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const int samples_per_pixel = 100;
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const int max_depth = 50;
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// Camera
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camera cam;
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// World
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// Render
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std::cout << "P3\n" << image_width << ' ' << image_height << "\n255\n";
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hittable_list world;
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picture p;
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auto material_ground = make_shared<lambertian>(color(0.8, 0.8, 0.0));
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auto material_center = make_shared<metal>(color(0.7, 0.3, 0.3));
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auto material_left = make_shared<metal>(color(0.8, 0.8, 0.8));
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auto material_right = make_shared<metal>(color(0.8, 0.6, 0.2));
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for (int j = image_height - 1; j >= 0; --j) {
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for (int i = 0; i < image_width; ++i) {
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color pixel_color(0, 0, 0);
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world.add(make_shared<sphere>(point3( 0.0, -100.5, -1.0), 100.0, material_ground));
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world.add(make_shared<sphere>(point3( 0.0, 0.0, -1.0), 0.5, material_center));
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world.add(make_shared<sphere>(point3(-1.0, 0.0, -1.0), 0.5, material_left));
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world.add(make_shared<sphere>(point3( 1.0, 0.0, -1.0), 0.5, material_right));
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for (int s = 0; s < samples_per_pixel; ++s) {
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auto u = (i + random_double()) / (image_width - 1);
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auto v = (j + random_double()) / (image_height - 1);
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// Camera
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ray r = cam.get_ray(u, v);
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pixel_color += ray_color(r, world, max_depth);
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}
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camera cam;
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p.set_pixel(j, i, pixel_color);
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// Render
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std::cout << "P3\n" << image_width << " " << image_height << "\n255\n";
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for (int j = image_height-1; j >= 0; --j) {
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std::cerr << "\rScanlines remaining: " << j << ' ' << std::flush;
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for (int i = 0; i < image_width; ++i) {
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color pixel_color(0, 0, 0);
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for (int s = 0; s < samples_per_pixel; ++s) {
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auto u = (i + random_double()) / (image_width-1);
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auto v = (j + random_double()) / (image_height-1);
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ray r = cam.get_ray(u, v);
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pixel_color += ray_color(r, world, max_depth);
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}
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write_color(std::cout, pixel_color, samples_per_pixel);
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}
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}
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}
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p.write(std::cout, image_height, image_width, samples_per_pixel);
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std::cerr << "\nDone.\n";
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std::cerr << "\nDone.\n";
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return 0;
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}
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57
rtiww/src/material.h
Normal file
57
rtiww/src/material.h
Normal file
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@ -0,0 +1,57 @@
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#ifndef MATERIAL_H_
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#define MATERIAL_H_
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#include "hittable.h"
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#include "rtweekend.h"
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#include "vec3.h"
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struct hit_record;
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class material {
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public:
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virtual bool scatter(const ray &r_in, const hit_record &rec,
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color &attenuation, ray &scattered) const = 0;
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};
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class lambertian : public material {
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public:
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lambertian(const color& a) : albedo(a) {}
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virtual bool scatter(
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const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered
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) const override {
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auto scatter_direction = rec.normal+random_in_unit_sphere();
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// Catch degenerate scatter direction
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if (scatter_direction.near_zero())
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scatter_direction = rec.normal;
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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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}
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public:
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color albedo;
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};
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class metal : public material {
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public:
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metal(const color& a) : albedo(a) {}
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virtual bool scatter(
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const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered
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) const override {
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vec3 reflected = reflect(unit_vector(r_in.direction()), rec.normal);
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scattered = ray(rec.p, reflected);
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attenuation = albedo;
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return true;
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}
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public:
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color albedo;
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};
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#endif // MATERIAL_H_
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@ -2,41 +2,50 @@
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#define SPHERE_H_
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#include "hittable.h"
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#include "material.h"
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class sphere: public hittable {
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class sphere : public hittable {
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public:
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sphere() {}
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sphere(point3 cen, double r): center(cen), radius(r) {};
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virtual bool hit(const ray& r, double t_min, double t_max, hit_record& rec) const override;
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sphere(point3 cen, double r, shared_ptr<material> m)
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: center(cen), radius(r), mat_ptr(m) {};
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virtual bool hit(
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const ray& r, double t_min, double t_max, hit_record& rec) const override;
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public:
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point3 center;
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double radius;
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shared_ptr<material> mat_ptr;
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};
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bool sphere::hit(const ray& r, double t_min, double t_max, hit_record& rec) const {
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vec3 oc = r.origin() - center;
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auto a = r.direction().length_squared();
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auto half_b = dot(oc, r.direction());
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auto c = oc.length_squared() - radius*radius;
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bool sphere::hit(const ray &r, double t_min, double t_max,
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hit_record &rec) const {
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vec3 oc = r.origin() - center;
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auto a = r.direction().length_squared();
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auto half_b = dot(oc, r.direction());
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auto c = oc.length_squared() - radius * radius;
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auto discriminant = half_b*half_b - a*c;
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if(discriminant < 0) return false;
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auto sqrtd = sqrt(discriminant);
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auto discriminant = half_b * half_b - a * c;
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if (discriminant < 0)
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return false;
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auto sqrtd = sqrt(discriminant);
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// Find the nearest root that lies in the acceptable range
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auto root = (-half_b - sqrtd) / a;
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if(root < t_min || t_max<root) {
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root = (-half_b + sqrtd) / a;
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if (root < t_min || t_max < root) return false;
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}
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// Find the nearest root that lies in the acceptable range
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auto root = (-half_b - sqrtd) / a;
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if (root < t_min || t_max < root) {
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root = (-half_b + sqrtd) / a;
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if (root < t_min || t_max < root)
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return false;
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}
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rec.t = root;
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rec.p = r.at(rec.t);
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vec3 outward_normal = (rec.p - center) / radius;
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rec.set_face_normal(r, outward_normal);
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rec.t = root;
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rec.p = r.at(rec.t);
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vec3 outward_normal = (rec.p - center) / radius;
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rec.set_face_normal(r, outward_normal);
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rec.mat_ptr = mat_ptr;
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return true;
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return true;
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}
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#endif // SPHERE_H_
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@ -52,6 +52,13 @@ public:
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random_double(min, max));
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}
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bool near_zero() const {
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using std::fabs;
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// Return true if the vector is close to zero in all dimensions.
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const auto s = 1e-8;
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return (fabs(e[0]) < s) && (fabs(e[1]) < s) && (fabs(e[2]) < s);
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}
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public:
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double e[3];
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};
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@ -115,4 +122,6 @@ vec3 random_in_hemisphere(const vec3 &normal) {
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return -in_unit_sphere;
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}
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vec3 reflect(const vec3 &v, const vec3 &n) { return v - 2 * dot(v, n) * n; }
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#endif // RTIWW_VEC3_H
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