Lambertian Reflection
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cf5406dbba
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4 changed files with 72 additions and 58 deletions
1
.gitignore
vendored
1
.gitignore
vendored
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@ -1,4 +1,5 @@
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image.ppm
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image.ppm
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debug/
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# Created by https://www.toptal.com/developers/gitignore/api/intellij+all,vim,emacs,linux,clion+all
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# Created by https://www.toptal.com/developers/gitignore/api/intellij+all,vim,emacs,linux,clion+all
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# Edit at https://www.toptal.com/developers/gitignore?templates=intellij+all,vim,emacs,linux,clion+all
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# Edit at https://www.toptal.com/developers/gitignore?templates=intellij+all,vim,emacs,linux,clion+all
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@ -12,9 +12,9 @@ void write_color(std::ostream &out, color pixel_color, int samples_per_pixel) {
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auto b = pixel_color.z();
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auto b = pixel_color.z();
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auto scale = 1.0 / samples_per_pixel;
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auto scale = 1.0 / samples_per_pixel;
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r *= scale;
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r = sqrt(scale * r);
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g *= scale;
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g = sqrt(scale * g);
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b *= scale;
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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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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(g, 0.0, 0.999)) << ' '
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@ -5,14 +5,20 @@
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#include "color.h"
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#include "color.h"
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#include "hittable_list.h"
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#include "hittable_list.h"
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#include "sphere.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 <iostream>
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color ray_color(const ray &r, const hittable &world) {
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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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hit_record rec;
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if (world.hit(r, 0, infinity, rec)) {
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if (depth <= 0)
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return 0.5 * (rec.normal + color(1, 1, 1));
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return color(0, 0, 0);
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if (world.hit(r, 0.001, infinity, rec)) {
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point3 target = rec.p + rec.normal + random_in_unit_sphere();
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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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}
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vec3 unit_direction = unit_vector(r.direction());
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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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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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return (1.0 - t) * color(1.0, 1.0, 1.0) + t * color(0.5, 0.7, 1.0);
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@ -25,6 +31,7 @@ int main() {
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const int image_width = 400;
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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 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 samples_per_pixel = 100;
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const int max_depth = 50;
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// World
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// World
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hittable_list world;
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hittable_list world;
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@ -46,7 +53,7 @@ int main() {
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auto v = (j + random_double()) / (image_height - 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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ray r = cam.get_ray(u, v);
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pixel_color += ray_color(r, world);
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pixel_color += ray_color(r, world, max_depth);
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}
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}
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write_color(std::cout, pixel_color, samples_per_pixel);
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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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108
rtiww/src/vec3.h
108
rtiww/src/vec3.h
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@ -1,101 +1,107 @@
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#ifndef RTIWW_VEC3_H
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#ifndef RTIWW_VEC3_H
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#define RTIWW_VEC3_H
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#define RTIWW_VEC3_H
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#include "rtweekend.h"
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#include <cmath>
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#include <cmath>
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#include <ostream>
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#include <ostream>
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class vec3 {
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class vec3 {
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public:
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public:
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vec3() : e{0, 0, 0} {}
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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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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 x() const { return e[0]; }
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double y() const { return e[1]; }
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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 z() const { return e[2]; }
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vec3 operator-() const {return vec3(-e[0], -e[1], -e[2]);}
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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) const { return e[i]; }
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double& operator[](int i) {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 vec3 &v) {
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e[0] += v.e[0];
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e[0] += v.e[0];
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e[1] += v.e[1];
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e[1] += v.e[1];
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e[2] += v.e[2];
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e[2] += v.e[2];
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return *this;
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return *this;
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}
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}
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vec3& operator*=(const double t) {
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vec3 &operator*=(const double t) {
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e[0] *= t;
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e[0] *= t;
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e[1] *= t;
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e[1] *= t;
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e[2] *= t;
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e[2] *= t;
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return *this;
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return *this;
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}
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}
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vec3& operator/=(const double t) {
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vec3 &operator/=(const double t) { return *this *= 1 / t; }
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return *this *= 1/t;
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}
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double length() const {
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double length() const { return sqrt(length_squared()); }
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return sqrt(length_squared());
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}
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double length_squared() const {
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double length_squared() const {
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return e[0]*e[0] + e[1]*e[1] + e[2]*e[2];
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return e[0] * e[0] + e[1] * e[1] + e[2] * e[2];
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}
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}
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inline static vec3 random() {
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return vec3(random_double(), random_double(), random_double());
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}
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inline static vec3 random(double min, double max) {
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return vec3(random_double(min, max), random_double(min, max),
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random_double(min, max));
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}
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public:
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public:
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double e[3];
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double e[3];
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};
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};
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using point3 = vec3;
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using point3 = vec3;
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using color = vec3;
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using color = vec3;
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inline std::ostream& operator<<(std::ostream &out, const vec3 &v) {
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inline std::ostream &operator<<(std::ostream &out, const vec3 &v) {
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return out << v.e[0] << ' ' << v.e[1] << ' ' << v.e[2];
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return out << v.e[0] << ' ' << v.e[1] << ' ' << v.e[2];
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}
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}
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inline vec3 operator+(const vec3 &u, const vec3 &v) {
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inline vec3 operator+(const vec3 &u, const vec3 &v) {
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return vec3(u.e[0] + v.e[0], u.e[1] + v.e[1], u.e[2] + v.e[2]);
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return vec3(u.e[0] + v.e[0], u.e[1] + v.e[1], u.e[2] + v.e[2]);
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}
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}
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inline vec3 operator-(const vec3 &u, const vec3 &v) {
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inline vec3 operator-(const vec3 &u, const vec3 &v) {
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return vec3(u.e[0] - v.e[0], u.e[1] - v.e[1], u.e[2] + v.e[2]);
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return vec3(u.e[0] - v.e[0], u.e[1] - v.e[1], u.e[2] + v.e[2]);
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}
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}
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inline vec3 operator*(const vec3 &u, const vec3 &v) {
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inline vec3 operator*(const vec3 &u, const vec3 &v) {
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return vec3(u.e[0] * v.e[0], u.e[1] * v.e[1], u.e[2] * v.e[2]);
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return vec3(u.e[0] * v.e[0], u.e[1] * v.e[1], u.e[2] * v.e[2]);
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}
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}
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inline vec3 operator*(double t, const vec3 &v) {
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inline vec3 operator*(double t, const vec3 &v) {
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return vec3(t*v.e[0], t*v.e[1], t*v.e[2]);
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return vec3(t * v.e[0], t * v.e[1], t * v.e[2]);
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}
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}
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inline vec3 operator*(const vec3 &v, double t) {
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inline vec3 operator*(const vec3 &v, double t) { return t * v; }
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return t*v;
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}
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inline vec3 operator/(vec3 v, double t) {
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inline vec3 operator/(vec3 v, double t) { return (1 / t) * v; }
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return (1/t) * v;
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}
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inline double dot(const vec3 &u, const vec3 &v) {
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inline double dot(const vec3 &u, const vec3 &v) {
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return u.e[0] * v.e[0]
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return u.e[0] * v.e[0] + u.e[1] * v.e[1] + u.e[2] * v.e[2];
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+ u.e[1] * v.e[1]
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+ u.e[2] * v.e[2];
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}
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}
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inline vec3 cross(const vec3 &u, const vec3 &v) {
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inline vec3 cross(const vec3 &u, const vec3 &v) {
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return vec3(u.e[1] * v.e[2] - u.e[2] * v.e[1],
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return vec3(u.e[1] * v.e[2] - u.e[2] * v.e[1],
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u.e[2] * v.e[0] - u.e[0] * v.e[2],
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u.e[2] * v.e[0] - u.e[0] * v.e[2],
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u.e[0] * v.e[1] - u.e[1] * v.e[0]);
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u.e[0] * v.e[1] - u.e[1] * v.e[0]);
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}
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}
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inline vec3 unit_vector(vec3 v) {
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inline vec3 unit_vector(vec3 v) { return v / v.length(); }
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return v / v.length();
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vec3 random_in_unit_sphere() {
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while (true) {
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auto p = vec3::random(-1, 1);
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if (p.length_squared() >= 1)
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continue;
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return p;
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}
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}
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}
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#endif //RTIWW_VEC3_H
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#endif // RTIWW_VEC3_H
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