Basic functional raytracer
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5 changed files with 159 additions and 33 deletions
2
Makefile
2
Makefile
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@ -1,4 +1,4 @@
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raytracer: camera.hpp color.hpp hittable.hpp hittable_list.hpp material.hpp ray.hpp rtweekend.hpp sphere.hpp vec3.hpp
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raytracer: camera.hpp color.hpp hittable.hpp hittable_list.hpp main.cpp material.hpp ray.hpp rtweekend.hpp sphere.hpp vec3.hpp
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@g++ -g -O2 -Wall -Wextra -Wpedantic main.cpp -o raytracer
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image: raytracer
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38
camera.hpp
38
camera.hpp
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@ -9,28 +9,44 @@ struct camera {
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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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/* Constructors */
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camera()
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camera(point3 lookfrom,
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point3 lookat,
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vec3 vup,
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double vfov,
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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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double aspect_ratio = 16.0 / 9;
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double viewport_height = 2.0;
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double theta = degrees_to_radians(vfov);
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double h = tan(theta/2);
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double viewport_height = 2.0 * h;
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double viewport_width = aspect_ratio * viewport_height;
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double focal_length = 1.0;
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origin = vec3(0,0,0);
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horizontal = vec3(viewport_width, 0, 0);
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vertical = vec3(0, viewport_height, 0);
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lower_left_corner = origin - horizontal/2 - vertical/2 - vec3(0, 0, focal_length);
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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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/* Methods */
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ray get_ray(double u, double v) const
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ray get_ray(double s, double t) const
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{
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return ray(origin, lower_left_corner + u*horizontal + v*vertical - origin);
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};
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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(origin + offset, lower_left_corner + s*horizontal + t*vertical - origin - offset);
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};
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};
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#endif
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89
main.cpp
89
main.cpp
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@ -1,5 +1,6 @@
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#include <stdio.h>
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#include <stdint.h>
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#include <stdlib.h>
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#include "rtweekend.hpp"
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@ -8,8 +9,63 @@
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#include "sphere.hpp"
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#include "camera.hpp"
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color ray_color(const ray& r, const hittable& world, int32_t depth);
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double hit_sphere(const point3& center, double radius, const ray& r);
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hittable_list random_scene();
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hittable_list random_scene() {
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hittable_list world;
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auto ground_material = make_shared<lambertian>(color(0.5, 0.5, 0.5));
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world.add(make_shared<sphere>(point3(0,-1000,0), 1000, ground_material));
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for (int32_t a = -11; a < 11; a++)
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{
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for (int32_t b = -11; b < 11; b++)
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{
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double choose_mat = random_double();
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point3 center(a + 0.9*random_double(), 0.2, b + 0.9*random_double());
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if ((center - point3(4, 0.2, 0)).length() > 0.9)
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{
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shared_ptr<material> sphere_material;
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if (choose_mat < 0.8)
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{
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// diffuse
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color albedo = color::random() * color::random();
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sphere_material = make_shared<lambertian>(albedo);
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world.add(make_shared<sphere>(center, 0.2, sphere_material));
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}
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else if (choose_mat < 0.95)
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{
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// metal
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color albedo = color::random(0.5, 1);
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double fuzz = random_double(0, 0.5);
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sphere_material = make_shared<metal>(albedo, fuzz);
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world.add(make_shared<sphere>(center, 0.2, sphere_material));
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}
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else
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{
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// glass
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sphere_material = make_shared<dielectric>(1.5);
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world.add(make_shared<sphere>(center, 0.2, sphere_material));
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}
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}
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}
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}
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auto material1 = make_shared<dielectric>(1.5);
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world.add(make_shared<sphere>(point3(0, 1, 0), 1.0, material1));
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auto material2 = make_shared<lambertian>(color(0.4, 0.2, 0.1));
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world.add(make_shared<sphere>(point3(-4, 1, 0), 1.0, material2));
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auto material3 = make_shared<metal>(color(0.7, 0.6, 0.5), 0.0);
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world.add(make_shared<sphere>(point3(4, 1, 0), 1.0, material3));
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return world;
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}
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color ray_color(const ray& r, const hittable& world, int32_t depth)
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{
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@ -50,18 +106,16 @@ double hit_sphere(const point3& center, double radius, const ray& r)
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else
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return (-half_b - sqrt(discriminant)) / a;
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}
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int main()
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int32_t main()
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{
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// Image
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double aspect_ratio = 16.0 / 9;
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const int32_t image_width = 400;
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const double aspect_ratio = 3.0 / 2.0;
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const int32_t image_width = 1200;
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const int32_t image_height = (int32_t) (image_width / aspect_ratio);
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int32_t samples_per_pixel = 100;
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int32_t max_depth = 50;
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int32_t samples_per_pixel = 500;
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const int32_t max_depth = 50;
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if (getenv("SPP"))
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{
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@ -71,21 +125,16 @@ int main()
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// World
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hittable_list world;
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std::shared_ptr<lambertian> material_ground = make_shared<lambertian>(color(0.8, 0.8, 0.0));
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std::shared_ptr<lambertian> material_center = make_shared<lambertian>(color(0.7, 0.3, 0.3));
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std::shared_ptr<metal> material_left = make_shared<metal>(color(0.8, 0.8, 0.8), 0.3);
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std::shared_ptr<metal> material_right = make_shared<metal>(color(0.8, 0.6, 0.2), 1.0);
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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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hittable_list world = random_scene();
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// Camera
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camera cam;
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point3 lookfrom(13,2,3);
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point3 lookat(0,0,0);
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vec3 vup(0,1,0);
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double dist_to_focus = 10.0;
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double aperture = 0.1;
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camera cam(lookfrom, lookat, vup, 20, aspect_ratio, aperture, dist_to_focus);
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// Render
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printf("P3\n%d %d\n255\n", image_width, image_height);
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43
material.hpp
43
material.hpp
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@ -54,4 +54,47 @@ struct metal : material {
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}
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};
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struct dielectric : material
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{
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/* Attributes */
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double ri; // refraction index
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// Constructor
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dielectric(double refraction_index) { ri = refraction_index; }
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/* Methods */
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// Schlick's approximation of reflectance
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static double reflectance(double cosine, double ref_idx)
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{
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double r0 = (1-ref_idx) / (1+ref_idx);
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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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/* Virtual methods */
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virtual bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered) const override
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{
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attenuation = color(1,1,1);
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double refraction_ratio = rec.front_face ? (1.0/ri) : ri;
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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);
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double sin_theta = sqrt(1.0 - cos_theta*cos_theta);
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bool cannot_refract = refraction_ratio * sin_theta > 1.0;
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vec3 direction;
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if (cannot_refract || reflectance(cos_theta, refraction_ratio) > random_double())
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direction = reflect(unit_direction, rec.normal);
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else
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direction = refract(unit_direction, rec.normal, refraction_ratio);
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scattered = ray(rec.p, direction);
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return true;
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}
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};
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#endif
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18
vec3.hpp
18
vec3.hpp
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@ -188,4 +188,22 @@ vec3 reflect(const vec3& v, const vec3 n)
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return v - 2*dot(v,n)*n;
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}
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vec3 refract (const vec3& uv, const vec3& n, double etai_over_etat)
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{
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double cos_theta = fmin(dot(-uv, n), 1.0);
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vec3 r_out_perp = etai_over_etat * (uv + cos_theta*n);
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vec3 r_out_parallel = -sqrt(fabs(1.0 - r_out_perp.length_squared())) * n;
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return r_out_perp + r_out_parallel;
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}
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vec3 random_in_unit_disk()
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{
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while (true)
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{
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auto p = vec3(random_double(-1,1), random_double(-1,1), 0);
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if (p.length_squared() >= 1) continue;
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return p;
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}
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}
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#endif
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