abstract objects
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549fe1388c
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fdc2d91285
30
main.cpp
30
main.cpp
@ -3,9 +3,9 @@ constexpr double Aspect = 16.0 / 9.0;
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constexpr unsigned Height = Width / Aspect;
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#include "color.h"
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#include "object.h"
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#include "ray.h"
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#include "renderer.h"
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#include "sphere.h"
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#include "vec3.h"
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#include "view.h"
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#include "world.h"
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@ -36,7 +36,7 @@ static std::chrono::duration<double> renderTime;
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static color ray_color(const ray& r, int depth = 50);
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static void initiateRender(SDL_Surface *canvas);
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static void showObjectControls(int index, Sphere& o);
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static void showObjectControls(int index, std::unique_ptr<Object>& o);
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static void addRandomObject();
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static void preview(SDL_Surface *canvas);
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@ -52,7 +52,7 @@ int main()
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ImGui_ImplSDL2_InitForSDLRenderer(window, painter);
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ImGui_ImplSDLRenderer2_Init(painter);
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world.add(point3(0.00, -100.50, -1.0), 100.0,
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world.add<Sphere>(point3(0.00, -100.50, -1.0), 100.0,
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Material::Lambertian, color(0.5, 1.0, 0.5));
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for (auto i : std::views::iota(0, 10))
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addRandomObject();
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@ -173,8 +173,8 @@ color ray_color(const ray& r, int depth)
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return {};
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if (auto hit = world.hit(r); hit) {
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const auto& [closest, sphere] = *hit;
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const auto [atten, scat] = sphere.scatter(r, closest);
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const auto& [closest, object] = *hit;
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const auto [atten, scat] = object->scatter(r, closest);
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return atten * ray_color(scat, depth - 1);
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} else {
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const auto unitDir = r.direction().normalize();
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@ -202,25 +202,25 @@ void initiateRender(SDL_Surface *canvas)
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(uint32_t *)canvas->pixels));
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}
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void showObjectControls(int index, Sphere& o)
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void showObjectControls(int index, std::unique_ptr<Object>& o)
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{
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const auto idx = std::to_string(index);
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ImGui::SetNextItemWidth(200);
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ImGui::Combo((std::string("mat") + idx).c_str(), reinterpret_cast<int *>(&o.M),
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"Lambertian\0Metal\0Dielectric\0");
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ImGui::SameLine(); ImGui::SetNextItemWidth(100);
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ImGui::InputDouble((std::string("radius") + idx).c_str(),
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&o.radius, 0.1, 0.05, "%.2lf");
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ImGui::Combo((std::string("mat") + idx).c_str(),
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reinterpret_cast<int *>(&o->M), "Lambertian\0Metal\0Dielectric\0");
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//ImGui::SameLine(); ImGui::SetNextItemWidth(100);
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//ImGui::InputDouble((std::string("radius") + idx).c_str(),
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// &o->radius, 0.1, 0.05, "%.2lf");
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ImGui::SetNextItemWidth(100);
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ImGui::InputDouble((std::string("x") + idx).c_str(),
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&o.center.x(), 0.05, 0.05, "%.2lf");
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&o->center.x(), 0.05, 0.05, "%.2lf");
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ImGui::SameLine(); ImGui::SetNextItemWidth(100);
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ImGui::InputDouble((std::string("y") + idx).c_str(),
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&o.center.y(), 0.1, 0.05, "%.2lf");
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&o->center.y(), 0.1, 0.05, "%.2lf");
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ImGui::SameLine(); ImGui::SetNextItemWidth(100);
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ImGui::InputDouble((std::string("z") + idx).c_str(),
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&o.center.z(), 0.1, 0.05, "%.2lf");
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&o->center.z(), 0.1, 0.05, "%.2lf");
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}
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void addRandomObject()
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@ -228,7 +228,7 @@ void addRandomObject()
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const point3 pos = vec3::random() * vec3(6, 0.8, 3) - vec3(3, 0, 3.8);
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const color col = vec3::random();
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const auto mat = (int)(randomN() * (int)Material::Undefined);
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world.add(pos, randomN() * 0.3 + 0.05, (Material)mat, col);
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world.add<Sphere>(pos, randomN() * 0.3 + 0.05, (Material)mat, col);
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}
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void preview(SDL_Surface *canvas)
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32
object.h
Normal file
32
object.h
Normal file
@ -0,0 +1,32 @@
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#ifndef OBJECT_H
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#define OBJECT_H
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#include "color.h"
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#include "ray.h"
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#include "vec3.h"
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#include <optional>
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#include <tuple>
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enum class Material : int {
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Lambertian = 0,
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Metal,
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Dielectric,
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Undefined
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};
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struct Object
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{
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point3 center;
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Material M;
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color tint;
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Object(point3 center_, Material M_, color tint_):
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center(center_), M(M_), tint(tint_) {}
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virtual std::pair<color, ray> scatter(const ray& r, double root) const = 0;
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virtual std::optional<double> hit(const ray& r, double tmin, double tmax) const = 0;
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};
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#endif // OBJECT_H
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20
sphere.h
20
sphere.h
@ -2,6 +2,7 @@
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#define SPHERE_H
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#include "color.h"
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#include "object.h"
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#include "ray.h"
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#include "vec3.h"
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@ -9,21 +10,14 @@
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#include <optional>
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#include <tuple>
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enum class Material : int {
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Lambertian = 0,
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Metal,
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Dielectric,
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Undefined
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};
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struct Sphere
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struct Sphere : public Object
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{
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point3 center;
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double radius;
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Material M;
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color tint;
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std::pair<color, ray> scatter(const ray& r, double root) const {
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Sphere(point3 center_, double radius_, Material M_, color tint_):
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Object(center_, M_, tint_), radius(radius_) {}
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std::pair<color, ray> scatter(const ray& r, double root) const override {
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const auto p = r.at(root);
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auto normal = (p - center) / radius;
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@ -52,7 +46,7 @@ struct Sphere
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}
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}
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std::optional<double> hit(const ray& r, double tmin, double tmax) const {
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std::optional<double> hit(const ray& r, double tmin, double tmax) const override {
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const vec3 oc = center - r.origin();
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const auto a = r.direction().length_squared();
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const auto h = r.direction().dot(oc);
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14
world.h
14
world.h
@ -4,26 +4,28 @@
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#include "sphere.h"
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#include <limits>
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#include <memory>
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#include <optional>
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#include <tuple>
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#include <vector>
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struct World
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{
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std::vector<Sphere> objects;
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std::vector<std::unique_ptr<Object>> objects;
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template<class T>
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void add(auto&&... args) {
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objects.emplace_back(args...);
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objects.emplace_back(new T(args...));
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}
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std::optional<std::pair<double, Sphere>> hit(const ray& r) const {
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std::optional<std::pair<double, Object *>> hit(const ray& r) const {
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double closest = std::numeric_limits<double>::infinity();
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Sphere sphere;
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Object *sphere;
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for (const auto& o : objects) {
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if (auto t = o.hit(r, 0.001, closest); t) {
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if (auto t = o->hit(r, 0.001, closest); t) {
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closest = *t;
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sphere = o;
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sphere = o.get();
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}
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}
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