Adding a abstractions like a world list

master
Nigel Barink 2023-03-04 19:48:03 +01:00
parent f39ff66c94
commit 1b78b8815f
5 changed files with 144 additions and 21 deletions

20
src/hittable.h Normal file
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@ -0,0 +1,20 @@
#pragma once
#include "ray.h"
struct hit_record{
point3 p;
vec3 normal;
double t;
bool front_face;
inline void set_face_normal(const ray& r, const vec3& outward_normal){
front_face = dot(r.direction(), outward_normal) < 0;
normal = front_face? outward_normal : -outward_normal;
}
};
class hittable{
public:
virtual bool hit(const ray& r, double t_min, double t_max, hit_record& rc) const = 0;
};

41
src/hittable_list.h Normal file
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@ -0,0 +1,41 @@
#pragma once
#include "hittable.h"
#include <memory>
#include <vector>
using std::shared_ptr;
using std::make_shared;
class hittable_list : public hittable{
public:
hittable_list() {}
hittable_list(shared_ptr<hittable> object) {objects.push_back(object);}
void clear(){objects.clear();}
void add(shared_ptr<hittable> object){objects.push_back(object);}
virtual bool hit (const ray& r, double t_min, double t_max, hit_record& rec) const override;
public:
std::vector<shared_ptr<hittable>> objects;
};
bool hittable_list::hit(const ray& r, double t_min, double t_max, hit_record& rec) const {
hit_record temp_rec;
bool hit_anything = false;
auto closest_so_far = t_max;
for(const auto& object : objects){
if(object->hit(r, t_min,closest_so_far, temp_rec)){
hit_anything = true;
closest_so_far = temp_rec.t;
rec = temp_rec;
}
}
return hit_anything;
}

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@ -1,30 +1,19 @@
#include "rtweekend.h"
#include "color.h"
#include "ray.h"
#include "vector3.h"
#include "hittable_list.h"
#include "sphere.h"
#include <iostream>
double hit_sphere (const point3& center, double radius, const ray& r) {
vec3 oc = r.origin() - center;
auto a = dot(r.direction(), r.direction());
auto b = 2.0 * dot(oc, r.direction());
auto c = dot(oc, oc) - radius*radius;
auto discriminant = b*b - 4*a*c;
if ( discriminant < 0) {
return -1.0;
}else{
return (-b - sqrt(discriminant) ) / (2.0*a);
color ray_color(const ray& r, const hittable& world){
hit_record rec;
if(world.hit(r, 0, infinity, rec)){
return 0.5 * (rec.normal + color(1,1,1));
}
}
color ray_color(const ray& r){
auto t = hit_sphere(point3(0,0,-1), 0.5, r);
if(t > 0.0){
vec3 N = unit_vector(r.at(t) - vec3(0,0,-1));
return 0.5*color(N.x()+1, N.y()+1, N.z()+1);
}
vec3 unit_direction = unit_vector(r.direction());
t = 0.5*(unit_direction.y() + 1.0);
auto t = 0.5*(unit_direction.y() + 1.0);
return (1.0-t)*color(1.0, 1.0, 1.0) + t*color(0.5,0.7,1.0);
}
@ -36,6 +25,11 @@ int main ()
const int image_width = 400;
const int image_height = static_cast<int>(image_width /aspect_ratio);
// World
hittable_list world;
world.add(make_shared<sphere>(point3(0,0,-1), 0.5));
world.add(make_shared<sphere>(point3(0,-100.5,-1), 100));
// Camera
auto viewport_height = 2.0;
@ -57,7 +51,7 @@ int main ()
auto u = double(i) / (image_width-1);
auto v = double(j) / (image_height-1);
ray r(origin, lower_left_corner+u*horizontal + v* vertical -origin);
color pixel_color = ray_color(r);
color pixel_color = ray_color(r, world);
write_color(std::cout , pixel_color);
}
}

25
src/rtweekend.h Normal file
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#pragma once
#include <cmath>
#include <limits>
#include <memory>
// Usings
using std::shared_ptr;
using std::make_shared;
using std::sqrt;
// Constants
const double infinity = std::numeric_limits<double>::infinity();
const double pi = 3.1415926535897932385;
// Utility functions
inline double degrees_to_radians(double degrees){
return degrees * pi / 180.0;
}
// Common Headers
#include "ray.h"
#include "vector3.h"

43
src/sphere.h Normal file
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#pragma once
#include "hittable.h"
#include "vector3.h"
class sphere : public hittable{
public:
sphere(){}
sphere(point3 cen, double r): center(cen), radius(r){};
virtual bool hit(const ray& r, double t_min, double t_max, hit_record& rec) const override;
public:
point3 center;
double radius;
};
bool sphere::hit(const ray& r, double t_min, double t_max, hit_record& rec) const {
vec3 oc = r.origin() - center;
auto a = r.direction().length_squared();
auto half_b = dot(oc, r.direction());
auto c = oc.length_squared() - radius*radius;
auto discriminant = half_b*half_b - a*c;
if(discriminant < 0) return false;
auto sqrtd = sqrt(discriminant);
// Find the nearest root that lies in the acceptable range
auto root = (-half_b - sqrtd) /a;
if(root < t_min || t_max < root){
root = (-half_b + sqrtd) /a;
if (root < t_min || t_max < root)
return false;
}
rec.t = root;
rec.p = r.at(rec.t);
vec3 outward_normal = (rec.p - center) /radius;
rec.set_face_normal(r, outward_normal);
return true;
}