add camera
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#ifndef CAMERA_H
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#define CAMERA_H
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#include "common.h"
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#include "hittable.h"
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class Camera {
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public:
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double aspect_ratio = 1.0; // Ratio of image width over height
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int image_width = 100; // Rendered image width in pixel count
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void render(const hittable &world, Canvas &canvas) {
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initialize();
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for (int j = 0; j < canvas.height; j++) {
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for (int i = 0; i < canvas.width; i++) {
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auto pixel_center =
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pixel00_loc + (i * pixel_delta_u) + (j * pixel_delta_v);
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auto ray_direction = pixel_center - center;
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Ray r(center, ray_direction);
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canvas.set_pixel(i, j, ray_color(r, world));
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}
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}
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}
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void move_to(Point3 loc) { center = loc; }
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private:
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int image_height; // Rendered image height
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Point3 center = Point3(0, 0, 0);
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Point3 pixel00_loc; // Location of pixel 0, 0
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Vec3 pixel_delta_u; // Offset to pixel to the right
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Vec3 pixel_delta_v; // Offset to pixel below
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void initialize() {
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image_height = int(image_width / aspect_ratio);
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image_height = (image_height < 1) ? 1 : image_height;
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// Determine viewport dimensions.
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auto focal_length = 1.0;
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auto viewport_height = 2.0;
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auto viewport_width =
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viewport_height * (double(image_width) / image_height);
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// Calculate the vectors across the horizontal and down the vertical
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// viewport edges.
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auto viewport_u = Vec3(viewport_width, 0, 0);
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auto viewport_v = Vec3(0, -viewport_height, 0);
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// Calculate the horizontal and vertical delta vectors from pixel to pixel.
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pixel_delta_u = viewport_u / image_width;
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pixel_delta_v = viewport_v / image_height;
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// Calculate the location of the upper left pixel.
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auto viewport_upper_left =
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center - Vec3(0, 0, focal_length) - viewport_u / 2 - viewport_v / 2;
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pixel00_loc = viewport_upper_left + 0.5 * (pixel_delta_u + pixel_delta_v);
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}
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Color ray_color(const Ray &r, const hittable &world) {
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hit_record rec;
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if (world.hit(r, 0, infinity, rec)) {
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return 0.5 * (rec.normal + Color(1, 1, 1));
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}
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Vec3 unit_direction = unit_vector(r.direction());
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auto a = 0.5 * (unit_direction.y() + 1.0);
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return (1.0 - a) * Color(1.0, 1.0, 1.0) + a * Color(0.5, 0.7, 1.0);
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}
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};
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#endif
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@ -1,6 +1,6 @@
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#include "simulation.h"
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#include "simulation.h"
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#include "camera.h"
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#include "common.h"
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#include "common.h"
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#include "hittable.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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@ -124,73 +124,32 @@ void simulation_thread(RingBuffer<SimulationState> &buffer) {
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}
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}
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}
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}
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Color ray_color(const Ray &r, const hittable &world) {
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hit_record rec;
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if (world.hit(r, 0, infinity, rec)) {
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return 0.5 * (rec.normal + Color(1, 1, 1));
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}
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Vec3 unit_direction = unit_vector(r.direction());
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auto a = 0.5 * (unit_direction.y() + 1.0);
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return (1.0 - a) * Color(1.0, 1.0, 1.0) + a * Color(0.5, 0.7, 1.0);
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}
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/**
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/**
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* Render raytracing.
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* Render thread.
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*/
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*/
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void render(SimulationState state, Canvas &canvas) {
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void render_thread(RingBuffer<SimulationState> &buffer, Canvas &canvas) {
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Camera cam;
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cam.aspect_ratio = 16.0 / 9.0;
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cam.image_width = 400;
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cam.move_to(Point3(0, 0, 100));
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while (running) {
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auto maybe_state = buffer.pop();
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if (maybe_state.has_value()) {
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const SimulationState &state = maybe_state.value();
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hittable_list world;
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hittable_list world;
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const double SCALE = 1e9;
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const double SCALE = 1e9;
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for (auto b : state.bodies) {
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for (auto b : state.bodies) {
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// we need to swap y and z because the raytracter uses opengl style coordinates
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// we need to swap y and z because the raytracter uses opengl style
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// coordinates
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auto bb = b.position / SCALE;
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auto bb = b.position / SCALE;
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world.add(make_shared<sphere>(Vec3(bb.x(), bb.z(), bb.y()), b.radius));
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world.add(make_shared<sphere>(Vec3(bb.x(), bb.z(), bb.y()), b.radius));
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}
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}
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// Camera
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cam.render(world, canvas);
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auto focal_length = 1.0;
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auto viewport_height = 2.0;
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auto viewport_width = viewport_height * (float(canvas.width) / canvas.height);
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auto camera_center = Point3(0, 0, 100);
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// Calculate the vectors across the horizontal and down the vertical viewport
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// edges.
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auto viewport_u = Vec3(viewport_width, 0, 0);
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auto viewport_v = Vec3(0, -viewport_height, 0);
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// Calculate the horizontal and vertical delta vectors from pixel to pixel.
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auto pixel_delta_u = viewport_u / canvas.width;
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auto pixel_delta_v = viewport_v / canvas.height;
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// Calculate the location of the upper left pixel.
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auto viewport_upper_left = camera_center - Vec3(0, 0, focal_length) -
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viewport_u / 2 - viewport_v / 2;
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auto pixel00_loc =
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viewport_upper_left + 0.5 * (pixel_delta_u + pixel_delta_v);
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for (int j = 0; j < canvas.height; j++) {
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for (int i = 0; i < canvas.width; i++) {
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auto pixel_center =
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pixel00_loc + (i * pixel_delta_u) + (j * pixel_delta_v);
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auto ray_direction = pixel_center - camera_center;
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Ray r(camera_center, ray_direction);
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canvas.set_pixel(i, j, ray_color(r, world));
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}
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}
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}
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/**
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* Render thread.
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*/
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void render_thread(RingBuffer<SimulationState> &buffer, Canvas &canvas) {
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while (running) {
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auto maybe_state = buffer.pop();
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if (maybe_state.has_value()) {
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const SimulationState &state = maybe_state.value();
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render(state, canvas); // Pure function: write pixel colors into canvas
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} else {
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} else {
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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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}
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}
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