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template.h
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template.h
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// Template, BUAS version https://www.buas.nl/games
// IGAD/BUAS(NHTV)/UU - Jacco Bikker - 2006-2020
#pragma once
#if defined _M_IX86
#pragma comment(linker, "/manifestdependency:\"name='dlls_x86' version='1.0.0.0' type='win32'\"")
#elif defined _M_X64
#pragma comment(linker, "/manifestdependency:\"name='dlls_x64' version='1.0.0.0' type='x64'\"")
#endif
#include "precomp.h"
static const char* TemplateVersion = "Jacco_RayTracer_2021-09";
//SIMD Intrinsics headers.
//#include "emmintrin.h"
//#include "immintrin.h"
inline float Rand( float range ) { return (static_cast<float>(rand()) / RAND_MAX) * range; }
inline int IRand( int range ) { return rand() % range; }
int filesize( FILE* f );
typedef unsigned char uchar;
typedef unsigned char byte;
typedef long long int64;
typedef unsigned long long uint64;
typedef unsigned int uint;
namespace Tmpl8 {
template <typename T>
constexpr T Min(T a, T b) { return (a > b) ? b : a; }
template <typename T>
constexpr T Max(T a, T b) { return (a > b) ? a : b; }
template <typename T>
constexpr T Clamp(T value, T min, T max) { return Min(max, Max(value, min)); }
inline float sgnf(float val) { return (0.f > val) ? -1.f : 1.f; }
/*
#define PREFETCH(x) _mm_prefetch((const char*)(x),_MM_HINT_T0)
#define PREFETCH_ONCE(x) _mm_prefetch((const char*)(x),_MM_HINT_NTA)
#define PREFETCH_WRITE(x) _m_prefetchw((const char*)(x))
#define loadss(mem) _mm_load_ss((const float*const)(mem))
#define broadcastps(ps) _mm_shuffle_ps((ps),(ps), 0)
#define broadcastss(ss) broadcastps(loadss((ss)))
*/
#if defined(_MSC_VER) && !defined(__INTEL_COMPILER)
#define likely(expr) (expr)
#define unlikely(expr) (expr)
#else
#define likely(expr) __builtin_expect((expr),true )
#define unlikely(expr) __builtin_expect((expr),false)
#endif
struct timer
{
typedef long long value_type;
static double inv_freq;
value_type start;
timer();
float elapsed() const;
static value_type get();
static double to_time(const value_type vt);
void reset();
static void init();
};
// vectors
class vec2 // adapted from https://github.com/dcow/RayTracer
{
public:
#pragma warning (push)
#pragma warning (disable:4201)
union { struct { float x, y; }; float cell[2]; };
#pragma warning (pop)
vec2() {}
vec2( float v ) : x( v ), y( v ) {}
vec2( float x, float y ) : x( x ), y( y ) {}
vec2 operator - () const { return vec2( -x, -y ); }
vec2 operator + ( const vec2& addOperand ) const { return vec2( x + addOperand.x, y + addOperand.y ); }
vec2 operator - ( const vec2& operand ) const { return vec2( x - operand.x, y - operand.y ); }
vec2 operator * ( const vec2& operand ) const { return vec2( x * operand.x, y * operand.y ); }
vec2 operator * ( float operand ) const { return vec2( x * operand, y * operand ); }
void operator -= ( const vec2& a ) { x -= a.x; y -= a.y; }
void operator += ( const vec2& a ) { x += a.x; y += a.y; }
void operator *= ( const vec2& a ) { x *= a.x; y *= a.y; }
void operator *= ( float a ) { x *= a; y *= a; }
float& operator [] ( const int idx ) { return cell[idx]; }
float length() { return sqrtf( x * x + y * y ); }
float sqrLentgh() { return x * x + y * y; }
vec2 normalized() { float r = 1.0f / length(); return vec2( x * r, y * r ); }
void normalize() { float r = 1.0f / length(); x *= r; y *= r; }
static vec2 normalize( vec2 v ) { return v.normalized(); }
float dot( const vec2& operand ) const { return x * operand.x + y * operand.y; }
};
class vec3
{
public:
#pragma warning (push)
#pragma warning (disable:4201)
union { struct { float x, y, z, dummy; }; float cell[4]; };
vec3() {}
vec3(float v) : x(v), y(v), z(v) {}
vec3(float x, float y, float z) : x(x), y(y), z(z) {}
vec3 operator - () const { return vec3(-x, -y, -z); }
vec3 operator + (const vec3& addOperand) const { return vec3(x + addOperand.x, y + addOperand.y, z + addOperand.z); }
vec3 operator - (const vec3& operand) const { return vec3(x - operand.x, y - operand.y, z - operand.z); }
vec3 operator * (const vec3& operand) const { return vec3(x * operand.x, y * operand.y, z * operand.z); }
vec3 operator / (const vec3& operand) const { return vec3(x / operand.x, y / operand.y, z / operand.z); }
void operator -= (const vec3& a) { x -= a.x; y -= a.y; z -= a.z; }
void operator += (const vec3& a) { x += a.x; y += a.y; z += a.z; }
void operator *= (const vec3& a) { x *= a.x; y *= a.y; z *= a.z; }
void operator *= (const float a) { x *= a; y *= a; z *= a; }
float operator [] (const uint& idx) const { return cell[idx]; }
float& operator [] (const uint& idx) { return cell[idx]; }
float length() const { return sqrtf(x * x + y * y + z * z); }
float sqrLentgh() const { return x * x + y * y + z * z; }
vec3 normalized() const { float r = 1.0f / length(); return vec3(x * r, y * r, z * r); }
void normalize() { float r = 1.0f / length(); x *= r; y *= r; z *= r; }
static vec3 normalize(const vec3 v) { return v.normalized(); }
vec3 cross(const vec3& operand) const
{
return vec3(y * operand.z - z * operand.y, z * operand.x - x * operand.z, x * operand.y - y * operand.x);
}
float dot(const vec3& operand) const { return x * operand.x + y * operand.y + z * operand.z; }
void clampVec(const float min, const float max) {
x = Clamp(x, min, max);
y = Clamp(y, min, max);
z = Clamp(z, min, max);
}
bool near_zero() const
{
//Return true if the vector is close to zero in all dimensions
const float s = (float)1e-8;
return (fabsf(x) < s) && (fabsf(y) < s) && (fabsf(z) < s);
}
bool lower_precision_near_zero() const //used for velocity
{
//Return true if the vector is close to zero in all dimensions
const float s = (float)1e-2;
return (fabsf(x) < s) && (fabsf(y) < s) && (fabsf(z) < s);
}
inline float static random_float_vec3()
{
return Rand(1);
}
inline float static random_float_vec3(float min, float max)
{
return min + (max - min) * Rand(1);
}
inline static vec3 random() {
return vec3(random_float_vec3(), random_float_vec3(), random_float_vec3());
}
inline static vec3 random(float min, float max) {
return vec3(random_float_vec3(min, max), random_float_vec3(min, max), random_float_vec3(min, max));
}
static vec3 random_in_unit_sphere()
{
while (true) {
auto p = random(-1, 1);
if (p.sqrLentgh() >= 1) continue;
return p;
}
}
static vec3 random_in_unit_sphere(const float min, const float max)
{
while (true) {
const vec3 p = random(-min, max);
if (p.sqrLentgh() >= 1) continue;
return p;
}
}
};
// Type aliases for vec3
using point3 = vec3; // 3D point
using color = vec3; // RGB m_color
class vec4
{
public:
#pragma warning (push)
#pragma warning (disable:4201)
union { struct { float x, y, z, w; }; struct { vec3 xyz; float w2; }; float cell[4]; };
#pragma warning (pop)
vec4() {}
vec4(float v) : x(v), y(v), z(v), w(v) {}
vec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {}
vec4(vec3 a, float b) : x(a.x), y(a.y), z(a.z), w(b) {}
vec4 operator - () const { return vec4(-x, -y, -z, -w); }
vec4 operator + (const vec4& addOperand) const { return vec4(x + addOperand.x, y + addOperand.y, z + addOperand.z, w + addOperand.w); }
vec4 operator - (const vec4& operand) const { return vec4(x - operand.x, y - operand.y, z - operand.z, w - operand.w); }
vec4 operator * (const vec4& operand) const { return vec4(x * operand.x, y * operand.y, z * operand.z, w * operand.w); }
void operator -= (const vec4& a) { x -= a.x; y -= a.y; z -= a.z; w -= a.w; }
void operator += (const vec4& a) { x += a.x; y += a.y; z += a.z; w += a.w; }
void operator *= (const vec4& a) { x *= a.x; y *= a.y; z *= a.z; w *= a.w; }
void operator *= (float a) { x *= a; y *= a; z *= a; w *= a; }
float& operator [] (const int idx) { return cell[idx]; }
float operator [] (const uint& idx) const { return cell[idx]; }
float length() { return sqrtf(x * x + y * y + z * z + w * w); }
float sqrLentgh() { return x * x + y * y + z * z + w * w; }
vec4 normalized() { float r = 1.0f / length(); return vec4(x * r, y * r, z * r, w * r); }
void normalize() { float r = 1.0f / length(); x *= r; y *= r; z *= r; w *= r; }
static vec4 normalize(vec4 v) { return v.normalized(); }
float dot(const vec4& operand) const { return x * operand.x + y * operand.y + z * operand.z + w * operand.w; }
};
extern vec3 normalize(const vec3& v);
extern vec3 cross(const vec3& a, const vec3& b);
extern vec3 abs3(const vec3& a);
extern vec3 sgnv3(const vec3& a);
extern float dot(const vec3& a, const vec3& b);
extern vec3 operator * (const float& s, const vec3& v);
extern vec3 operator * (const vec3& v, const float& s);
extern vec4 operator * (const float& s, const vec4& v);
extern vec4 operator * (const vec4& v, const float& s);
class uint4
{
public:
#pragma warning (push)
#pragma warning (disable:4201)
union { struct { uint x, y, z, w; }; uint cell[4]; };
#pragma warning (pop)
uint4() {}
uint4( int v ) : x( v ), y( v ), z( v ), w( v ) {}
uint4( int x, int y, int z, int w ) : x( x ), y( y ), z( z ), w( w ) {}
uint4 operator + ( const uint4& addOperand ) const { return uint4( x + addOperand.x, y + addOperand.y, z + addOperand.z, w + addOperand.w ); }
uint4 operator - ( const uint4& operand ) const { return uint4( x - operand.x, y - operand.y, z - operand.z, w - operand.w ); }
uint4 operator * ( const uint4& operand ) const { return uint4( x * operand.x, y * operand.y, z * operand.z, w * operand.w ); }
uint4 operator * ( uint operand ) const { return uint4( x * operand, y * operand, z * operand, w * operand ); }
void operator -= ( const uint4& a ) { x -= a.x; y -= a.y; z -= a.z; w -= a.w; }
void operator += ( const uint4& a ) { x += a.x; y += a.y; z += a.z; w += a.w; }
void operator *= ( const uint4& a ) { x *= a.x; y *= a.y; z *= a.z; w *= a.w; }
void operator *= ( uint a ) { x *= a; y *= a; z *= a; w *= a; }
uint& operator [] ( const int idx ) { return cell[idx]; }
};
class int4
{
public:
#pragma warning (push)
#pragma warning (disable:4201)
union { struct { int x, y, z, w; }; int cell[4]; };
#pragma warning (pop)
int4() {}
int4( int v ) : x( v ), y( v ), z( v ), w( v ) {}
int4( int x, int y, int z, int w ) : x( x ), y( y ), z( z ), w( w ) {}
int4 operator - () const { return int4( -x, -y, -z, -w ); }
int4 operator + ( const int4& addOperand ) const { return int4( x + addOperand.x, y + addOperand.y, z + addOperand.z, w + addOperand.w ); }
int4 operator - ( const int4& operand ) const { return int4( x - operand.x, y - operand.y, z - operand.z, w - operand.w ); }
int4 operator * ( const int4& operand ) const { return int4( x * operand.x, y * operand.y, z * operand.z, w * operand.w ); }
int4 operator * ( int operand ) const { return int4( x * operand, y * operand, z * operand, w * operand ); }
void operator -= ( const int4& a ) { x -= a.x; y -= a.y; z -= a.z; w -= a.w; }
void operator += ( const int4& a ) { x += a.x; y += a.y; z += a.z; w += a.w; }
void operator *= ( const int4& a ) { x *= a.x; y *= a.y; z *= a.z; w *= a.w; }
void operator *= ( int a ) { x *= a; y *= a; z *= a; w *= a; }
int& operator [] ( const int idx ) { return cell[idx]; }
};
class mat4
{
public:
mat4();
float cell[16];
float& operator [] ( const int idx ) { return cell[idx]; }
static mat4 identity();
///static mat4 rotate( vec3 v, float a );
static mat4 rotatex( const float a );
static mat4 rotatey( const float a );
static mat4 rotatez( const float a );
void invert()
{
// from MESA, via http://stackoverflow.com/questions/1148309/inverting-a-4x4-matrix
const float inv[16] = {
cell[5] * cell[10] * cell[15] - cell[5] * cell[11] * cell[14] - cell[9] * cell[6] * cell[15] +
cell[9] * cell[7] * cell[14] + cell[13] * cell[6] * cell[11] - cell[13] * cell[7] * cell[10],
-cell[1] * cell[10] * cell[15] + cell[1] * cell[11] * cell[14] + cell[9] * cell[2] * cell[15] -
cell[9] * cell[3] * cell[14] - cell[13] * cell[2] * cell[11] + cell[13] * cell[3] * cell[10],
cell[1] * cell[6] * cell[15] - cell[1] * cell[7] * cell[14] - cell[5] * cell[2] * cell[15] +
cell[5] * cell[3] * cell[14] + cell[13] * cell[2] * cell[7] - cell[13] * cell[3] * cell[6],
-cell[1] * cell[6] * cell[11] + cell[1] * cell[7] * cell[10] + cell[5] * cell[2] * cell[11] -
cell[5] * cell[3] * cell[10] - cell[9] * cell[2] * cell[7] + cell[9] * cell[3] * cell[6],
-cell[4] * cell[10] * cell[15] + cell[4] * cell[11] * cell[14] + cell[8] * cell[6] * cell[15] -
cell[8] * cell[7] * cell[14] - cell[12] * cell[6] * cell[11] + cell[12] * cell[7] * cell[10],
cell[0] * cell[10] * cell[15] - cell[0] * cell[11] * cell[14] - cell[8] * cell[2] * cell[15] +
cell[8] * cell[3] * cell[14] + cell[12] * cell[2] * cell[11] - cell[12] * cell[3] * cell[10],
-cell[0] * cell[6] * cell[15] + cell[0] * cell[7] * cell[14] + cell[4] * cell[2] * cell[15] -
cell[4] * cell[3] * cell[14] - cell[12] * cell[2] * cell[7] + cell[12] * cell[3] * cell[6],
cell[0] * cell[6] * cell[11] - cell[0] * cell[7] * cell[10] - cell[4] * cell[2] * cell[11] +
cell[4] * cell[3] * cell[10] + cell[8] * cell[2] * cell[7] - cell[8] * cell[3] * cell[6],
cell[4] * cell[9] * cell[15] - cell[4] * cell[11] * cell[13] - cell[8] * cell[5] * cell[15] +
cell[8] * cell[7] * cell[13] + cell[12] * cell[5] * cell[11] - cell[12] * cell[7] * cell[9],
-cell[0] * cell[9] * cell[15] + cell[0] * cell[11] * cell[13] + cell[8] * cell[1] * cell[15] -
cell[8] * cell[3] * cell[13] - cell[12] * cell[1] * cell[11] + cell[12] * cell[3] * cell[9],
cell[0] * cell[5] * cell[15] - cell[0] * cell[7] * cell[13] - cell[4] * cell[1] * cell[15] +
cell[4] * cell[3] * cell[13] + cell[12] * cell[1] * cell[7] - cell[12] * cell[3] * cell[5],
-cell[0] * cell[5] * cell[11] + cell[0] * cell[7] * cell[9] + cell[4] * cell[1] * cell[11] -
cell[4] * cell[3] * cell[9] - cell[8] * cell[1] * cell[7] + cell[8] * cell[3] * cell[5],
-cell[4] * cell[9] * cell[14] + cell[4] * cell[10] * cell[13] + cell[8] * cell[5] * cell[14] -
cell[8] * cell[6] * cell[13] - cell[12] * cell[5] * cell[10] + cell[12] * cell[6] * cell[9],
cell[0] * cell[9] * cell[14] - cell[0] * cell[10] * cell[13] - cell[8] * cell[1] * cell[14] +
cell[8] * cell[2] * cell[13] + cell[12] * cell[1] * cell[10] - cell[12] * cell[2] * cell[9],
-cell[0] * cell[5] * cell[14] + cell[0] * cell[6] * cell[13] + cell[4] * cell[1] * cell[14] -
cell[4] * cell[2] * cell[13] - cell[12] * cell[1] * cell[6] + cell[12] * cell[2] * cell[5],
cell[0] * cell[5] * cell[10] - cell[0] * cell[6] * cell[9] - cell[4] * cell[1] * cell[10] +
cell[4] * cell[2] * cell[9] + cell[8] * cell[1] * cell[6] - cell[8] * cell[2] * cell[5]
};
const float det = cell[0] * inv[0] + cell[1] * inv[4] + cell[2] * inv[8] + cell[3] * inv[12];
if (det != 0)
{
const float invdet = 1.0f / det;
for( int i = 0; i < 16; i++ ) cell[i] = inv[i] * invdet;
}
}
};
vec4 operator * ( const vec4& v, const mat4& M );
inline bool BadFloat(float x)
{
return ((*reinterpret_cast<uint*>(&x) & 0x7f000000) == 0x7f000000);
}
inline vec3 unit_vector(const vec3 v) {
return v * (1.f / v.length());
}
inline vec3 random_unit_vector()
{
return unit_vector(vec3::random_in_unit_sphere());
}
inline vec3 random_in_hemisphere(const vec3& normal) {
vec3 in_unit_sphere = vec3::random_in_unit_sphere();
if (dot(in_unit_sphere, normal) > 0.0) // In the same hemisphere as the normal
return in_unit_sphere;
else
return -in_unit_sphere;
}
//mirrors
inline vec3 reflect(const vec3& v, const vec3& n)
{
//Formula for getting a reflected vector
return v - 2 * dot(v, n) * n;
}
//see-through materials (like glass / diamond)
inline vec3 refract(const vec3& uv, const vec3& n, float etai_over_etat)
{
const float cos_theta = fminf(dot(-uv, n), 1.0f);
const vec3 r_out_perp = (etai_over_etat * (uv + cos_theta * n));
const vec3 r_out_parallel = -sqrtf(fabsf(1.0f - r_out_perp.sqrLentgh())) * n;
return r_out_perp + r_out_parallel;
}
}; // namespace Tmpl8