diff options
author | Kartik K. Agaram <vc@akkartik.com> | 2021-03-03 22:09:50 -0800 |
---|---|---|
committer | Kartik K. Agaram <vc@akkartik.com> | 2021-03-03 22:21:03 -0800 |
commit | 71e4f3812982dba2efb471283d310224e8db363e (patch) | |
tree | ea111a1acb8b8845dbda39c0e1b4bac1d198143b /linux/raytracing/vec3.h | |
parent | c6b928be29ac8cdb4e4d6e1eaa20420ff03e5a4c (diff) | |
download | mu-71e4f3812982dba2efb471283d310224e8db363e.tar.gz |
7842 - new directory organization
Baremetal is now the default build target and therefore has its sources at the top-level. Baremetal programs build using the phase-2 Mu toolchain that requires a Linux kernel. This phase-2 codebase which used to be at the top-level is now under the linux/ directory. Finally, the phase-2 toolchain, while self-hosting, has a way to bootstrap from a C implementation, which is now stored in linux/bootstrap. The bootstrap C implementation uses some literate programming tools that are now in linux/bootstrap/tools. So the whole thing has gotten inverted. Each directory should build one artifact and include the main sources (along with standard library). Tools used for building it are relegated to sub-directories, even though those tools are often useful in their own right, and have had lots of interesting programs written using them. A couple of things have gotten dropped in this process: - I had old ways to run on just a Linux kernel, or with a Soso kernel. No more. - I had some old tooling for running a single test at the cursor. I haven't used that lately. Maybe I'll bring it back one day. The reorg isn't done yet. Still to do: - redo documentation everywhere. All the README files, all other markdown, particularly vocabulary.md. - clean up how-to-run comments at the start of programs everywhere - rethink what to do with the html/ directory. Do we even want to keep supporting it? In spite of these shortcomings, all the scripts at the top-level, linux/ and linux/bootstrap are working. The names of the scripts also feel reasonable. This is a good milestone to take stock at.
Diffstat (limited to 'linux/raytracing/vec3.h')
-rw-r--r-- | linux/raytracing/vec3.h | 102 |
1 files changed, 102 insertions, 0 deletions
diff --git a/linux/raytracing/vec3.h b/linux/raytracing/vec3.h new file mode 100644 index 00000000..d8341d36 --- /dev/null +++ b/linux/raytracing/vec3.h @@ -0,0 +1,102 @@ +#ifndef VEC3_H +#define VEC3_H + +#include <cmath> +#include <iostream> + +using std::sqrt; + +class vec3 { + public: + vec3() : e{0,0,0} {} + vec3(float e0, float e1, float e2) : e{e0, e1, e2} {} + + float x() const { return e[0]; } + float y() const { return e[1]; } + float z() const { return e[2]; } + + vec3 operator-() const { return vec3(-e[0], -e[1], -e[2]); } + float operator[](int i) const { return e[i]; } + float& operator[](int i) { return e[i]; } + + vec3& operator+=(const vec3 &v) { + e[0] += v.e[0]; + e[1] += v.e[1]; + e[2] += v.e[2]; + return *this; + } + + vec3& operator*=(const float t) { + e[0] *= t; + e[1] *= t; + e[2] *= t; + return *this; + } + + vec3& operator/=(const float t) { + return *this *= 1/t; + } + + float length() const { + return sqrt(length_squared()); + } + + float length_squared() const { + return e[0]*e[0] + e[1]*e[1] + e[2]*e[2]; + } + + public: + float e[3]; +}; + +// Type aliases for vec3 +using point3 = vec3; // 3D point +using color = vec3; // RGB color + +// vec3 Utility Functions + +inline std::ostream& operator<<(std::ostream &out, const vec3 &v) { + return out << v.e[0] << ' ' << v.e[1] << ' ' << v.e[2]; +} + +inline vec3 operator+(const vec3 &u, const vec3 &v) { + return vec3(u.e[0] + v.e[0], u.e[1] + v.e[1], u.e[2] + v.e[2]); +} + +inline vec3 operator-(const vec3 &u, const vec3 &v) { + return vec3(u.e[0] - v.e[0], u.e[1] - v.e[1], u.e[2] - v.e[2]); +} + +inline vec3 operator*(const vec3 &u, const vec3 &v) { + return vec3(u.e[0] * v.e[0], u.e[1] * v.e[1], u.e[2] * v.e[2]); +} + +inline vec3 operator*(float t, const vec3 &v) { + return vec3(t*v.e[0], t*v.e[1], t*v.e[2]); +} + +inline vec3 operator*(const vec3 &v, float t) { + return t * v; +} + +inline vec3 operator/(vec3 v, float t) { + return (1/t) * v; +} + +inline float dot(const vec3 &u, const vec3 &v) { + return u.e[0] * v.e[0] + + u.e[1] * v.e[1] + + u.e[2] * v.e[2]; +} + +inline vec3 cross(const vec3 &u, const vec3 &v) { + return vec3(u.e[1] * v.e[2] - u.e[2] * v.e[1], + u.e[2] * v.e[0] - u.e[0] * v.e[2], + u.e[0] * v.e[1] - u.e[1] * v.e[0]); +} + +inline vec3 unit_vector(vec3 v) { + return v / v.length(); +} + +#endif |