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authorKartik K. Agaram <vc@akkartik.com>2021-03-03 22:09:50 -0800
committerKartik K. Agaram <vc@akkartik.com>2021-03-03 22:21:03 -0800
commit71e4f3812982dba2efb471283d310224e8db363e (patch)
treeea111a1acb8b8845dbda39c0e1b4bac1d198143b /linux/raytracing/vec3.h
parentc6b928be29ac8cdb4e4d6e1eaa20420ff03e5a4c (diff)
downloadmu-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.h102
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
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