Created and tested vec3.
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@ -100,3 +100,11 @@ CTestTestfile.cmake
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_deps
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CMakeUserPresets.json
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# Build / Compiled program
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build/Render
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build/bin/*
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Render
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build/Render.exe
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Render.exe
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@ -5,13 +5,17 @@ This roadmap breaks down the essential steps to build your CPU-based raytracer f
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---
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## Phase 1: Foundations & Core Engine
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- [ ] Set up vector math utilities (`vec3`): add, subtract, dot, cross, normalize
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- [x] Set up vector math utilities (`vec3`): add, subtract, dot, cross, normalize
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- [ ] Implement Ray class — origin, direction, basic functions
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- [ ] Basic Sphere object — position, radius, material properties
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- [ ] Ray-Sphere intersection logic — the core of your renderer
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- [ ] Camera setup — generate rays through the viewport
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- [ ] Scene structure — manage objects and lights
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# Objectives:
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- [ ] Render a single sphere with basic color
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- [ ] Output to a simple PPM file format
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---
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## Phase 2: Lighting & Shading Basics
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BIN
build/bin/test
BIN
build/bin/test
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include/vector/utils_vec.cpp
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include/vector/utils_vec.cpp
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@ -0,0 +1,49 @@
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#include "utils_vec.hpp"
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vec3 vec3::operator+(const vec3 &other) const
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{
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return vec3(x + other.x, y + other.y, z + other.z);
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}
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vec3 vec3::operator-(const vec3 &other) const
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{
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return vec3(x - other.x, y - other.y, z - other.z);
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}
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vec3 vec3::operator*(float scalar) const
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{
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return vec3(x * scalar, y * scalar, z * scalar);
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}
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vec3 vec3::operator/(float scalar) const
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{
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if (scalar == 0)
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{
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fprintf(stderr, "Error: Division by zero in vec3::operator/.\n");
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}
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return vec3(x / scalar, y / scalar, z / scalar);
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}
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vec3 vec3::dot(const vec3 &other) const
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{
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return vec3(x * other.x, y * other.y, z * other.z);
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}
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vec3 vec3::cross(const vec3 &other) const
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{
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return vec3(
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y * other.z - z * other.y,
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z * other.x - x * other.z,
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x * other.y - y * other.x);
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}
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vec3 vec3::normalize() const
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{
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float length = sqrt(x * x + y * y + z * z);
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if (length == 0)
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{
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fprintf(stderr, "Error: Normalization of zero vector in vec3::normalize.\n");
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return vec3(0, 0, 0); // Return zero vector if normalization fails
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}
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return vec3(x / length, y / length, z / length);
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}
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37
include/vector/utils_vec.hpp
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include/vector/utils_vec.hpp
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#ifndef UTILS_VEC_HPP
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#define UTILS_VEC_HPP
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#include <cstddef>
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#include <cstdlib>
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#include <stdio.h>
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#include <stdlib.h>
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#include <cmath>
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class vec3
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{
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private:
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float x, y, z;
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public:
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vec3() : x(0), y(0), z(0) {}
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vec3(float x, float y, float z) : x(x), y(y), z(z) {}
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float getX() const { return x; }
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float getY() const { return y; }
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float getZ() const { return z; }
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void setX(float val) { this->x = val; }
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void setY(float val) { this->y = val; }
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void setZ(float val) { this->z = val; }
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vec3 operator+(const vec3 &other) const;
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vec3 operator-(const vec3 &other) const;
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vec3 operator*(float scalar) const;
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vec3 operator/(float scalar) const;
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vec3 dot(const vec3 &other) const;
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vec3 cross(const vec3 &other) const;
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vec3 normalize() const;
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};
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#endif // !UTILS_VEC_HPP
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@ -1,7 +1,29 @@
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#include <iostream>
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// Include the vector utilities header file
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#include "vector/utils_vec.hpp"
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int main()
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{
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std::cout << "Hello, World!" << std::endl;
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vec3 *v1 = (vec3 *)malloc(sizeof(vec3) * 2);
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if (v1 == nullptr)
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{
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fprintf(stderr, "Error: Memory allocation failed for vec3 array.\n");
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return 1; // Exit with error code
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}
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for (int i = 0; i < 2; i++)
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{
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v1[i].setX(i + 1.0f);
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v1[i].setY(i + 2.0f);
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v1[i].setZ(i + 3.0f);
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}
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vec3 v2 = v1[0] + v1[1];
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std::cout << "v2: (" << v2.getX() << ", " << v2.getY() << ", " << v2.getZ() << ")" << std::endl;
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free(v1); // Free the allocated memory
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return 0;
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}
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