Impl mutli-spheres/lights scene
This commit is contained in:
parent
48c5d42c74
commit
61e6cf17fd
3 changed files with 259 additions and 43 deletions
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@ -122,7 +122,9 @@ int main(int argc, char **argv) {
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}
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}
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auto pixels = Ex02::RT::renderGraySphere(
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// auto pixels = Ex02::RT::renderGraySphere(
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// outputWidth, outputHeight, threadCount);
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auto pixels = Ex02::RT::renderColorsWithSpheres(
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outputWidth, outputHeight, threadCount);
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pixels.writeToFile(outputFile);
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@ -2,6 +2,7 @@
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#include <cmath>
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#include <fstream>
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#include <array>
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#include <glm/matrix.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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@ -46,14 +47,6 @@ void Ex02::RT::Image::writeToFile(const std::string &filename) const {
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}
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}
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glm::vec3 Ex02::RT::Internal::defaultSpherePos() {
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return glm::vec3{0.0f, 0.0f, -2.5f};
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}
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glm::vec3 Ex02::RT::Internal::defaultLightPos() {
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return glm::vec3{4.0f, 4.0f, 0.0f};
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}
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/*
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glm::mat4x4 Ex02::RT::Internal::defaultMVP() {
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glm::mat4x4 mvp = glm::perspective(
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@ -76,17 +69,78 @@ glm::mat4x4 Ex02::RT::Internal::defaultMVP() {
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}
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*/
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Ex02::RT::Internal::LightSource::LightSource() :
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pos{0.0f, 0.0f, 0.0f},
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falloffStart(2.0f),
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falloffEnd(7.0f),
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color{1.0f, 1.0f, 1.0f}
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{}
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void Ex02::RT::Internal::LightSource::applyLight(
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glm::vec3 pos, Pixel &pixelOut) const {
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pos = this->pos - pos;
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float dist = std::sqrt(
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pos.x * pos.x
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+ pos.y * pos.y
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+ pos.z * pos.z);
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if(dist < falloffStart) {
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const auto applyColor = [] (auto *color, unsigned char *out) {
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unsigned int temp = (unsigned int)*out
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+ (unsigned int)(*color * 255.0f);
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if(temp > 255) {
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*out = 255;
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} else {
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*out = temp;
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}
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};
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applyColor(&color.x, &pixelOut.r);
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applyColor(&color.y, &pixelOut.g);
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applyColor(&color.z, &pixelOut.b);
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} else if(dist >= falloffStart && dist <= falloffEnd) {
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const auto applyFalloffColor = [] (auto *color, unsigned char *out, float f) {
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unsigned int temp = (unsigned int)*out
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+ (unsigned int)(*color * 255.0f * f);
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if(temp > 255) {
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*out = 255;
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} else {
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*out = temp;
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}
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};
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float f = (1.0f - (dist - falloffStart) / (falloffEnd - falloffStart));
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applyFalloffColor(&color.x, &pixelOut.r, f);
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applyFalloffColor(&color.y, &pixelOut.g, f);
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applyFalloffColor(&color.z, &pixelOut.b, f);
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}
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}
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Ex02::RT::Internal::Sphere::Sphere() :
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pos{0.0f, 0.0f, 0.0f},
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radius(2.5f)
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{}
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std::optional<glm::vec3> Ex02::RT::Internal::Sphere::rayToSphere(
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glm::vec3 rayPos, glm::vec3 rayDirUnit) const {
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return Ex02::RT::Internal::rayToSphere(rayPos, rayDirUnit, pos, radius);
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}
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Ex02::RT::Internal::RTSVisibleType Ex02::RT::Internal::Sphere::rayToSphereVisible(
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glm::vec3 rayPos, glm::vec3 rayDirUnit,
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const LightSource &light) const {
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return Ex02::RT::Internal::rayToSphereVisible(
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rayPos, rayDirUnit, pos, radius, light.pos);
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}
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std::optional<glm::vec3> Ex02::RT::Internal::rayToSphere(
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glm::vec3 rayPos,
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glm::vec3 rayDir,
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glm::vec3 rayDirUnit,
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glm::vec3 spherePos,
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float sphereRadius) {
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// check if there is collision
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glm::vec3 tempVec = rayPos - spherePos;
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float temp =
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rayDir.x * tempVec.x
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+ rayDir.y * tempVec.y
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+ rayDir.z * tempVec.z;
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rayDirUnit.x * tempVec.x
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+ rayDirUnit.y * tempVec.y
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+ rayDirUnit.z * tempVec.z;
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float delta = temp * temp;
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temp =
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tempVec.x * tempVec.x
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@ -99,9 +153,9 @@ std::optional<glm::vec3> Ex02::RT::Internal::rayToSphere(
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return {};
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} else {
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temp =
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rayDir.x * tempVec.x
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+ rayDir.y * tempVec.y
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+ rayDir.z * tempVec.z;
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rayDirUnit.x * tempVec.x
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+ rayDirUnit.y * tempVec.y
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+ rayDirUnit.z * tempVec.z;
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float dist = -temp - std::sqrt(delta);
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float dist2 = -temp + std::sqrt(delta);
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float min = dist > dist2 ? dist2 : dist;
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@ -110,10 +164,10 @@ std::optional<glm::vec3> Ex02::RT::Internal::rayToSphere(
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if(max < 0.0f) {
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return {};
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} else {
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return {rayPos + rayDir * max};
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return {rayPos + rayDirUnit * max};
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}
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} else {
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return {rayPos + rayDir * min};
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return {rayPos + rayDirUnit * min};
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}
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}
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}
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@ -126,17 +180,17 @@ float Ex02::RT::Internal::angleBetweenRays(glm::vec3 a, glm::vec3 b) {
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return std::acos(dot / amag / bmag);
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}
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float Ex02::RT::Internal::distBetweenPositions(glm::vec3 a, glm::vec3 b) {
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a = a - b;
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return std::sqrt(a.x * a.x + a.y * a.y + a.z * a.z);
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}
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Ex02::RT::Internal::RTSVisibleType Ex02::RT::Internal::rayToSphereVisible(
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glm::vec3 rayPos,
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glm::vec3 rayDir,
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glm::vec3 rayDirUnit,
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glm::vec3 spherePos,
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float sphereRadius,
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glm::vec3 lightPos) {
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glm::vec3 rayDirUnit = rayDir / std::sqrt(
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rayDir.x * rayDir.x
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+ rayDir.y * rayDir.y
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+ rayDir.z * rayDir.z);
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auto collPos = rayToSphere(rayPos, rayDirUnit, spherePos, sphereRadius);
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if(collPos) {
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glm::vec3 toLight = lightPos - *collPos;
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@ -160,22 +214,28 @@ Ex02::RT::Internal::RTSVisibleType Ex02::RT::Internal::rayToSphereVisible(
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Ex02::RT::Image Ex02::RT::renderGraySphere(
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unsigned int outputWidth,
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unsigned int outputHeight,
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int threadCount,
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glm::vec3 spherePos,
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glm::vec3 lightPos) {
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unsigned int threadCount) {
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const glm::vec3 spherePos{0.0f, 0.0f, -2.5f};
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const glm::vec3 lightPos{4.0f, 4.0f, 0.0f};
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Image image(outputWidth, outputHeight);
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glm::vec3 rayPos{0.0f, 0.0f, 0.0f};
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float lightFalloffStart = 4.5f;
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float lightFalloffEnd = 7.0f;
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if(threadCount == 1) {
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const glm::vec3 rayPos{0.0f, 0.0f, 0.0f};
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const float lightFalloffStart = 4.5f;
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const float lightFalloffEnd = 7.0f;
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// if(threadCount <= 1) {
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for(unsigned int j = 0; j < outputHeight; ++j) {
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float offsetY = ((float)j + 0.5f - ((float)outputHeight / 2.0f));
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for(unsigned int i = 0; i < outputWidth; ++i) {
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float offsetX = ((float)i + 0.5f - ((float)outputWidth / 2.0f));
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glm::vec3 rayDir = glm::vec3{
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offsetX, offsetY, -(float)outputHeight * EX02_RAY_TRACER_VIEW_RATIO};
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glm::vec3 rayDir{
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offsetX,
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offsetY,
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-(float)outputHeight * EX02_RAY_TRACER_VIEW_RATIO};
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glm::vec3 rayDirUnit = rayDir / std::sqrt(
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rayDir.x * rayDir.x
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+ rayDir.y * rayDir.y
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+ rayDir.z * rayDir.z);
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auto rayResult = Internal::rayToSphereVisible(
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rayPos, rayDir,
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rayPos, rayDirUnit,
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spherePos, EX02_RAY_TRACER_GRAY_SPHERE_RADIUS,
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lightPos);
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if(rayResult) {
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@ -199,7 +259,131 @@ Ex02::RT::Image Ex02::RT::renderGraySphere(
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}
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}
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}
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// } else {
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// }
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return image;
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}
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Ex02::RT::Image Ex02::RT::renderColorsWithSpheres(
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unsigned int outputWidth,
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unsigned int outputHeight,
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unsigned int threadCount) {
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Image image(outputWidth, outputHeight);
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const glm::vec3 rayPos{0.0f, 0.0f, 0.0f};
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std::array<Internal::Sphere, 3> spheres;
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std::array<Internal::LightSource, 3> lights;
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spheres[0].pos.x = 2.0f;
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spheres[0].pos.y = -2.0f;
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spheres[0].pos.z = -4.5f;
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spheres[0].radius = 0.5f;
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spheres[1].pos.x = -2.0f;
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spheres[1].pos.y = 2.0f;
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spheres[1].pos.z = -4.5f;
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spheres[1].radius = 0.5f;
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spheres[2].pos.x = 0.0f;
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spheres[2].pos.y = 0.0f;
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spheres[2].pos.z = -6.0f;
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spheres[2].radius = 2.0f;
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lights[0].color.r = 1.0f;
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lights[0].color.g = 0.0f;
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lights[0].color.b = 0.0f;
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lights[0].pos.x = 0.0f;
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lights[0].pos.y = -1.0f;
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lights[0].pos.z = 0.0f;
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lights[0].falloffStart = 3.0f;
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lights[0].falloffEnd = 7.0f;
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lights[1].color.r = 0.0f;
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lights[1].color.g = 1.0f;
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lights[1].color.b = 0.0f;
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lights[1].pos.x = std::cos(PI / 3.0f);
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lights[1].pos.y = std::sin(PI / 3.0f);
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lights[1].pos.z = 0.0f;
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lights[1].falloffStart = 3.0f;
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lights[1].falloffEnd = 7.0f;
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lights[2].color.r = 0.0f;
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lights[2].color.g = 0.0f;
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lights[2].color.b = 1.0f;
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lights[2].pos.x = std::cos(PI * 2.0 / 3.0f);
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lights[2].pos.y = std::sin(PI * 2.0 / 3.0f);
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lights[2].pos.z = 0.0f;
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lights[2].falloffStart = 3.0f;
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lights[2].falloffEnd = 7.0f;
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if(threadCount <= 1) {
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for(unsigned int j = 0; j < outputHeight; ++j) {
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float offsetY = ((float)j + 0.5f - ((float)outputHeight / 2.0f));
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for(unsigned int i = 0; i < outputWidth; ++i) {
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float offsetX = ((float)i + 0.5f - ((float)outputWidth / 2.0f));
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glm::vec3 rayDir{
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offsetX,
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offsetY,
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-(float)outputHeight * EX02_RAY_TRACER_VIEW_RATIO};
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glm::vec3 rayDirUnit = rayDir / std::sqrt(
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rayDir.x * rayDir.x
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+ rayDir.y * rayDir.y
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+ rayDir.z * rayDir.z);
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// cast ray to all spheres, finding closest result
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std::optional<std::tuple<glm::vec3, float, unsigned int>> closestResult;
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for(unsigned int idx = 0; idx < spheres.size(); ++idx) {
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auto result = spheres[idx].rayToSphere(rayPos, rayDirUnit);
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if(result) {
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float dist = Internal::distBetweenPositions(
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rayPos, spheres[idx].pos);
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if(closestResult) {
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if(dist < std::get<1>(*closestResult)) {
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closestResult = {{*result, dist, idx}};
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}
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} else {
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closestResult = {{*result, dist, idx}};
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}
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}
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}
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if(!closestResult) {
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continue;
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}
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// cast ray to each light checking if colliding with other
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// spheres
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for(const auto &light : lights) {
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glm::vec3 toLight = light.pos - std::get<0>(*closestResult);
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glm::vec3 toLightUnit = toLight / std::sqrt(
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toLight.x * toLight.x
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+ toLight.y * toLight.y
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+ toLight.z * toLight.z);
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bool isBlocked = false;
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for(unsigned int idx = 0; idx < spheres.size(); ++idx) {
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if(idx == std::get<2>(*closestResult)) {
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continue;
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}
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auto result = spheres[idx].rayToSphere(
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std::get<0>(*closestResult),
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toLightUnit);
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if(result) {
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isBlocked = true;
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break;
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}
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}
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if(isBlocked) {
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continue;
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}
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// at this point, it is known that no spheres blocks ray
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// to light
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light.applyLight(
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std::get<0>(*closestResult),
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image.getPixel(i, j));
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}
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}
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}
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}
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return image;
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@ -40,14 +40,37 @@ private:
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};
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namespace Internal {
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typedef std::optional<std::tuple<glm::vec3, glm::vec3>> RTSVisibleType;
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glm::vec3 defaultSpherePos();
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glm::vec3 defaultLightPos();
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struct LightSource {
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LightSource();
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glm::vec3 pos;
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float falloffStart;
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float falloffEnd;
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glm::vec3 color;
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void applyLight(glm::vec3 pos, Pixel &pixelOut) const;
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};
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struct Sphere {
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Sphere();
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glm::vec3 pos;
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float radius;
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std::optional<glm::vec3> rayToSphere(
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glm::vec3 rayPos, glm::vec3 rayDirUnit) const;
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RTSVisibleType rayToSphereVisible(
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glm::vec3 rayPos, glm::vec3 rayDirUnit,
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const LightSource &light) const;
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};
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// returns pos of collision
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std::optional<glm::vec3> rayToSphere(
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glm::vec3 rayPos,
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glm::vec3 rayDir,
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glm::vec3 rayDirUnit,
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glm::vec3 spherePos,
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float sphereRadius);
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@ -55,11 +78,14 @@ namespace Internal {
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glm::vec3 a,
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glm::vec3 b);
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float distBetweenPositions(
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glm::vec3 a,
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glm::vec3 b);
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// first vec3 is result from rayToSphere(), second is ray to light source
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typedef std::optional<std::tuple<glm::vec3, glm::vec3>> RTSVisibleType;
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RTSVisibleType rayToSphereVisible(
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glm::vec3 rayPos,
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glm::vec3 rayDir,
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glm::vec3 rayDirUnit,
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glm::vec3 spherePos,
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float sphereRadius,
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glm::vec3 lightPos);
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@ -68,9 +94,13 @@ namespace Internal {
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Image renderGraySphere(
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unsigned int outputWidth,
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unsigned int outputHeight,
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int threadCount = 1,
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glm::vec3 spherePos = Internal::defaultSpherePos(),
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glm::vec3 lightPos = Internal::defaultLightPos()
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unsigned int threadCount = 1
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);
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Image renderColorsWithSpheres(
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unsigned int outputWidth,
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unsigned int outputHeight,
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unsigned int threadCount = 1
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);
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} // namespace RT
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