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Author SHA1 Message Date
603fb6ad9c i hate floating point!!! 2023-03-03 17:48:20 -06:00
464 changed files with 571 additions and 727646 deletions

1
.gitattributes vendored
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assignment-2*/ext/* linguist-vendored

3
.gitignore vendored
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.direnv .direnv
.pijul
/target

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@ -1,2 +0,0 @@
.git
.DS_Store

1288
Cargo.lock generated

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[workspace]
members = [
"assignment-0",
"assignment-1a",
"assignment-1b",
"assignment-1c",
"assignment-1d",
"assignment-2a-rust",
]
# For profiling with flamegraphs
[profile.release]
debug = true
# Optimize for size when creating handin
[profile.release-handin]
inherits = "release"
strip = true
lto = true

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@ -4,6 +4,16 @@ authors = ["Michael Zhang <zhan4854@umn.edu>"]
version = "0.1.0" version = "0.1.0"
edition = "2021" edition = "2021"
# For profiling with flamegraphs
[profile.release]
debug = true
# Optimize for size when creating handin
[profile.release-handin]
inherits = "release"
strip = true
lto = true
[[bin]] [[bin]]
name = "raytracer1b" name = "raytracer1b"
path = "src/main.rs" path = "src/main.rs"

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@ -40,6 +40,7 @@ name = "assignment-1c"
version = "0.1.0" version = "0.1.0"
dependencies = [ dependencies = [
"anyhow", "anyhow",
"approx",
"base64", "base64",
"clap", "clap",
"derivative", "derivative",
@ -50,6 +51,8 @@ dependencies = [
"ordered-float", "ordered-float",
"rand", "rand",
"rayon", "rayon",
"rug",
"simba",
"tracing", "tracing",
"tracing-subscriber", "tracing-subscriber",
] ]
@ -60,6 +63,12 @@ version = "1.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "d468802bab17cbc0cc575e9b053f41e72aa36bfa6b7f55e3529ffa43161b97fa" checksum = "d468802bab17cbc0cc575e9b053f41e72aa36bfa6b7f55e3529ffa43161b97fa"
[[package]]
name = "az"
version = "1.2.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "7b7e4c2464d97fe331d41de9d5db0def0a96f4d823b8b32a2efd503578988973"
[[package]] [[package]]
name = "backtrace" name = "backtrace"
version = "0.3.67" version = "0.3.67"
@ -253,6 +262,16 @@ version = "0.27.2"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "ad0a93d233ebf96623465aad4046a8d3aa4da22d4f4beba5388838c8a434bbb4" checksum = "ad0a93d233ebf96623465aad4046a8d3aa4da22d4f4beba5388838c8a434bbb4"
[[package]]
name = "gmp-mpfr-sys"
version = "1.5.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "a32868092c26fb25bb33c5ca7d8a937647979dfaa12f1f4f464beb57d726662c"
dependencies = [
"libc",
"windows-sys",
]
[[package]] [[package]]
name = "heck" name = "heck"
version = "0.4.1" version = "0.4.1"
@ -639,6 +658,19 @@ dependencies = [
"num_cpus", "num_cpus",
] ]
[[package]]
name = "rug"
version = "1.19.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "a465f6576b9f0844bd35749197576d68e3db169120532c4e0f868ecccad3d449"
dependencies = [
"az",
"gmp-mpfr-sys",
"libc",
"num-integer",
"num-traits",
]
[[package]] [[package]]
name = "rustc-demangle" name = "rustc-demangle"
version = "0.1.21" version = "0.1.21"

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@ -4,12 +4,23 @@ authors = ["Michael Zhang <zhan4854@umn.edu>"]
version = "0.1.0" version = "0.1.0"
edition = "2021" edition = "2021"
# For profiling with flamegraphs
[profile.release]
debug = true
# Optimize for size when creating handin
[profile.release-handin]
inherits = "release"
strip = true
lto = true
[[bin]] [[bin]]
name = "raytracer1c" name = "raytracer1c"
path = "src/main.rs" path = "src/main.rs"
[dependencies] [dependencies]
anyhow = { version = "1.0.68", features = ["backtrace"] } anyhow = { version = "1.0.68", features = ["backtrace"] }
approx = "0.5.1"
base64 = "0.21.0" base64 = "0.21.0"
clap = { version = "4.1.4", features = ["cargo", "derive"] } clap = { version = "4.1.4", features = ["cargo", "derive"] }
derivative = "2.2.0" derivative = "2.2.0"
@ -20,5 +31,7 @@ num = { version = "0.4.0", features = ["serde"] }
ordered-float = "3.4.0" ordered-float = "3.4.0"
rand = "0.8.5" rand = "0.8.5"
rayon = "1.6.1" rayon = "1.6.1"
rug = { version = "1.19.1", features = ["num-traits"] }
simba = "0.8.0"
tracing = "0.1.37" tracing = "0.1.37"
tracing-subscriber = "0.3.16" tracing-subscriber = "0.3.16"

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@ -1,2 +0,0 @@
#! /bin/sh
PROGRAM_NAME="raytracer1c"; echo "-------- Running Test1.txt --------"; ./$PROGRAM_NAME Test1.txt; echo "-------- Running Test2.txt --------";./$PROGRAM_NAME Test2.txt; echo "-------- Running Test3.txt --------";./$PROGRAM_NAME Test3.txt; echo "-------- Running Test4.txt --------";./$PROGRAM_NAME Test4.txt; echo "-------- Running Test5.txt --------";./$PROGRAM_NAME Test5.txt; echo "-------- Running Test6.txt --------";./$PROGRAM_NAME Test6.txt; echo "-------- Running TestE.txt --------";./$PROGRAM_NAME TestE.txt;

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351
assignment-1c/src/float.rs Normal file
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@ -0,0 +1,351 @@
use std::{
fmt,
ops::{
Add, AddAssign, Deref, Div, DivAssign, Mul, MulAssign, Neg, Rem, RemAssign,
Sub, SubAssign,
},
};
use nalgebra::{ComplexField, Field, SimdValue, RealField};
use num::{traits::Pow, FromPrimitive, Num, One, Zero, Signed};
use rug::float::{ParseFloatError, Special};
use simba::scalar::SubsetOf;
#[derive(Debug, Clone, PartialEq)]
pub struct Float(rug::Float);
impl From<rug::Float> for Float {
fn from(f: rug::Float) -> Self { Float(f) }
}
impl PartialOrd for Float {
fn partial_cmp(&self, other: &Self) -> Option<std::cmp::Ordering> {
self.0.as_ord().partial_cmp(other.0.as_ord())
}
}
impl fmt::Display for Float {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result { self.0.fmt(f) }
}
/*
impl Deref for Float {
type Target = rug::Float;
fn deref(&self) -> &Self::Target {
&self.0
}
}
*/
macro_rules! impl_ops {
($op_name:ty,
$fn_name:ident) => {
impl $op_name for Float {
type Output = Float;
fn $fn_name(self, rhs: Self) -> Self::Output {
Float(self.0.$fn_name(rhs.0))
}
}
};
}
impl_ops!(Add, add);
impl_ops!(Sub, sub);
impl_ops!(Mul, mul);
impl_ops!(Rem, rem);
impl_ops!(Div, div);
impl_ops!(Pow<Float>, pow);
macro_rules! impl_assign_ops {
($op_name:ident,
$fn_name:ident) => {
impl $op_name for Float {
fn $fn_name(&mut self, rhs: Self) { self.0.$fn_name(rhs.0); }
}
};
}
impl_assign_ops!(AddAssign, add_assign);
impl_assign_ops!(SubAssign, sub_assign);
impl_assign_ops!(MulAssign, mul_assign);
impl_assign_ops!(RemAssign, rem_assign);
impl_assign_ops!(DivAssign, div_assign);
impl SimdValue for Float {
type Element = Float;
type SimdBool = bool;
#[inline(always)]
fn lanes() -> usize { 1 }
#[inline(always)]
fn splat(val: Self::Element) -> Self { val }
#[inline(always)]
fn extract(&self, _: usize) -> Self::Element { *self }
#[inline(always)]
unsafe fn extract_unchecked(&self, _: usize) -> Self::Element { *self }
#[inline(always)]
fn replace(&mut self, _: usize, val: Self::Element) { *self = val }
#[inline(always)]
unsafe fn replace_unchecked(&mut self, _: usize, val: Self::Element) {
*self = val
}
#[inline(always)]
fn select(self, cond: Self::SimdBool, other: Self) -> Self {
if cond {
self
} else {
other
}
}
}
impl Zero for Float {
fn zero() -> Self { Float(rug::Float::with_val(53, Special::Zero)) }
fn is_zero(&self) -> bool { self.0.is_zero() }
}
impl One for Float {
fn one() -> Self { Float(rug::Float::with_val(53, 1)) }
}
impl Neg for Float {
type Output = Float;
fn neg(self) -> Self::Output { Float(self.0.neg()) }
}
impl Num for Float {
type FromStrRadixErr = ParseFloatError;
fn from_str_radix(
str: &str,
radix: u32,
) -> Result<Self, Self::FromStrRadixErr> {
let incomplete = rug::Float::parse_radix(str, radix as i32)?;
Ok(Float(rug::Float::with_val(53, incomplete)))
}
}
impl Field for Float {}
impl SubsetOf<Float> for Float {
fn to_superset(&self) -> Float { self.clone() }
fn from_superset_unchecked(element: &Float) -> Self { element.clone() }
fn is_in_subset(element: &Float) -> bool { true }
}
impl SubsetOf<Float> for f64 {
fn to_superset(&self) -> Float { Float(rug::Float::with_val(53, self)) }
fn from_superset_unchecked(element: &Float) -> Self { element.0.to_f64() }
fn is_in_subset(element: &Float) -> bool { true }
}
impl FromPrimitive for Float {
fn from_i64(n: i64) -> Option<Self> { todo!() }
fn from_u64(n: u64) -> Option<Self> { todo!() }
}
impl Signed for Float {}
impl RealField for Float {
fn is_sign_positive(&self) -> bool {
todo!()
}
fn is_sign_negative(&self) -> bool {
todo!()
}
fn copysign(self, sign: Self) -> Self {
todo!()
}
fn max(self, other: Self) -> Self {
todo!()
}
fn min(self, other: Self) -> Self {
todo!()
}
fn clamp(self, min: Self, max: Self) -> Self {
todo!()
}
fn atan2(self, other: Self) -> Self {
todo!()
}
fn min_value() -> Option<Self> {
todo!()
}
fn max_value() -> Option<Self> {
todo!()
}
fn pi() -> Self {
todo!()
}
fn two_pi() -> Self {
todo!()
}
fn frac_pi_2() -> Self {
todo!()
}
fn frac_pi_3() -> Self {
todo!()
}
fn frac_pi_4() -> Self {
todo!()
}
fn frac_pi_6() -> Self {
todo!()
}
fn frac_pi_8() -> Self {
todo!()
}
fn frac_1_pi() -> Self {
todo!()
}
fn frac_2_pi() -> Self {
todo!()
}
fn frac_2_sqrt_pi() -> Self {
todo!()
}
fn e() -> Self {
todo!()
}
fn log2_e() -> Self {
todo!()
}
fn log10_e() -> Self {
todo!()
}
fn ln_2() -> Self {
todo!()
}
fn ln_10() -> Self {
todo!()
}
}
impl ComplexField for Float {
type RealField = Float;
fn from_real(re: Self::RealField) -> Self { re }
fn real(self) -> Self::RealField { todo!() }
fn imaginary(self) -> Self::RealField { todo!() }
fn modulus(self) -> Self::RealField { todo!() }
fn modulus_squared(self) -> Self::RealField { todo!() }
fn argument(self) -> Self::RealField { todo!() }
fn norm1(self) -> Self::RealField { todo!() }
fn scale(self, factor: Self::RealField) -> Self { todo!() }
fn unscale(self, factor: Self::RealField) -> Self { todo!() }
fn floor(self) -> Self { todo!() }
fn ceil(self) -> Self { todo!() }
fn round(self) -> Self { todo!() }
fn trunc(self) -> Self { todo!() }
fn fract(self) -> Self { todo!() }
fn mul_add(self, a: Self, b: Self) -> Self { todo!() }
fn abs(self) -> Self::RealField { todo!() }
fn hypot(self, other: Self) -> Self::RealField { todo!() }
fn recip(self) -> Self { todo!() }
fn conjugate(self) -> Self { todo!() }
fn sin(self) -> Self { todo!() }
fn cos(self) -> Self { todo!() }
fn sin_cos(self) -> (Self, Self) { todo!() }
fn tan(self) -> Self { todo!() }
fn asin(self) -> Self { todo!() }
fn acos(self) -> Self { todo!() }
fn atan(self) -> Self { todo!() }
fn sinh(self) -> Self { todo!() }
fn cosh(self) -> Self { todo!() }
fn tanh(self) -> Self { todo!() }
fn asinh(self) -> Self { todo!() }
fn acosh(self) -> Self { todo!() }
fn atanh(self) -> Self { todo!() }
fn log(self, base: Self::RealField) -> Self { todo!() }
fn log2(self) -> Self { todo!() }
fn log10(self) -> Self { todo!() }
fn ln(self) -> Self { todo!() }
fn ln_1p(self) -> Self { todo!() }
fn sqrt(self) -> Self { Float(self.0.sqrt()) }
fn exp(self) -> Self { todo!() }
fn exp2(self) -> Self { todo!() }
fn exp_m1(self) -> Self { todo!() }
fn powi(self, n: i32) -> Self { Float(self.0.pow(n)) }
fn powf(self, n: Self::RealField) -> Self { todo!() }
fn powc(self, n: Self) -> Self { todo!() }
fn cbrt(self) -> Self { todo!() }
fn is_finite(&self) -> bool { todo!() }
fn try_sqrt(self) -> Option<Self> { todo!() }
}

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@ -9,8 +9,10 @@ use generator::{done, Gn};
use itertools::Itertools; use itertools::Itertools;
use nalgebra::Vector3; use nalgebra::Vector3;
use crate::float::Float;
/// A pixel color represented by a red, green, and blue value in the range 0-1. /// A pixel color represented by a red, green, and blue value in the range 0-1.
pub type Color = Vector3<f64>; pub type Color = Vector3<Float>;
/// A representation of an image /// A representation of an image
#[derive(Derivative)] #[derive(Derivative)]
@ -89,9 +91,9 @@ impl Image {
None => bail!("Not enough elements"), None => bail!("Not enough elements"),
}; };
let r = r? as f64 / max_value as f64; let r = r? as Float / max_value as Float;
let g = g? as f64 / max_value as f64; let g = g? as Float / max_value as Float;
let b = b? as f64 / max_value as f64; let b = b? as Float / max_value as Float;
let color = Color::new(r, g, b); let color = Color::new(r, g, b);
data.push(color); data.push(color);

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@ -1,5 +1,7 @@
use nalgebra::{Vector2, Vector3}; use nalgebra::{Vector2, Vector3};
use crate::float::Float;
#[macro_use] #[macro_use]
extern crate anyhow; extern crate anyhow;
#[macro_use] #[macro_use]
@ -7,11 +9,12 @@ extern crate derivative;
#[macro_use] #[macro_use]
extern crate tracing; extern crate tracing;
pub mod float;
pub mod image; pub mod image;
pub mod ray; pub mod ray;
pub mod scene; pub mod scene;
pub mod utils; pub mod utils;
pub type Point2 = Vector2<f64>; pub type Point2 = Vector2<Float>;
pub type Point = Vector3<f64>; pub type Point = Vector3<Float>;
pub type Vector = Vector3<f64>; pub type Vector = Vector3<Float>;

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@ -4,7 +4,7 @@ extern crate tracing;
use std::fs::File; use std::fs::File;
use std::path::PathBuf; use std::path::PathBuf;
use anyhow::{Context, Result}; use anyhow::Result;
use assignment_1c::image::Image; use assignment_1c::image::Image;
use assignment_1c::ray::Ray; use assignment_1c::ray::Ray;
use assignment_1c::scene::Scene; use assignment_1c::scene::Scene;
@ -112,9 +112,9 @@ fn main() -> Result<()> {
Ok(match earliest_intersection { Ok(match earliest_intersection {
// Take the object's material color // Take the object's material color
Some((obj_idx, intersection_context, object)) => scene Some((obj_idx, intersection_context, object)) => {
.compute_pixel_color(obj_idx, object, intersection_context) scene.compute_pixel_color(obj_idx, object, intersection_context)?
.context("Could not compute pixel color.")?, }
// There was no intersection, so this should default to the scene's // There was no intersection, so this should default to the scene's
// background color // background color

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@ -1,3 +1,4 @@
use crate::float::Float;
use crate::{Point, Vector}; use crate::{Point, Vector};
/// A normalized parametric Ray of the form (origin + direction * time) /// A normalized parametric Ray of the form (origin + direction * time)
@ -21,7 +22,7 @@ impl Ray {
} }
/// Evaluate the ray at a certain point in time, yielding a point /// Evaluate the ray at a certain point in time, yielding a point
pub fn eval(&self, time: f64) -> Point { pub fn eval(&self, time: Float) -> Point {
self.origin + self.direction * time self.origin + self.direction * time
} }
} }

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@ -3,6 +3,7 @@ use anyhow::Result;
use ordered_float::NotNan; use ordered_float::NotNan;
use crate::utils::compute_rotation_matrix; use crate::utils::compute_rotation_matrix;
use crate::float::Float;
use crate::Vector; use crate::Vector;
use crate::{ray::Ray, Point}; use crate::{ray::Ray, Point};
@ -13,8 +14,8 @@ use super::Scene;
pub struct Cylinder { pub struct Cylinder {
pub center: Point, pub center: Point,
pub direction: Vector, pub direction: Vector,
pub radius: f64, pub radius: Float,
pub length: f64, pub length: Float,
} }
impl Cylinder { impl Cylinder {

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@ -2,6 +2,7 @@ use std::fmt::Debug;
use crate::image::Color; use crate::image::Color;
use crate::utils::cross; use crate::utils::cross;
use crate::float::Float;
use crate::Point; use crate::Point;
use super::Scene; use super::Scene;
@ -19,10 +20,10 @@ pub struct Material {
pub diffuse_color: Point, pub diffuse_color: Point,
pub specular_color: Point, pub specular_color: Point,
pub k_a: f64, pub k_a: Float,
pub k_d: f64, pub k_d: Float,
pub k_s: f64, pub k_s: Float,
pub exponent: f64, pub exponent: Float,
} }
#[derive(Debug)] #[derive(Debug)]
@ -69,17 +70,17 @@ pub struct DepthCueing {
/// Proportion of the color influenced by the depth tint when the distance is /// Proportion of the color influenced by the depth tint when the distance is
/// maxed (caps at 1.0) /// maxed (caps at 1.0)
pub a_max: f64, pub a_max: Float,
/// Proportion of the color influenced by the depth tint when the distance is /// Proportion of the color influenced by the depth tint when the distance is
/// at the minimum (caps at 1.0) /// at the minimum (caps at 1.0)
pub a_min: f64, pub a_min: Float,
/// The max distance that should be affected by the depth tint /// The max distance that should be affected by the depth tint
pub dist_max: f64, pub dist_max: Float,
/// The min distance that should be affected by the depth tint /// The min distance that should be affected by the depth tint
pub dist_min: f64, pub dist_min: Float,
} }
/// A default implementation here needs to simulate what would happen if there /// A default implementation here needs to simulate what would happen if there
@ -101,9 +102,9 @@ impl Default for DepthCueing {
/// Light attenuation dropoff coefficients /// Light attenuation dropoff coefficients
#[derive(Debug)] #[derive(Debug)]
pub struct Attenuation { pub struct Attenuation {
pub c1: f64, pub c1: Float,
pub c2: f64, pub c2: Float,
pub c3: f64, pub c3: Float,
} }
/// A default implementation here needs to simulate what would happen if there /// A default implementation here needs to simulate what would happen if there
@ -122,7 +123,7 @@ impl Default for Attenuation {
impl Scene { impl Scene {
/// Determine the boundaries of the viewing window in world coordinates /// Determine the boundaries of the viewing window in world coordinates
pub fn compute_viewing_window(&self, distance: f64) -> Rect { pub fn compute_viewing_window(&self, distance: Float) -> Rect {
// Compute viewing directions // Compute viewing directions
let u = cross(self.view_dir, self.up_dir).normalize(); let u = cross(self.view_dir, self.up_dir).normalize();
let v = cross(u, self.view_dir).normalize(); let v = cross(u, self.view_dir).normalize();
@ -140,7 +141,7 @@ impl Scene {
w_over_2d * 2.0 * distance w_over_2d * 2.0 * distance
}; };
let aspect_ratio = self.image_width as f64 / self.image_height as f64; let aspect_ratio = self.image_width as Float / self.image_height as Float;
let viewing_height = viewing_width / aspect_ratio; let viewing_height = viewing_width / aspect_ratio;
// Compute viewing window corners // Compute viewing window corners
@ -161,20 +162,20 @@ impl Scene {
/// current scene /// current scene
pub fn pixel_translation_function( pub fn pixel_translation_function(
&self, &self,
distance: f64, distance: Float,
) -> impl Fn(usize, usize) -> Point { ) -> impl Fn(usize, usize) -> Point {
let view_window = self.compute_viewing_window(distance); let view_window = self.compute_viewing_window(distance);
let dx = view_window.upper_right - view_window.upper_left; let dx = view_window.upper_right - view_window.upper_left;
let pixel_base_x = dx / self.image_width as f64; let pixel_base_x = dx / self.image_width as Float;
let dy = view_window.lower_left - view_window.upper_left; let dy = view_window.lower_left - view_window.upper_left;
let pixel_base_y = dy / self.image_height as f64; let pixel_base_y = dy / self.image_height as Float;
// The final function to be returned // The final function to be returned
move |px: usize, py: usize| { move |px: usize, py: usize| {
let x_component = pixel_base_x * px as f64; let x_component = pixel_base_x * px as Float;
let y_component = pixel_base_y * py as f64; let y_component = pixel_base_y * py as Float;
// Without adding this, we would be getting the top-left of the pixel's // Without adding this, we would be getting the top-left of the pixel's
// rectangle. We want the center, so add half of the pixel size as // rectangle. We want the center, so add half of the pixel size as

View file

@ -43,7 +43,7 @@ impl Scene {
let texture = match self.textures.get(texture_idx) { let texture = match self.textures.get(texture_idx) {
Some(v) => v, Some(v) => v,
None => bail!("Texture index {texture_idx} not found."), None => bail!("Texture index not found."),
}; };
texture.pixel_at(u, v) texture.pixel_at(u, v)

View file

@ -4,8 +4,9 @@ use std::path::Path;
use anyhow::{Context, Result}; use anyhow::{Context, Result};
use itertools::Itertools; use itertools::Itertools;
use nalgebra::{Vector2, Vector3}; use nalgebra::Vector3;
use crate::float::Float;
use crate::{ use crate::{
image::{Color, Image}, image::{Color, Image},
scene::{ scene::{
@ -13,7 +14,7 @@ use crate::{
data::{Attenuation, Light, LightKind, Material}, data::{Attenuation, Light, LightKind, Material},
object::{Object, ObjectKind}, object::{Object, ObjectKind},
sphere::Sphere, sphere::Sphere,
texture::Texture, texture::{Texture, NormalMap},
triangle::Triangle, triangle::Triangle,
Scene, Scene,
}, },
@ -93,23 +94,23 @@ impl Scene {
} }
} }
"eye" => scene.eye_pos = r!(Vector3<f64>), "eye" => scene.eye_pos = r!(Vector3<Float>),
"viewdir" => scene.view_dir = r!(Vector3<f64>), "viewdir" => scene.view_dir = r!(Vector3<Float>),
"updir" => scene.up_dir = r!(Vector3<f64>), "updir" => scene.up_dir = r!(Vector3<Float>),
"hfov" => scene.hfov = r!(f64), "hfov" => scene.hfov = r!(Float),
"bkgcolor" => scene.bkg_color = r!(Color), "bkgcolor" => scene.bkg_color = r!(Color),
// light x y z w r g b // light x y z w r g b
// attlight x y z w r g b c1 c2 c3 // attlight x y z w r g b c1 c2 c3
"light" | "attlight" => { "light" | "attlight" => {
let vec3 = r!(Vector3<f64>); let vec3 = r!(Vector3<Float>);
let w = r!(usize); let w = r!(usize);
let color = r!(Color); let color = r!(Color);
let attenuation = match keyword == "attlight" { let attenuation = match keyword == "attlight" {
true => { true => {
let c = r!(Vector3<f64>); let c = r!(Vector3<Float>);
Some(Attenuation { Some(Attenuation {
c1: c.x, c1: c.x,
c2: c.y, c2: c.y,
@ -135,10 +136,10 @@ impl Scene {
// depthcueing dcr dcg dcb amax amin distmax distmin // depthcueing dcr dcg dcb amax amin distmax distmin
"depthcueing" => { "depthcueing" => {
let color = r!(Color); let color = r!(Color);
let a_max = r!(f64); let a_max = r!(Float);
let a_min = r!(f64); let a_min = r!(Float);
let dist_max = r!(f64); let dist_max = r!(Float);
let dist_min = r!(f64); let dist_min = r!(Float);
scene.depth_cueing = DepthCueing { scene.depth_cueing = DepthCueing {
color, color,
@ -153,10 +154,10 @@ impl Scene {
"mtlcolor" => { "mtlcolor" => {
let diffuse_color = r!(Color); let diffuse_color = r!(Color);
let specular_color = r!(Color); let specular_color = r!(Color);
let k_a = r!(f64); let k_a = r!(Float);
let k_d = r!(f64); let k_d = r!(Float);
let k_s = r!(f64); let k_s = r!(Float);
let exponent = r!(f64); let exponent = r!(Float);
let material = Material { let material = Material {
diffuse_color, diffuse_color,
@ -174,7 +175,7 @@ impl Scene {
"sphere" => { "sphere" => {
let center = r!(Point); let center = r!(Point);
let radius = r!(f64); let radius = r!(Float);
scene.objects.push(Object { scene.objects.push(Object {
kind: ObjectKind::Sphere(Sphere { center, radius }), kind: ObjectKind::Sphere(Sphere { center, radius }),
@ -186,8 +187,8 @@ impl Scene {
"cylinder" => { "cylinder" => {
let center = r!(Point); let center = r!(Point);
let direction = r!(Vector); let direction = r!(Vector);
let radius = r!(f64); let radius = r!(Float);
let length = r!(f64); let length = r!(Float);
scene.objects.push(Object { scene.objects.push(Object {
kind: ObjectKind::Cylinder(Cylinder { kind: ObjectKind::Cylinder(Cylinder {
@ -209,9 +210,6 @@ impl Scene {
// vn nx ny nz // vn nx ny nz
"vn" => scene.vertex_normals.push(r!(Vector)), "vn" => scene.vertex_normals.push(r!(Vector)),
// vt u v
"vt" => scene.texture_vertices.push(r!(Vector2<f64>)),
// f v1 v2 v3 // f v1 v2 v3
// f v1//n1 v2//n2 v3//n3 // f v1//n1 v2//n2 v3//n3
"f" => { "f" => {
@ -233,7 +231,7 @@ impl Scene {
let textures = match textures.iter().filter(|o| o.is_some()).count() { let textures = match textures.iter().filter(|o| o.is_some()).count() {
0 => None, 0 => None,
n if n == vs.len() => Some(textures.map(|o| o.unwrap())), n if n == vs.len() => Some(textures.map(|o| o.unwrap())),
_ => bail!("Cannot mix and match having a texture index"), _ => bail!("Cannot mix and match having a normal index"),
}; };
let triangle = Triangle { let triangle = Triangle {
@ -259,7 +257,7 @@ impl Scene {
texture_idx = Some(idx); texture_idx = Some(idx);
let image = Image::from_file(path)?; let image = Image::from_file(path)?;
let texture = Texture::new(image, false); let texture = Texture::new(image);
scene.textures.push(texture); scene.textures.push(texture);
} }
@ -274,8 +272,8 @@ impl Scene {
texture_idx = Some(idx); texture_idx = Some(idx);
let image = Image::from_file(path)?; let image = Image::from_file(path)?;
let normal_map = Texture::new(image, true); let normal_map = NormalMap::new(image);
scene.textures.push(normal_map); scene.normal_maps.push(normal_map);
} }
_ => bail!("Unknown keyword {keyword}"), _ => bail!("Unknown keyword {keyword}"),
@ -332,29 +330,10 @@ macro_rules! impl_construct {
}; };
} }
impl_construct!(f64); impl_construct!(Float);
impl_construct!(usize); impl_construct!(usize);
impl Construct for Vector2<f64> { impl Construct for Vector3<Float> {
type Args = ();
fn construct<'a, I>(it: &mut I, _: Self::Args) -> Result<Self>
where
I: Iterator<Item = &'a str>,
{
let (x, y) = match it.next_tuple() {
Some(v) => v,
None => bail!("Expected 2 values"),
};
let x: f64 = x.parse()?;
let y: f64 = y.parse()?;
Ok(Vector2::new(x, y))
}
}
impl Construct for Vector3<f64> {
type Args = (); type Args = ();
fn construct<'a, I>(it: &mut I, _: Self::Args) -> Result<Self> fn construct<'a, I>(it: &mut I, _: Self::Args) -> Result<Self>
@ -366,9 +345,9 @@ impl Construct for Vector3<f64> {
None => bail!("Expected 3 values"), None => bail!("Expected 3 values"),
}; };
let x: f64 = x.parse()?; let x: Float = x.parse()?;
let y: f64 = y.parse()?; let y: Float = y.parse()?;
let z: f64 = z.parse()?; let z: Float = z.parse()?;
Ok(Vector3::new(x, y, z)) Ok(Vector3::new(x, y, z))
} }

View file

@ -7,14 +7,12 @@ pub mod sphere;
pub mod texture; pub mod texture;
pub mod triangle; pub mod triangle;
use nalgebra::Vector2;
use crate::image::Color; use crate::image::Color;
use crate::{Point, Point2, Vector}; use crate::{Point, Point2, Vector};
use self::data::{Attenuation, DepthCueing, Light, Material}; use self::data::{Attenuation, DepthCueing, Light, Material};
use self::object::Object; use self::object::Object;
use self::texture::{Texture}; use self::texture::{Texture, NormalMap};
#[derive(Debug, Default)] #[derive(Debug, Default)]
pub struct Scene { pub struct Scene {
@ -42,7 +40,7 @@ pub struct Scene {
pub textures: Vec<Texture>, pub textures: Vec<Texture>,
/// List of normal maps (Extra credit) /// List of normal maps (Extra credit)
pub normal_maps: Vec<Texture>, pub normal_maps: Vec<NormalMap>,
/// Coordinates into a texture image /// Coordinates into a texture image
pub texture_vertices: Vec<Point2>, pub texture_vertices: Vec<Point2>,

View file

@ -1,9 +1,10 @@
use std::f64::consts::PI; use std::float::consts::PI;
use anyhow::Result; use anyhow::Result;
use ordered_float::NotNan; use ordered_float::NotNan;
use crate::{ray::Ray, utils::min_f64, Point}; use crate::{ray::Ray, utils::min_f64, Point};
use crate::float::Float;
use super::illumination::IntersectionContext; use super::illumination::IntersectionContext;
use super::Scene; use super::Scene;
@ -11,7 +12,7 @@ use super::Scene;
#[derive(Debug)] #[derive(Debug)]
pub struct Sphere { pub struct Sphere {
pub center: Point, pub center: Point,
pub radius: f64, pub radius: Float,
} }
impl Sphere { impl Sphere {
@ -78,7 +79,7 @@ impl Sphere {
pub fn get_texture_coord( pub fn get_texture_coord(
&self, &self,
ctx: &IntersectionContext, ctx: &IntersectionContext,
) -> Result<(f64, f64)> { ) -> Result<(Float, Float)> {
// Reverse engineer the angles from the coordinate of the intersection // Reverse engineer the angles from the coordinate of the intersection
let cosp = (ctx.point.z - self.center.z) / self.radius; let cosp = (ctx.point.z - self.center.z) / self.radius;
let phi = cosp.acos(); let phi = cosp.acos();

View file

@ -4,33 +4,17 @@ use crate::{
}; };
#[derive(Debug)] #[derive(Debug)]
pub struct Texture { pub struct Texture(Image);
image: Image,
is_normal_map: bool,
}
impl Texture { impl Texture {
pub fn new(image: Image, is_normal_map: bool) -> Self { pub fn new(image: Image) -> Self {
Self { Self(image)
image,
is_normal_map,
}
} }
pub fn pixel_at_exact(&self, x: usize, y: usize) -> Color { pub fn pixel_at_exact(&self, x: usize, y: usize) -> Color {
// TODO: Debug asserts? // TODO: Debug asserts?
let x = match x { self.0.data[y * self.0.width + x]
n if n < self.image.width => n,
_ => self.image.width - 1,
};
let y = match y {
n if n < self.image.height => n,
_ => self.image.height - 1,
};
self.image.data[y * self.image.width + x]
} }
/// Returns a pixel at the given coordinate. For non-lattice coordinates, /// Returns a pixel at the given coordinate. For non-lattice coordinates,
@ -40,8 +24,8 @@ impl Texture {
debug_assert!(0.0 <= v && v <= 1.0, "u must be between 0 and 1"); debug_assert!(0.0 <= v && v <= 1.0, "u must be between 0 and 1");
// Slide 121 // Slide 121
let x = u * (self.image.width - 1) as f64; let x = u * (self.0.width - 1) as f64;
let y = v * (self.image.height - 1) as f64; let y = v * (self.0.height - 1) as f64;
let i = x.floor(); let i = x.floor();
let j = y.floor(); let j = y.floor();
@ -58,3 +42,23 @@ impl Texture {
+ (alpha) * (beta) * self.pixel_at_exact(i + 1, j + 1) + (alpha) * (beta) * self.pixel_at_exact(i + 1, j + 1)
} }
} }
#[derive(Debug)]
pub struct NormalMap(Image);
impl NormalMap {
pub fn new(image: Image) -> Self {
Self(image)
}
pub fn normal_vector_at_exact(&self, x: usize, y: usize) -> Vector {
let vec = self.0.data[y * self.0.width + x];
// So, according to the instructions, this should actually be a value
// between -1 and 1. However, we're reading this in through an image.
// I'm just going to do the lazy thing here (which theoretically
// actually saves cycles) by only doing the transformation when loading
// out of the image
vec.map(|value| 2.0 * value / 255.0 - 1.0)
}
}

View file

@ -4,6 +4,7 @@ use anyhow::Result;
use nalgebra::{Matrix2, Vector2, Vector3}; use nalgebra::{Matrix2, Vector2, Vector3};
use ordered_float::NotNan; use ordered_float::NotNan;
use crate::float::Float;
use crate::ray::Ray; use crate::ray::Ray;
use crate::utils::{cross, dot}; use crate::utils::{cross, dot};
use crate::{Point, Vector}; use crate::{Point, Vector};
@ -109,7 +110,7 @@ impl Triangle {
&self, &self,
scene: &Scene, scene: &Scene,
ctx: &IntersectionContext, ctx: &IntersectionContext,
) -> Result<(f64, f64)> { ) -> Result<(Float, Float)> {
let texture_coordinates = match self.textures { let texture_coordinates = match self.textures {
Some(v) => v, Some(v) => v,
None => { None => {
@ -131,7 +132,7 @@ impl Triangle {
Ok((u, v)) Ok((u, v))
} }
fn convert_point(&self, scene: &Scene, point: Point) -> Vector2<f64> { fn convert_point(&self, scene: &Scene, point: Point) -> Vector2<Float> {
let (p0, e1, e2) = self.basis_vectors(scene); let (p0, e1, e2) = self.basis_vectors(scene);
let ep = point - p0; let ep = point - p0;
@ -161,8 +162,8 @@ impl Triangle {
fn compute_barycentric_coordinates( fn compute_barycentric_coordinates(
&self, &self,
scene: &Scene, scene: &Scene,
p: Vector2<f64>, p: Vector2<Float>,
) -> Result<(f64, f64, f64)> { ) -> Result<(Float, Float, Float)> {
let (_, e1, e2) = self.basis_vectors(scene); let (_, e1, e2) = self.basis_vectors(scene);
let d = Matrix2::new(dot(e1, e1), dot(e1, e2), dot(e2, e1), dot(e2, e2)); let d = Matrix2::new(dot(e1, e1), dot(e1, e2), dot(e2, e1), dot(e2, e2));

View file

@ -1,38 +1,38 @@
use anyhow::Result; use anyhow::Result;
use nalgebra::{Matrix3, Vector3}; use nalgebra::{ComplexField, Matrix3, Vector3};
use ordered_float::NotNan; use num::{Zero, One};
use num::traits::Pow;
use crate::{Vector}; use crate::float::Float;
use crate::Vector;
/*
/// Finds the minimum of an iterator of f64s, ignoring any NaN values /// Finds the minimum of an iterator of f64s, ignoring any NaN values
#[inline] #[inline]
pub fn min_f64<I>(i: I) -> Option<f64> pub fn min_f64<I>(i: I) -> Option<Float>
where where
I: Iterator<Item = f64>, I: Iterator<Item = Float>,
{ {
i.filter_map(|i| NotNan::new(i).ok()) i.map(|v| v.as_ord()).min().map(|i| i.as_float().clone())
.min()
.map(|i| i.into_inner())
} }
/// Finds the minimum of an iterator of f64s using the given predicate, ignoring /// Finds the minimum of an iterator of f64s using the given predicate, ignoring
/// any NaN values /// any NaN values
#[inline] #[inline]
pub fn min_f64_by_key<I, F>(i: I, f: F) -> Option<f64> pub fn min_f64_by_key<I, F>(i: I, f: F) -> Option<Float>
where where
I: Iterator<Item = f64>, I: Iterator<Item = Float>,
F: FnMut(&NotNan<f64>), F: FnMut(&OrdFloat),
{ {
i.filter_map(|i| NotNan::new(i).ok()) i.map(|v| v.as_ord().clone())
.min_by_key(f) .min_by_key(f)
.map(|i| i.into_inner()) .map(|i| i.as_float().clone())
} }
*/
/// Dot-product between two 3D vectors. /// Dot-product between two 3D vectors.
#[inline] #[inline]
pub fn dot(a: Vector, b: Vector) -> f64 { pub fn dot(a: Vector, b: Vector) -> Float { a.x * b.x + a.y * b.y + a.z * b.z }
a.x * b.x + a.y * b.y + a.z * b.z
}
/// Cross-product between two 3D vectors. /// Cross-product between two 3D vectors.
#[inline] #[inline]
@ -43,25 +43,42 @@ pub fn cross(a: Vector, b: Vector) -> Vector {
Vector::new(x, y, z) Vector::new(x, y, z)
} }
/// L2-norm
#[inline]
pub fn norm(a: Vector) -> Float {
let sum: Float = a.x.pow(2) + a.y.pow(2) + a.z.pow(2);
sum.sqrt().into()
}
/// Normalize a vector
#[inline]
pub fn normalize(a: Vector) -> Vector {
let norm = norm(a);
Vector::new(a.x / norm, a.y / norm, a.z / norm)
}
/// Calculate the rotation matrix between the 2 given vectors /// Calculate the rotation matrix between the 2 given vectors
/// ///
/// Based on the method given [here][1]. /// Based on the method given [here][1].
/// ///
/// [1]: https://math.stackexchange.com/a/897677 /// [1]: https://math.stackexchange.com/a/897677
pub fn compute_rotation_matrix( pub fn compute_rotation_matrix(
a: Vector3<f64>, a: Vector3<Float>,
b: Vector3<f64>, b: Vector3<Float>,
) -> Result<Matrix3<f64>> { ) -> Result<Matrix3<Float>> {
// Special case: if a and b are in the same direction, just return the // Special case: if a and b are in the same direction, just return the
// identity matrix. // identity matrix.
if a.normalize() == b.normalize() { if normalize(a) == normalize(b) {
return Ok(Matrix3::identity()); return Ok(Matrix3::identity());
} }
let cos_t = dot(a, b); let cos_t = dot(a, b);
let sin_t = cross(a, b).norm(); let sin_t = norm(cross(a, b));
let g = Matrix3::new(cos_t, -sin_t, 0.0, sin_t, cos_t, 0.0, 0.0, 0.0, 1.0); let zero = Float::zero();
let one = Float::one();
let g =
Matrix3::new(cos_t, -sin_t, zero, sin_t, cos_t, zero, zero, zero, one);
// New basis vectors // New basis vectors
let u = a; let u = a;

View file

@ -1,2 +0,0 @@
[registries.crates-io]
protocol = "sparse"

View file

@ -1,11 +0,0 @@
/target
/assignment-1*
/raytracer1*
/examples/*.png
*.ppm
*.zip
*.pdf
perf.data*
flamegraph.svg
showcase.png
/out.log

1068
assignment-1d/Cargo.lock generated

File diff suppressed because it is too large Load diff

View file

@ -1,30 +0,0 @@
[package]
name = "assignment-1d"
authors = ["Michael Zhang <zhan4854@umn.edu>"]
version = "0.1.0"
edition = "2021"
[features]
release-handin = ["tracing/release_max_level_info"]
[[bin]]
name = "raytracer1d"
path = "src/main.rs"
[dependencies]
anyhow = { version = "1.0.68", features = ["backtrace"] }
base64 = "0.21.0"
clap = { version = "4.1.4", features = ["cargo", "derive"] }
contracts = "0.6.3"
derivative = "2.2.0"
either = "1.8.1"
generator = "0.7.2"
itertools = "0.10.5"
nalgebra = "0.32.1"
num = { version = "0.4.0", features = ["serde"] }
ordered-float = "3.4.0"
rand = "0.8.5"
rayon = "1.6.1"
tracing = "0.1.37"
tracing-appender = "0.2.2"
tracing-subscriber = { version = "0.3.16", features = ["json"] }

View file

@ -1,53 +0,0 @@
.PHONY: all clean
.PRECIOUS: $(EXAMPLES_PPM)
DEBUG :=
CARGO_FLAGS := --release
RAYTRACER_FLAGS :=
DOCKER := docker
ZIP := zip
PANDOC := pandoc
CONVERT := convert
ifeq ($(DEBUG),1)
RAYTRACER_FLAGS += -vvvv
else
endif
HANDIN := ./hw1d.michael.zhang.zip
BINARY := ./raytracer1d
SOURCES := Cargo.toml $(shell find -name "*.rs")
EXAMPLES := $(shell find examples -name "*.txt")
EXAMPLES_PPM := $(patsubst %.txt,%.ppm,$(EXAMPLES))
EXAMPLES_PNG := $(patsubst %.txt,%.png,$(EXAMPLES))
all: $(HANDIN)
$(BINARY): $(SOURCES)
mkdir -p target/docker
$(DOCKER) run \
--rm \
-v "$(shell pwd)":/usr/src/myapp \
-v cargo-registry:/usr/local/cargo \
--user "$(shell id -u)":"$(shell id -g)" \
-w /usr/src/myapp \
-e CARGO_TARGET_DIR=/usr/src/myapp/target/docker \
rust \
cargo build --profile release-handin --features release-handin
mv target/docker/release-handin/raytracer1d $@
$(HANDIN): $(BINARY) Makefile Cargo.toml Cargo.lock README.md $(EXAMPLES_PNG) $(EXAMPLES_PPM)
$(ZIP) -r $@ src examples $^
examples/%.ppm: examples/%.txt $(SOURCES)
cargo run $(CARGO_FLAGS) -- -o $@ $(RAYTRACER_FLAGS) $<
examples/%.png: examples/%.ppm
convert $< $@
clean:
rm -rf target/docker \
$(HANDIN) $(BINARY) \
$(EXAMPLES_PPM) $(EXAMPLES_PNG)

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@ -1,29 +0,0 @@
# Raycaster
## Bundle contents
Writeup is located at `/writeup.pdf`.
The binary can be found at `/raytracer1b`. Run `./raytracer1b --help` to see
how to use it. The binary has been built using the Rust Docker image, which
should have an environment similar to CSELabs. If there is trouble running the
binary, try building from source, as documented below.
Examples are found in the `examples` directory. The text files are the input
sources, and the ppm files are the corresponding outputs. They have been
generated by running this program. For convenience, pngs have also been provided
using imagemagick.
## Showcase image
The showcase image can be found at `/showcase.png`.
## Building from source
The Makefile currently uses Docker to produce a more consistent build. If you
have a Rust+Cargo toolchain installed locally, it's also possible to build the
source using just:
cargo build --release
The binary will be found in `target/release`.

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@ -1,2 +0,0 @@
# Necessary files
!/earthtexture.ppm

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@ -1,22 +0,0 @@
eye 0 5 0
viewdir 0 0 1
updir 0 1 0
hfov 45
imsize 1080 1080
bkgcolor 0.5 0.7 0.9 1
light 0 -1 0 0 1 1 1
mtlcolor 1 1 1 1 1 1 0.2 0.4 0.6 60 0.2 1.5
sphere 1.25 8 15 1
sphere 0 6 15 1
sphere 1.5 4 15 1
mtlcolor 1 1 1 1 1 1 0.2 0.4 0.6 60 1 0
sphere -1.5 4 15 1
mtlcolor 1 1 1 1 1 1 0.2 0.8 0 20 1 0
v 10 0 5
v -10 0 5
v -10 0 25
v 10 0 25
f 1 2 3
f 1 3 4

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@ -1,12 +0,0 @@
eye 0 0 0
viewdir 1 0 0
updir 0 0 1
hfov 60
imsize 1080 1080
bkgcolor 0.5 0.7 0.9 1
light 0 94820000 -28450000 1 0 0 0
mtlcolor 1 1 1 1 1 1 0 0.05 0.1 80 1 30
sphere 3 0 0 1
mtlcolor 0 1 0 1 1 1 1 0 0 1 1 0
texture harbor.ppm
sphere 0 0 0 100000000

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@ -1,18 +0,0 @@
eye 0 5 0
viewdir 0 0 1
updir 0 1 0
hfov 45
imsize 1080 1080
bkgcolor 0.5 0.7 0.9 1
light 0 -1 0 0 1 1 1
mtlcolor 1 1 1 1 1 1 0.2 0.4 0.6 60 1 0
sphere -1.5 4 15 1
mtlcolor 1 1 1 1 1 1 0.2 0.8 0 20 1 0
v 10 0 5
v -10 0 5
v -10 0 25
v 10 0 25
f 1 2 3
f 1 3 4

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@ -1,18 +0,0 @@
eye 0 5 0
viewdir 0 0 1
updir 0 1 0
hfov 45
imsize 128 128
bkgcolor 0.5 0.7 0.9 1
light 0 -1 0 0 1 1 1
mtlcolor 1 1 1 1 1 1 0.2 0.4 0.6 60 0.2 1.5
sphere 0 6 15 3
mtlcolor 1 1 1 1 1 1 0.2 0.8 0 20 1 0
v 10 0 5
v -10 0 5
v -10 0 25
v 10 0 25
f 1 2 3
f 1 3 4

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@ -1,45 +0,0 @@
imsize 640 480
eye 0 0 15
viewdir 0 0 -1
hfov 60
updir 0 1 0
bkgcolor 0.5 0.5 0.5
depthcueing 0.5 0.5 0.5 1 0.4 60 0
light 10 10 -10 1 1 1 1
mtlcolor 0.5 1 0.5 1 1 1 0.2 1 0.1 5 0.5 1
sphere 4.5 4.5 -20 4.5
sphere -4.5 -4.5 -20 4.5
mtlcolor 1 0.5 0.5 1 1 1 0.2 0.8 0 5 0.8 1
sphere -10 0 -30 4
sphere -20 0 -30 4
sphere -30 0 -30 4
sphere -40 0 -30 4
sphere 0 0 -30 4
sphere 10 0 -30 4
sphere 20 0 -30 4
sphere 30 0 -30 4
sphere 40 0 -30 4
sphere -10 -10 -30 4
sphere -20 -10 -30 4
sphere -30 -10 -30 4
sphere -40 -10 -30 4
sphere 0 -10 -30 4
sphere 10 -10 -30 4
sphere 20 -10 -30 4
sphere 30 -10 -30 4
sphere 40 -10 -30 4
sphere -10 10 -30 4
sphere -20 10 -30 4
sphere -30 10 -30 4
sphere -40 10 -30 4
sphere 0 10 -30 4
sphere 10 10 -30 4
sphere 20 10 -30 4
sphere 30 10 -30 4
sphere 40 10 -30 4

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@ -1,29 +0,0 @@
imsize 1366 768
eye 0 5 -2
viewdir 0 -0.2 1
hfov 60
updir 0 1 0
bkgcolor 0.4 0.5 0.6
depthcueing 0.5 0.5 0.5 1 0.4 60 0
light 0 -1 0 0 1 1 1
mtlcolor 1 0.6 0.6 1 1 1 0.2 0.4 0.6 60 0.9 2
sphere -1.5 4 15 1
mtlcolor 0.6 0.6 1 1 1 1 0.2 0.4 0.6 60 0.9 2
sphere 0 -1 12 2
mtlcolor 0.6 1 0.6 1 1 1 0.2 0.4 0.6 60 1 2
sphere 6 8 20 3
mtlcolor 1 1 0.6 1 1 1 0.2 0.4 0.6 60 0.9 2
sphere -6 -8 20 4
mtlcolor 0.7 0.6 0.8 0.5 0.5 0.5 0.2 0.8 0.1 20 0.5 1.5
v 10 0 5
v -10 0 5
v -10 0 25
v 10 0 25
f 1 2 3
f 1 3 4

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@ -1,11 +0,0 @@
eye 0 0 10
viewdir 0 0 -1
updir 0 1 0
hfov 60
imsize 512 512
bkgcolor 0.5 0.7 0.9 1
light 0 -1 0 0 1 1 1
mtlcolor 0.7 0.2 0.7 1 1 1 0 0.05 0.1 80 0.5 1.5
sphere 1 1 -6 3
sphere -1 -1 1 3

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@ -1,127 +0,0 @@
use std::{
fs::File,
io::{BufRead, BufReader, Read, Write},
path::Path,
};
use anyhow::{Context, Result};
use generator::{done, Gn};
use itertools::Itertools;
use nalgebra::Vector3;
/// A pixel color represented by a red, green, and blue value in the range 0-1.
pub type Color = Vector3<f64>;
/// A representation of an image
#[derive(Derivative)]
#[derivative(Debug)]
pub struct Image {
/// Width in pixels
pub width: usize,
/// Height in pixels
pub height: usize,
/// Pixel data in row-major form.
#[derivative(Debug = "ignore")]
pub data: Vec<Color>,
}
impl Image {
pub fn from_file(path: impl AsRef<Path>) -> Result<Self> {
let path = path.as_ref();
let file = File::open(path)
.with_context(|| format!("Could not open file at {path:?}"))?;
Self::read(file)
}
/// Parse image from a Read
pub fn read(r: impl Read + Send) -> Result<Self> {
let mut line_reader = BufReader::new(r);
let mut header = String::new();
line_reader
.read_line(&mut header)
.context("Could not read line")?;
let parts = header.trim().split(" ").collect::<Vec<_>>();
let width = parts[1].parse::<usize>().context("Could not read width")?;
let height = parts[2].parse::<usize>().context("Could not read height")?;
let max_value = parts[3]
.parse::<usize>()
.context("Could not read max value")?;
// Generator for reading numbers
let numbers = Gn::<()>::new_scoped(move |mut s| {
macro_rules! gen_try {
($expr:expr, $str:expr $(, $($arg:expr),* $(,)?)?) => {
match $expr {
Ok(v) => v,
Err(e) => {
s.yield_(
Err(anyhow::Error::from(e))
.with_context(|| format!($str $(, $($arg,)*)?)),
);
done!();
}
}
};
}
for line in line_reader.lines() {
let line = gen_try!(line, "Could not read line");
let parts = line.trim().split_whitespace();
for part in parts {
let int =
gen_try!(part.parse::<u64>(), "Could not read int from: {}", part);
s.yield_(Ok(int));
}
}
done!()
});
let mut data = Vec::with_capacity(width * height);
for mut chunk in &(numbers).chunks(3) {
let (r, g, b) = match chunk.next_tuple() {
Some(v) => v,
None => bail!("Not enough elements"),
};
let r = r? as f64 / max_value as f64;
let g = g? as f64 / max_value as f64;
let b = b? as f64 / max_value as f64;
let color = Color::new(r, g, b);
data.push(color);
}
Ok(Image {
width,
height,
data,
})
}
/// Write the image in PPM format to a file.
pub fn write(&self, mut w: impl Write) -> Result<()> {
// Header
let header = format!("P3 {} {} 255\n", self.width, self.height);
w.write_all(header.as_bytes())?;
// Pixel data
assert_eq!(self.data.len(), self.width * self.height);
for pixel in self.data.iter() {
let pixel = pixel * 256.0;
let red = pixel.x as u8;
let green = pixel.y as u8;
let blue = pixel.z as u8;
let pixel = format!("{red} {green} {blue}\n");
w.write_all(pixel.as_bytes())?;
}
Ok(())
}
}

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@ -1,22 +0,0 @@
use nalgebra::{Vector2, Vector3};
#[macro_use]
extern crate anyhow;
#[macro_use]
extern crate contracts;
#[macro_use]
extern crate derivative;
#[macro_use]
extern crate tracing;
pub mod image;
pub mod ray;
pub mod scene;
pub mod utils;
// Creating a bunch of aliases here to make it more obvious which one I'm
// expecting a variable to be
pub type Point2 = Vector2<f64>;
pub type Point = Vector3<f64>;
pub type Vector = Vector3<f64>;

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@ -1,204 +0,0 @@
#[macro_use]
extern crate anyhow;
#[macro_use]
extern crate tracing;
use std::path::PathBuf;
use std::{fs::File, str::FromStr};
use anyhow::Result;
use assignment_1d::{image::Image, ray::Ray, scene::Scene};
use clap::{ArgAction, Parser};
use rayon::prelude::{IntoParallelIterator, ParallelIterator};
use tracing::metadata::LevelFilter;
use tracing_appender::non_blocking::WorkerGuard;
use tracing_subscriber::{
fmt::Layer, prelude::__tracing_subscriber_SubscriberExt,
util::SubscriberInitExt,
};
/// Simple raytracer with Blinn-Phong illumination and shadowing.
#[derive(Parser)]
#[clap(author, version, about, long_about = None)]
struct Opt {
/// Path to the input file to use.
#[clap()]
input_path: PathBuf,
/// Path to the output (defaults to the same file name as the input except
/// with an extension of .ppm)
#[clap(short = 'o', long = "output")]
output_path: Option<PathBuf>,
/// Log output in json
#[clap(long = "json")]
use_json: bool,
/// Which file to send logs to (stderr by default)
#[clap(long = "log-output")]
log_output: Option<PathBuf>,
/// Force parallel projection to be used
#[clap(long = "parallel")]
force_parallel: bool,
/// Override distance from eye
#[clap(long = "distance", default_value = "1.0")]
distance: f64,
/// Verbosity
#[clap(short, long, action = ArgAction::Count)]
verbosity: u8,
/// Evaluate at a single pixel
#[clap(short, long = "render-pixel")]
render_pixel: Option<RenderPixel>,
}
fn main() -> Result<()> {
let opt = Opt::parse();
let _guard = setup_logging(&opt);
// Rename the output file if it's not provided
let out_file = opt
.output_path
.unwrap_or_else(|| opt.input_path.with_extension("ppm"));
let mut scene = Scene::from_input_file(&opt.input_path)?;
let distance = opt.distance;
// Force-override parallel projection
if opt.force_parallel {
scene.parallel_projection = true;
}
// Translate image pixels to real-world 3d coords
let translate_pixel = scene.pixel_translation_function(distance);
let evaluate_at_pixel = |px, py| {
let span = trace_span!("main_loop", px = px, py = py);
let _enter = span.enter();
let pixel_in_space = translate_pixel(px, py);
let ray_start = if scene.parallel_projection {
// For a parallel projection, we'll just take the view direction and
// subtract it from the target point. This means every single
// ray will be viewed from a point at infinity, rather than a single eye
// position.
let n = scene.view_dir.normalize();
let view_dir = n * distance;
pixel_in_space - view_dir
} else {
scene.eye_pos
};
let ray = Ray::from_endpoints(ray_start, pixel_in_space);
// let res= rayon::spawn(|| scene.trace_single_ray(ray, 0));
scene.trace_single_ray(scene.eye_pos, ray, 0)
};
// For debugging purposes!
if let Some(RenderPixel(px, py)) = opt.render_pixel {
let pixel_color = evaluate_at_pixel(px, py)?;
println!("Pixel color: {pixel_color}");
return Ok(());
}
// Generate a parallel iterator for pixels
// The iterator preserves order and uses row-major order
let pixels_iter = (0..scene.image_height)
.into_par_iter()
.flat_map(|y| (0..scene.image_width).into_par_iter().map(move |x| (x, y)));
// Loop through every single pixel of the output file
let pixels = pixels_iter
.map(|(px, py)| evaluate_at_pixel(px, py))
.collect::<Result<Vec<_>>>()?;
// Construct and emit image
let image = Image {
width: scene.image_width,
height: scene.image_height,
data: pixels,
};
{
let file = File::create(out_file)?;
image.write(file)?;
}
Ok(())
}
#[derive(Clone)]
struct RenderPixel(usize, usize);
impl FromStr for RenderPixel {
type Err = anyhow::Error;
fn from_str(s: &str) -> Result<Self, Self::Err> {
let parts = s.split(",").collect::<Vec<_>>();
ensure!(parts.len() == 2, "must be a pair");
let x = parts[0].parse::<usize>()?;
let y = parts[1].parse::<usize>()?;
Ok(RenderPixel(x, y))
}
}
/// A little bit of engineering to make it easy to write conditional builders
/// for logging setup because the tracing-subscriber crate for some reason
/// decided it would be a good idea to have all of its builders be polymorphic?
macro_rules! logsetup_if {
($ident:ident , $cond:expr , $iftrue:expr , $iffalse:expr => { $($body:tt)* }) => {
if ($cond) {
let $ident = $iftrue;
$($body)*
} else {
let $ident = $iffalse;
$($body)*
}
};
}
fn setup_logging(opt: &Opt) -> Option<WorkerGuard> {
let mut result = None;
let level_filter = match opt.verbosity {
0 => LevelFilter::ERROR,
1 => LevelFilter::WARN,
2 => LevelFilter::INFO,
3 => LevelFilter::DEBUG,
_ => LevelFilter::TRACE,
};
let layer = Layer::default();
logsetup_if! (layer, opt.use_json, layer.json(), layer => {
let layer = layer
.with_target(false)
.with_timer(tracing_subscriber::fmt::time::uptime())
.with_level(true);
logsetup_if! (layer, opt.log_output.is_some(), {
let log_output = opt.log_output.clone().unwrap();
let file_appender = tracing_appender::rolling::never(".", log_output);
let (non_blocking, guard) = tracing_appender::non_blocking(file_appender);
result = Some(guard);
layer.with_writer(non_blocking)
}, layer => {
tracing_subscriber::registry()
.with(layer)
.with(level_filter)
.init();
});
});
result
}

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@ -1,60 +0,0 @@
use std::fmt;
use crate::{Point, Vector};
/// A normalized parametric Ray of the form (origin + direction * time)
///
/// That means at any time t: f64, the point represented by origin + direction *
/// time occurs on the ray. This is pretty much a (time -> point) function.
pub struct Ray {
/// The point in space where the ray started
pub origin: Point,
/// The direction the ray is headed
pub direction: Vector,
}
impl fmt::Debug for Ray {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(
f,
"({:.2}, {:.2}, {:.2}) + t * ({:.2}, {:.2}, {:.2})",
self.origin.x,
self.origin.y,
self.origin.z,
self.direction.x,
self.direction.y,
self.direction.z,
)
}
}
impl Ray {
pub fn new(origin: Point, direction: Vector) -> Self {
Ray { origin, direction }
}
/// Construct a ray from endpoints
pub fn from_endpoints(start: Point, end: Point) -> Self {
let delta = (end - start).normalize();
Ray {
origin: start,
direction: delta,
}
}
/// Evaluate the ray at a certain point in time, yielding a point
pub fn eval(&self, time: f64) -> Point {
self.origin + self.direction * time
}
/// Check if any of the components is NaN
pub fn has_nan(&self) -> bool {
self.origin.x.is_nan()
|| self.origin.y.is_nan()
|| self.origin.z.is_nan()
|| self.direction.x.is_nan()
|| self.direction.y.is_nan()
|| self.direction.z.is_nan()
}
}

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@ -1,208 +0,0 @@
use anyhow::Result;
use ordered_float::NotNan;
use crate::utils::compute_rotation_matrix;
use crate::Vector;
use crate::{ray::Ray, Point};
use super::illumination::IntersectionContext;
use super::Scene;
#[derive(Debug)]
pub struct Cylinder {
pub center: Point,
pub direction: Vector,
pub radius: f64,
pub length: f64,
}
impl Cylinder {
/// Given a cylinder, returns the first time at which this ray intersects the
/// cylinder.
///
/// If there is no intersection point, returns None.
pub fn intersects_ray_at(
&self,
_: &Scene,
ray: &Ray,
) -> Result<Option<IntersectionContext>> {
// Determine rotation matrix for turning the cylinder upright along the
// Z-axis
let target_direction = Vector::new(0.0, 0.0, 1.0);
let rotation_matrix =
compute_rotation_matrix(self.direction, target_direction)?;
let inverse_rotation_matrix =
rotation_matrix.try_inverse().ok_or_else(|| {
anyhow!("Rotation matrix for some reason does not have an inverse?")
})?;
// Transform all parameters according to this rotation matrix
let rotated_cylinder_center = rotation_matrix * self.center;
let rotated_ray_origin = rotation_matrix * ray.origin;
let rotated_ray_direction = rotation_matrix * ray.direction;
// Now that we know the cylinder is upright, we can start checking against
// the formula:
//
// (ox + t*rx - cx)^2 + (oy + t*ry - cy)^2 = r^2
//
// where o{xy} is the ray origin, r{xy} is the ray direction, and c{xy} is
// the cylinder center. The z will be taken care of after the fact. To
// solve, we must put it into the form At^2 + Bt + c = 0. The variables
// are:
//
// A: rx^2 + ry^2
// B: 2(rx(ox - cx) + ry(oy - cy))
// C: (cx - ox)^2 + (cy - oy)^2 - r^2
let (a, b, c) = {
let o = rotated_ray_origin;
let r = rotated_ray_direction;
let c = rotated_cylinder_center;
(
r.x.powi(2) + r.y.powi(2),
2.0 * (r.x * (o.x - c.x) + r.y * (o.y - c.y)),
(c.x - o.x).powi(2) + (c.y - o.y).powi(2) - self.radius.powi(2),
)
};
let discriminant = b * b - 4.0 * a * c;
let possible_side_solutions = match discriminant {
// Discriminant < 0, means the equation has no solutions.
d if d < 0.0 => vec![],
// Discriminant == 0
d if d == 0.0 => vec![-b / 2.0 * a],
// Discriminant > 0, 2 solutions available.
d if d > 0.0 => {
vec![
(-b + discriminant.sqrt()) / (2.0 * a),
(-b - discriminant.sqrt()) / (2.0 * a),
]
}
// Probably hit some NaN or Infinity value due to faulty inputs...
_ => bail!("Invalid determinant value: {discriminant}"),
};
// Filter out solutions that don't have a valid Z position.
let side_solutions = possible_side_solutions.into_iter().filter_map(|t| {
let ray_point = ray.eval(t);
let rotated_ray_point = rotation_matrix * ray_point;
let z = rotated_ray_point.z - rotated_cylinder_center.z;
// Check to see if z is between -len/2 and len/2
if z.abs() > self.length / 2.0 {
return None;
}
let time = NotNan::new(t).ok()?;
// The point on the center of the cylinder that corresponds to the z-axis
// point of the intersection
let center_at_z = {
let mut center_point = rotation_matrix * ray_point;
center_point.x = rotated_cylinder_center.x;
center_point.y = rotated_cylinder_center.y;
inverse_rotation_matrix * center_point
};
let normal = (ray_point - center_at_z).normalize();
Some(IntersectionContext {
time,
point: ray_point,
normal,
exiting: todo!(),
})
});
// We also need to add solutions for the two ends of the cylinder, which
// uses a similar method except backwards: check intersection points
// with the correct z-plane and then see if the points are within the
// circle.
//
// Luckily, this means we only need to care about one dimension at first,
// and don't need to perform the quadratic equation method above.
//
// oz + t * rz = cz +- (len / 2)
// t = (-oz + cz +- (len / 2)) / rz
let possible_z_intersections = {
let o = rotated_ray_origin;
let r = rotated_ray_direction;
let c = rotated_cylinder_center;
if r.z == 0.0 {
Vec::new() // No solutions here
} else {
vec![
(-o.z + c.z + self.length / 2.0) / r.z,
(-o.z + c.z - self.length / 2.0) / r.z,
]
}
};
let end_solutions = possible_z_intersections.into_iter().filter_map(|t| {
let ray_point = ray.eval(t);
let rotated_point = rotation_matrix * ray_point;
// Filter out all the solutions where the intersection point does not lie
// in the circle
if rotated_point.x.powi(2) + rotated_point.y.powi(2) > self.radius.powi(2)
{
return None;
}
let normal_rotated =
Vector::new(0.0, 0.0, rotated_point.z - rotated_cylinder_center.z)
.normalize();
let normal = inverse_rotation_matrix * normal_rotated;
let time = NotNan::new(t).ok()?;
Some(IntersectionContext {
time,
point: ray_point,
normal,
exiting: todo!(),
})
});
let solutions = side_solutions
.into_iter()
.chain(end_solutions.into_iter())
// Remove any t < 0, since that means it's behind the viewer and we
// can't see it.
.filter(|ctx| *ctx.time >= 0.0);
// Return the minimum solution
Ok(solutions.min_by_key(|ctx| ctx.time))
}
}
#[cfg(test)]
mod tests {
use crate::{ray::Ray, scene::Scene, Point, Vector};
use super::Cylinder;
#[test]
fn test_cylinder() {
let cylinder = Cylinder {
center: Point::new(0.0, 0.0, 0.0),
direction: Vector::new(0.0, 1.0, 0.0),
radius: 3.0,
length: 4.0,
};
let eye = Point::new(0.0, 3.0, 3.0);
let end = Point::new(0.0, 2.0, 2.0);
let ray = Ray::from_endpoints(eye, end);
let scene = Scene::default();
let _res = cylinder.intersects_ray_at(&scene, &ray);
// panic!("Result: {res:?}");
}
}

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@ -1,193 +0,0 @@
use std::fmt::Debug;
use crate::image::Color;
use crate::utils::cross;
use crate::Point;
use super::Scene;
#[derive(Debug)]
pub struct Rect {
pub upper_left: Point,
pub upper_right: Point,
pub lower_left: Point,
pub lower_right: Point,
}
#[derive(Debug)]
pub struct Material {
pub diffuse_color: Point,
pub specular_color: Point,
pub k_a: f64,
pub k_d: f64,
pub k_s: f64,
pub exponent: f64,
/// Opacity
pub alpha: f64,
/// Index of refraction
pub eta: f64,
}
#[derive(Debug)]
pub enum LightKind {
/// A point light source exists at a point and emits light in all directions
Point {
location: Point,
/// Whether light attenuation is enabled for this light
attenuation: Option<Attenuation>,
},
/// A directional light source exists at an infinitely far location but emits
/// light in a specific direction
Directional { direction: Point },
}
#[derive(Debug)]
pub struct Light {
/// The kind of light source, as well as its associated information
pub kind: LightKind,
/// The color, or intensity, of the light source
pub color: Point,
}
impl Light {
/// Get the unit directional vector pointing from the given point to this
/// light source
pub fn direction_from(&self, point: Point) -> Point {
match self.kind {
LightKind::Point { location, .. } => location - point,
LightKind::Directional { direction } => -direction,
}
.normalize()
}
}
#[derive(Debug)]
pub struct DepthCueing {
/// The color to tint (should be the same as the background color, to avoid
/// bizarre visual effects)
pub color: Color,
/// Proportion of the color influenced by the depth tint when the distance is
/// maxed (caps at 1.0)
pub a_max: f64,
/// Proportion of the color influenced by the depth tint when the distance is
/// at the minimum (caps at 1.0)
pub a_min: f64,
/// The max distance that should be affected by the depth tint
pub dist_max: f64,
/// The min distance that should be affected by the depth tint
pub dist_min: f64,
}
/// A default implementation here needs to simulate what would happen if there
/// was no depth cueing. In this case, if we have both a_max and a_min be 1.0,
/// then the original color will always apply and there will be no need for
/// depth color
impl Default for DepthCueing {
fn default() -> Self {
Self {
color: Default::default(),
a_max: 1.0,
a_min: 1.0,
dist_max: 0.0,
dist_min: 0.0,
}
}
}
/// Light attenuation dropoff coefficients
#[derive(Debug)]
pub struct Attenuation {
pub c1: f64,
pub c2: f64,
pub c3: f64,
}
/// A default implementation here needs to simulate what would happen if there
/// was no light attenuation specified. In this case, c1 would just be a
/// constant of 1 and all the coefficients for anything involving distance would
/// be zeroed out
impl Default for Attenuation {
fn default() -> Self {
Self {
c1: 1.0,
c2: 0.0,
c3: 0.0,
}
}
}
impl Scene {
/// Determine the boundaries of the viewing window in world coordinates
pub fn compute_viewing_window(&self, distance: f64) -> Rect {
// Compute viewing directions
let u = cross(self.view_dir, self.up_dir).normalize();
let v = cross(u, self.view_dir).normalize();
// Compute dimensions of viewing window based on field of view
let viewing_width = {
// Divide the angle in 2 since we are trying to use trig rules so we must
// get it from a right triangle
let half_hfov = self.hfov.to_radians() / 2.0;
// tan(hfov / 2) = w / 2d
let w_over_2d = half_hfov.tan();
// To find the viewing width we must multiply by 2d now
w_over_2d * 2.0 * distance
};
let aspect_ratio = self.image_width as f64 / self.image_height as f64;
let viewing_height = viewing_width / aspect_ratio;
// Compute viewing window corners
let n = self.view_dir.normalize();
#[rustfmt::skip] // Don't format, or else this line wraps over
let view_window = Rect {
upper_left: self.eye_pos + n * distance - u * (viewing_width / 2.0) + v * (viewing_height / 2.0),
upper_right: self.eye_pos + n * distance + u * (viewing_width / 2.0) + v * (viewing_height / 2.0),
lower_left: self.eye_pos + n * distance - u * (viewing_width / 2.0) - v * (viewing_height / 2.0),
lower_right: self.eye_pos + n * distance + u * (viewing_width / 2.0) - v * (viewing_height / 2.0),
};
view_window
}
/// Create a pixel translation function based on the viewing window of the
/// current scene
pub fn pixel_translation_function(
&self,
distance: f64,
) -> impl Fn(usize, usize) -> Point {
let view_window = self.compute_viewing_window(distance);
let dx = view_window.upper_right - view_window.upper_left;
let pixel_base_x = dx / self.image_width as f64;
let dy = view_window.lower_left - view_window.upper_left;
let pixel_base_y = dy / self.image_height as f64;
// The final function to be returned
move |px: usize, py: usize| {
let x_component = pixel_base_x * px as f64;
let y_component = pixel_base_y * py as f64;
// Without adding this, we would be getting the top-left of the pixel's
// rectangle. We want the center, so add half of the pixel size as
// well.
let center_offset = (pixel_base_x + pixel_base_y) / 2.0;
view_window.upper_left + x_component + y_component + center_offset
}
}
}

View file

@ -1,519 +0,0 @@
use std::iter;
use anyhow::Result;
use ordered_float::NotNan;
use rand::Rng;
use rayon::prelude::{
IndexedParallelIterator, IntoParallelIterator, IntoParallelRefIterator,
ParallelIterator,
};
use crate::{
image::Color,
ray::Ray,
utils::{
compute_reflection_ray, compute_refraction_lengths, dot, RefractionResult,
},
Point, Vector,
};
use super::{
data::{DepthCueing, Light, LightKind, Material},
object::Object,
Scene,
};
// TODO: Is this a good constant?
const JITTER_CONST: f64 = 0.05;
const ZERO_COLOR: Color = Color::new(0.0, 0.0, 0.0);
// Soft shadows: jitter some rays here to somewhere close to the
// actual location as well, and measure the proportion
// of them that intersect any objects
const SOFT_SHADOW_JITTER_RADIUS: f64 = 1.0;
const JITTER_RAYS: usize = 75;
impl Scene {
/// Determine the color that should be used to fill this pixel.
///
/// - material_idx is the index into the materials list.
/// - intersection_context contains information on vectors where the
/// intersection occurred
///
/// Also known as Shade_Ray in the slides.
pub fn compute_pixel_color(
&self,
obj_idx: usize,
object: &Object,
origin: Point,
incident_ray: Ray,
intersection_context: IntersectionContext,
depth: usize,
) -> Result<Color> {
let span = trace_span!("compute_pixel_color", intersection = ?intersection_context, incident_ray=?incident_ray);
let _enter = span.enter();
let material = match self.materials.get(object.material_idx) {
Some(v) => v,
None => bail!("Material index not found."),
};
let diffuse_color = match object.texture_idx {
Some(texture_idx) => {
let (u, v) = object
.kind
.get_texture_coord(&self, &intersection_context)?;
let texture = match self.textures.get(texture_idx) {
Some(v) => v,
None => bail!("Texture index not found."),
};
texture.pixel_at(u, v)
}
None => material.diffuse_color,
};
let ambient_component = material.k_a * diffuse_color;
// Diffuse and specular lighting for each separate light
let diffuse_and_specular: Color = self
.lights
.par_iter()
.map(|light| {
// The vector pointing in the direction of the light
let light_direction = light.direction_from(intersection_context.point);
let normal = intersection_context.normal.normalize(); // reflection_normal();
// Viewer direction is no longer towards the eye, but to the last origin point, so that
// transmitted rays reflect properly
// let viewer_direction = self.eye_pos - intersection_context.point;
let incoming_ray_direction = (intersection_context.point - origin).normalize();
let halfway_direction =
((light_direction + incoming_ray_direction) / 2.0).normalize();
let diffuse_component = material.k_d
* diffuse_color
* dot(normal, light_direction).max(0.0);
let specular_component = material.k_s
* material.specular_color
* dot(normal, halfway_direction)
.max(0.0)
.powf(material.exponent);
// Shadow coefficient between 0 and 1 to control how bright this pixel
// should be from being in the shadow of another object (could be
// between 0 and 1 when applying soft shadows)
let shadow_coefficient = self.compute_shadow_coefficient(
obj_idx,
intersection_context.point,
light,
);
let attenuation_coefficient = match &light.kind {
LightKind::Point {
location,
attenuation: Some(att),
} => {
let dist = (location - intersection_context.point).norm();
let denom = att.c1 + att.c2 * dist + att.c3 * dist.powi(2);
if denom == 0.0 {
warn!("Light attenuation coefficients produced a denominator of 0. Check your inputs...");
1.0 // Some kind of graceful fallback here
} else {
1.0 / denom
}
}
_ => 1.0,
};
let diffuse_and_specular = diffuse_component + specular_component;
attenuation_coefficient
* shadow_coefficient
* light.color.component_mul(&diffuse_and_specular)
})
.sum();
let (eta_i, eta_t) = match intersection_context.exiting {
// true => (material.eta, 1.0),
_ => (1.0, material.eta),
};
let specular_reflection_component = if material.k_s == 0.0 {
ZERO_COLOR
} else {
self.compute_specular_reflection(
&intersection_context,
&incident_ray,
depth,
)?
};
let transparency_component = if eta_t < 1.0 || material.alpha == 1.0 {
ZERO_COLOR
} else {
self.compute_transparency(
&intersection_context,
&incident_ray,
eta_i,
eta_t,
depth,
)?
};
let fresnel_coefficient = self.compute_fresnel_coefficient(
material,
&incident_ray.direction,
intersection_context.normal,
);
// This is the result of the Phong illumination equation.
let color = (ambient_component + diffuse_and_specular) + {
// This part is all the transparency + reflection stuff
fresnel_coefficient * specular_reflection_component
+ (1.0 - fresnel_coefficient)
* (1.0 - material.alpha)
* transparency_component
};
debug!(
last_time_component = ?(ambient_component + diffuse_and_specular),
?specular_reflection_component,
?transparency_component,
?fresnel_coefficient,
?color,
"color result"
);
// Apply depth cueing to the result
let a_dc = {
// Distance from the viewer
let d_obj = (intersection_context.point - self.eye_pos).norm();
let DepthCueing {
dist_max,
dist_min,
a_max,
a_min,
..
} = self.depth_cueing;
if d_obj < dist_min {
a_max
} else if d_obj < dist_max {
a_min + (a_max - a_min) * (dist_max - d_obj) / (dist_max - dist_min)
} else {
a_min
}
};
let color = a_dc * color + (1.0 - a_dc) * self.depth_cueing.color;
// Need to clamp the result so none of the components goes over 1
let clamped_result = color.map(|v| v.min(1.0));
Ok(clamped_result)
}
/// Perform another ray casting to see if there are any objects obstructing
/// the light source to this particular point
pub fn compute_shadow_coefficient(
&self,
obj_idx: usize,
point: Point,
light: &Light,
) -> f64 {
let light_direction = light.direction_from(point);
let ray = Ray {
origin: point,
direction: light_direction.normalize(),
};
// Small helper for iterating over all of the objects in the scene except
// for the current one
let other_objects = self
.objects
.par_iter()
.enumerate()
.filter(|(i, _)| *i != obj_idx);
#[derive(Clone, Copy)]
struct ShadowResult {
transparent_coefficient: f64,
shadow_opacity: f64,
}
// Get the list of intersections with all the other objects in the scene
// This list will be a set of opacities
let intersections = other_objects
.filter_map(|(_, object)| {
let intersection_context =
match object.kind.intersects_ray_at(&self, &ray) {
Ok(v) => v,
Err(err) => {
error!("Error while performing shadow casting: {err}");
None
}
}?;
let intersection_time = *intersection_context.time;
let material = &self.materials[object.material_idx];
match light.kind {
// In the case of point lights, we must check to see if both t > 0 and
// t is less than the time it took to even get to the light.
LightKind::Point { location, .. } => {
let light_time = (location - ray.origin).norm();
if intersection_time <= 0.0 || intersection_time >= light_time {
None
} else {
Some(ShadowResult {
transparent_coefficient: material.alpha,
shadow_opacity: self
.compute_soft_shadow_coefficient(location, point, object),
})
}
}
// In the case of directional lights, only t > 0 needs to be checked
LightKind::Directional { .. } => {
if intersection_time <= 0.0 {
None
} else {
// The object obstructed the directional light, which means (1 -
// alpha) amount of light passes through
Some(ShadowResult {
transparent_coefficient: material.alpha,
// Opacity is 0 because there's no jitter from an infinitely far
// away light source
shadow_opacity: 0.0,
}) // complete obstruction
}
}
}
})
.collect::<Vec<_>>();
match intersections.is_empty() {
true => 1.0,
false => {
// let average =
// intersections.iter().map(|s| s.shadow_opacity).sum::<f64>()
// / intersections.len() as f64;
// (1 - a_0) * (1 - a_1) * (...)
let transparency = intersections
.iter()
.map(|s| 1.0 - s.transparent_coefficient)
.product::<f64>();
// debug!(
// "average {average}, transparency {transparency} = {}",
// average * transparency
// );
transparency
}
}
}
fn compute_soft_shadow_coefficient(
&self,
light_location: Point,
original_intersection_point: Point,
object: &Object,
) -> f64 {
let mut rng = rand::thread_rng();
let locations = iter::repeat_with(|| {
let x = rng.gen_range(0.0..SOFT_SHADOW_JITTER_RADIUS);
let y = rng.gen_range(0.0..SOFT_SHADOW_JITTER_RADIUS);
let z = rng.gen_range(0.0..SOFT_SHADOW_JITTER_RADIUS);
let delta = Vector::new(x, y, z);
light_location + delta
})
.take(JITTER_RAYS)
.collect::<Vec<_>>();
let num_obstructed_rays = locations
.into_par_iter()
.filter(|location| {
let direction = (location - original_intersection_point).normalize();
let ray = Ray {
origin: original_intersection_point,
direction,
};
let intersection_context =
match object.kind.intersects_ray_at(&self, &ray) {
Ok(Some(v)) => v,
Ok(None) => return false,
Err(err) => {
error!("Error while performing shadow casting: {err}");
return false;
}
};
let light_time = (location - ray.origin).norm();
let intersection_time = *intersection_context.time;
0.0 < intersection_time && intersection_time < light_time
})
.count();
(JITTER_RAYS - num_obstructed_rays) as f64 / JITTER_RAYS as f64
}
fn compute_fresnel_coefficient(
&self,
material: &Material,
incident_ray: &Vector,
normal: Vector,
) -> f64 {
let mut cos_theta_i = dot(*incident_ray, normal);
if cos_theta_i < 0.0 {
cos_theta_i = dot(*incident_ray, -normal);
}
let f0 = ((material.eta - 1.0) / (material.eta + 1.0)).powi(2);
let fr = f0 * 1.0 + (1.0 - f0) * (1.0 - cos_theta_i).powi(5);
if fr < 0.0 || fr > 1.0 {
warn!(
eta = material.eta,
cos_theta_i, f0, fr, "fresnel coefficient outside of 0 - 1"
);
}
fr
}
fn compute_specular_reflection(
&self,
intersection_context: &IntersectionContext,
incident_ray: &Ray,
depth: usize,
) -> Result<Color> {
let reflection_ray = compute_reflection_ray(
incident_ray.direction.clone(),
intersection_context.reflection_normal().normalize(),
);
let origin = intersection_context.point;
let origin = origin + JITTER_CONST * reflection_ray;
let ray = Ray::new(origin, reflection_ray);
self.trace_single_ray(origin, ray, depth + 1)
}
fn compute_transparency(
&self,
intersection_context: &IntersectionContext,
incident_ray: &Ray,
eta_i: f64,
eta_t: f64,
depth: usize,
) -> Result<Color> {
let span =
trace_span!("compute_transparency", eta_i = eta_i, eta_t = eta_t);
let _enter = span.enter();
// Fix the normal direction to account for exiting a material
let normal = intersection_context.reflection_normal().normalize();
let i = incident_ray.direction.normalize();
assert!(eta_t != 0.0, "wtf eta_t is 0");
// This comes in two parts: one is reflection and one is refraction. The
// refraction component will only occur if the angle remains below the
// critical angle. The reflection amount is added in proportion to the
// Fresnel coefficient.
// First, calculate whether or not refraction is happening. If total
// internal reflection occurs, then there's no refraction since there's
// no ray escaping the medium.
let value =
match compute_refraction_lengths(normal, &incident_ray, eta_i, eta_t) {
Some(RefractionResult {
cos_theta_i,
sin_theta_i: _,
sin_theta_t,
cos_theta_t,
}) => {
// Now that we identified that there is refraction happening, transmit
// a ray through the material at the scene behind it in the
// new direction.
// Calculate refraction direction
let a = normal * cos_theta_t;
let s_direction = cos_theta_i * normal - i;
let m_unit = s_direction.normalize();
let b = m_unit * sin_theta_t;
let t = a + b;
// Jitter a bit to reduce acne
// TODO: Is this a good constant?
let origin = intersection_context.point;
let origin = origin + JITTER_CONST * t;
let ray = Ray::new(origin, t);
self.trace_single_ray(origin, ray, depth + 1)?
}
// No extra color from the transmitted ray, since it's completely
// reflected
None => ZERO_COLOR,
};
// Calculate reflection
// let sin_theta_t = (eta_i / eta_t) * sin_theta_i;
// let cos_theta_t = (1.0 - sin_theta_t.powi(2)).sqrt();
// let fresnel_coefficient = self.compute_fresnel_coefficient(&material, i,
// n);
Ok(value)
}
}
/// Information about an intersection
#[derive(Derivative)]
#[derivative(Debug, PartialEq, PartialOrd, Ord)]
pub struct IntersectionContext {
/// The time of the intersection in the parametric ray
///
/// Unfortunately, IEEE floats in Rust don't have total ordering, because
/// NaNs violate ordering properties. The way to remedy this is to ensure we
/// don't have NaNs by wrapping it into this type, which then implements
/// total ordering.
pub time: NotNan<f64>,
/// The intersection point.
#[derivative(PartialEq = "ignore", Ord = "ignore")]
pub point: Point,
/// The normal vector protruding from the surface of the object at the
/// intersection point
#[derivative(PartialEq = "ignore", Ord = "ignore")]
pub normal: Vector,
/// Is this ray exiting the material at the intersection point?
pub exiting: bool,
}
impl Eq for IntersectionContext {}
impl IntersectionContext {
// If we're exiting the material, the normal should face the other direction
// since that's how the reflection works
pub fn reflection_normal(&self) -> Vector {
match self.exiting {
true => -self.normal,
false => self.normal,
}
}
}

View file

@ -1,371 +0,0 @@
pub mod triangle_vertex;
use std::fs::File;
use std::io::Read;
use std::path::Path;
use anyhow::{Context, Result};
use itertools::Itertools;
use nalgebra::Vector3;
use crate::{
image::{Color, Image},
scene::{
cylinder::Cylinder,
data::{Attenuation, Light, LightKind, Material},
input_file::triangle_vertex::TriangleVertex,
object::{Object, ObjectKind},
sphere::Sphere,
texture::{NormalMap, Texture},
triangle::Triangle,
Scene,
},
Point, Vector,
};
use super::data::DepthCueing;
impl Scene {
/// Parse the input file into a scene
pub fn from_input_file(path: impl AsRef<Path>) -> Result<Self> {
let path = path.as_ref();
// Scope the read so the file is dropped and closed immediately after the
// contents have been read to memory
let contents = {
let mut contents = String::new();
let mut file = File::open(path)?;
file.read_to_string(&mut contents)?;
contents
};
let mut scene = Scene::default();
let mut material_idx = None;
let mut texture_idx = None;
for line in contents.lines() {
// Comments :)
let line = line.trim();
if line.starts_with("#") {
continue;
}
// Split lines into words. `parts' is an iterator, which is consumed upon
// iterating, rather than collected into a Vec
let mut parts = line.split_whitespace();
// The keyword is the very first space-separated substring, and tells us
// how to interpret the rest
let keyword = match parts.next() {
Some(v) => v,
None => continue,
};
/// Short for "read", macro for reading something from the iterator and
/// converting it into the appropriate format given by $ty. For this to
/// work, $ty must implement Construct
macro_rules! r {
($ty:ty) => {
<$ty>::construct(&mut parts, ())
.with_context(|| format!("Could not parse {} ({}:{})", stringify!($ty), file!(), line!()))?
};
($ty:ty, $($ex:expr),* $(,)?) => {
<$ty>::construct(&mut parts, $($ex,)*)
.with_context(|| format!("Could not parse {} ({}:{})", stringify!($ty), file!(), line!()))?
};
}
/// Shortcut for unwrapping one of the state `Option's
macro_rules! u {
($expr:expr) => {
match $expr {
Some(v) => v,
None => {
bail!(
"Each object must be preceded by a `{}` line",
stringify!($expr)
)
}
}
};
}
match keyword {
"imsize" => {
scene.image_width = r!(usize);
scene.image_height = r!(usize);
}
"projection" => {
if let Some("parallel") = parts.next() {
scene.parallel_projection = true;
}
}
"eye" => scene.eye_pos = r!(Vector3<f64>),
"viewdir" => scene.view_dir = r!(Vector3<f64>),
"updir" => scene.up_dir = r!(Vector3<f64>),
"hfov" => scene.hfov = r!(f64),
"bkgcolor" => scene.bkg_color = r!(Color),
// light x y z w r g b
// attlight x y z w r g b c1 c2 c3
"light" | "attlight" => {
let vec3 = r!(Vector3<f64>);
let w = r!(usize);
let color = r!(Color);
let attenuation = match keyword == "attlight" {
true => {
let c = r!(Vector3<f64>);
Some(Attenuation {
c1: c.x,
c2: c.y,
c3: c.z,
})
}
false => None,
};
let kind = match w as usize {
0 => LightKind::Directional { direction: vec3 },
1 => LightKind::Point {
location: vec3,
attenuation,
},
_ => bail!("Invalid w; must be either 0 or 1"),
};
let light = Light { kind, color };
scene.lights.push(light);
}
// depthcueing dcr dcg dcb amax amin distmax distmin
"depthcueing" => {
let color = r!(Color);
let a_max = r!(f64);
let a_min = r!(f64);
let dist_max = r!(f64);
let dist_min = r!(f64);
scene.depth_cueing = DepthCueing {
color,
a_max,
a_min,
dist_max,
dist_min,
};
}
// mtlcolor Odr Odg Odb Osr Osg Osb ka kd ks n alpha eta
"mtlcolor" => {
let diffuse_color = r!(Color);
let specular_color = r!(Color);
let k_a = r!(f64);
let k_d = r!(f64);
let k_s = r!(f64);
let exponent = r!(f64);
let alpha = r!(f64);
let eta = r!(f64);
let material = Material {
diffuse_color,
specular_color,
k_a,
k_d,
k_s,
exponent,
alpha,
eta,
};
let idx = scene.materials.len();
material_idx = Some(idx);
scene.materials.push(material);
}
"sphere" => {
let center = r!(Point);
let radius = r!(f64);
scene.objects.push(Object {
kind: ObjectKind::Sphere(Sphere { center, radius }),
material_idx: u!(material_idx),
texture_idx,
});
}
"cylinder" => {
let center = r!(Point);
let direction = r!(Vector);
let radius = r!(f64);
let length = r!(f64);
scene.objects.push(Object {
kind: ObjectKind::Cylinder(Cylinder {
center,
direction,
radius,
length,
}),
material_idx: u!(material_idx),
texture_idx,
});
}
// Assignment 1C: Triangles and textures
// v x y z
"v" => scene.triangle_vertices.push(r!(Vector)),
// vn nx ny nz
"vn" => scene.vertex_normals.push(r!(Vector)),
// f v1 v2 v3
// f v1//n1 v2//n2 v3//n3
"f" => {
let v1 = r!(TriangleVertex);
let v2 = r!(TriangleVertex);
let v3 = r!(TriangleVertex);
let vs = Vector3::new(v1, v2, v3);
let vertices = vs.map(|v| v.vertex_idx);
let normals = vs.map(|v| v.normal_idx);
let normals = match normals.iter().filter(|o| o.is_some()).count() {
0 => None,
n if n == vs.len() => Some(normals.map(|o| o.unwrap())),
_ => bail!("Cannot mix and match having a normal index"),
};
let textures = vs.map(|v| v.texture_idx);
let textures = match textures.iter().filter(|o| o.is_some()).count() {
0 => None,
n if n == vs.len() => Some(textures.map(|o| o.unwrap())),
_ => bail!("Cannot mix and match having a normal index"),
};
let triangle = Triangle {
vertices,
normals,
textures,
};
scene.objects.push(Object {
kind: ObjectKind::Triangle(triangle),
material_idx: u!(material_idx),
texture_idx,
});
}
"texture" => {
let input_parent = path.parent().unwrap().to_path_buf();
let path = match parts.next() {
Some(s) => input_parent.join(s),
None => bail!("Did not provide path."),
};
let idx = scene.textures.len();
texture_idx = Some(idx);
let image = Image::from_file(path)?;
let texture = Texture::new(image);
scene.textures.push(texture);
}
"bump" => {
let input_parent = path.parent().unwrap().to_path_buf();
let path = match parts.next() {
Some(s) => input_parent.join(s),
None => bail!("Did not provide path."),
};
let idx = scene.textures.len();
texture_idx = Some(idx);
let image = Image::from_file(path)?;
let normal_map = NormalMap::new(image);
scene.normal_maps.push(normal_map);
}
_ => bail!("Unknown keyword {keyword}"),
}
}
Ok(scene)
}
}
pub trait Construct: Sized {
type Args;
/// Construct an element of this type from an iterator over strings.
fn construct<'a, I>(it: &mut I, args: Self::Args) -> Result<Self>
where
I: Iterator<Item = &'a str>;
}
impl<T: Construct> Construct for Option<T> {
type Args = T::Args;
fn construct<'a, I>(it: &mut I, args: Self::Args) -> Result<Self>
where
I: Iterator<Item = &'a str>,
{
let mut peeker = it.peekable();
if peeker.peek().is_none() {
return Ok(None);
}
T::construct(&mut peeker, args).map(Some)
}
}
macro_rules! impl_construct {
($ty:ty) => {
impl Construct for $ty {
type Args = ();
fn construct<'a, I>(it: &mut I, _: Self::Args) -> Result<Self>
where
I: Iterator<Item = &'a str>,
{
let item = match it.next() {
Some(v) => v,
None => bail!(
"Ran out of items for {} ({}:{})",
stringify!($ty),
file!(),
line!()
),
};
Ok(item.parse()?)
}
}
};
}
impl_construct!(f64);
impl_construct!(usize);
impl Construct for Vector3<f64> {
type Args = ();
fn construct<'a, I>(it: &mut I, _: Self::Args) -> Result<Self>
where
I: Iterator<Item = &'a str>,
{
let (x, y, z) = match it.next_tuple() {
Some(v) => v,
None => bail!("Expected 3 values"),
};
let x: f64 = x.parse()?;
let y: f64 = y.parse()?;
let z: f64 = z.parse()?;
Ok(Vector3::new(x, y, z))
}
}

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@ -1,49 +0,0 @@
use anyhow::Result;
use itertools::Itertools;
use super::Construct;
#[derive(Debug, Copy, Clone, PartialEq)]
pub struct TriangleVertex {
pub vertex_idx: usize,
pub normal_idx: Option<usize>,
pub texture_idx: Option<usize>,
}
impl Construct for TriangleVertex {
type Args = ();
fn construct<'a, I>(it: &mut I, _: Self::Args) -> Result<Self>
where
I: Iterator<Item = &'a str>,
{
let s = match it.next() {
Some(v) => v,
None => bail!("Waiting on another"),
};
// Note: indexed by 1 not 0, so we will just do the subtraction
// here to avoid having to deal with it later
let parts = s.split("/").collect_vec();
ensure!(parts.len() >= 1 && parts.len() <= 3);
let vertex_idx: usize = parts[0].parse::<usize>()? - 1;
let texture_idx =
match parts.get(1).and_then(|s| (!s.is_empty()).then(|| *s)) {
Some(s) => Some(s.parse::<usize>()? - 1),
None => None,
};
let normal_idx =
match parts.get(2).and_then(|s| (!s.is_empty()).then(|| *s)) {
Some(s) => Some(s.parse::<usize>()? - 1),
None => None,
};
Ok(TriangleVertex {
vertex_idx,
texture_idx,
normal_idx,
})
}
}

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@ -1,52 +0,0 @@
pub mod cylinder;
pub mod data;
pub mod illumination;
pub mod input_file;
pub mod object;
pub mod sphere;
pub mod texture;
pub mod tracing;
pub mod triangle;
use crate::image::Color;
use crate::{Point, Point2, Vector};
use self::data::{Attenuation, DepthCueing, Light, Material};
use self::object::Object;
use self::texture::{NormalMap, Texture};
#[derive(Debug, Default)]
pub struct Scene {
pub eye_pos: Point,
pub view_dir: Vector,
pub up_dir: Vector,
/// Horizontal field of view (in degrees)
pub hfov: f64,
pub parallel_projection: bool,
pub image_width: usize,
pub image_height: usize,
/// Background color
pub bkg_color: Color,
pub depth_cueing: DepthCueing,
pub attenuation: Attenuation,
pub materials: Vec<Material>,
pub lights: Vec<Light>,
pub objects: Vec<Object>,
/// List of textures
pub textures: Vec<Texture>,
/// List of normal maps (Extra credit)
pub normal_maps: Vec<NormalMap>,
/// Coordinates into a texture image
pub texture_vertices: Vec<Point2>,
/// Triangle vertices
pub triangle_vertices: Vec<Point>,
pub vertex_normals: Vec<Vector>,
}

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@ -1,61 +0,0 @@
use anyhow::Result;
use crate::ray::Ray;
use super::cylinder::Cylinder;
use super::illumination::IntersectionContext;
use super::sphere::Sphere;
use super::triangle::Triangle;
use super::Scene;
/// An object in the scene
#[derive(Debug)]
pub struct Object {
pub kind: ObjectKind,
/// Index into the scene's material color list
pub material_idx: usize,
/// If this object has a texture, this is the index into the texture list
pub texture_idx: Option<usize>,
}
#[derive(Debug)]
pub enum ObjectKind {
Sphere(Sphere),
Cylinder(Cylinder),
Triangle(Triangle),
}
impl ObjectKind {
/// Determine where the ray intersects this object, returning the earliest
/// time this happens. Returns None if no intersection occurs.
///
/// Also known as Trace_Ray in the slides, except not the part where it calls
/// Shade_Ray.
pub fn intersects_ray_at(
&self,
scene: &Scene,
ray: &Ray,
) -> Result<Option<IntersectionContext>> {
match self {
ObjectKind::Sphere(sphere) => sphere.intersects_ray_at(scene, ray),
ObjectKind::Cylinder(cylinder) => cylinder.intersects_ray_at(scene, ray),
ObjectKind::Triangle(triangle) => triangle.intersects_ray_at(scene, ray),
}
}
/// Get the (u, v) coordinates in the texture (between 0 and 1) that
/// corresponds to the intersection point
pub fn get_texture_coord(
&self,
scene: &Scene,
ctx: &IntersectionContext,
) -> Result<(f64, f64)> {
match self {
ObjectKind::Sphere(sphere) => sphere.get_texture_coord(ctx),
ObjectKind::Cylinder(cylinder) => todo!(),
ObjectKind::Triangle(triangle) => triangle.get_texture_coord(scene, ctx),
}
}
}

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@ -1,116 +0,0 @@
use std::f64::consts::PI;
use anyhow::Result;
use ordered_float::NotNan;
use crate::{ray::Ray, utils::min_f64, Point};
use super::illumination::IntersectionContext;
use super::Scene;
#[derive(Debug)]
pub struct Sphere {
pub center: Point,
pub radius: f64,
}
impl Sphere {
/// Given a sphere, returns the first time at which this ray intersects the
/// sphere.
///
/// If there is no intersection point, returns None.
pub fn intersects_ray_at(
&self,
_: &Scene,
ray: &Ray,
) -> Result<Option<IntersectionContext>> {
let a = ray.direction.norm();
let b = 2.0
* (ray.direction.x * (ray.origin.x - self.center.x)
+ ray.direction.y * (ray.origin.y - self.center.y)
+ ray.direction.z * (ray.origin.z - self.center.z));
let c = (ray.origin.x - self.center.x).powi(2)
+ (ray.origin.y - self.center.y).powi(2)
+ (ray.origin.z - self.center.z).powi(2)
- self.radius.powi(2);
let discriminant = b * b - 4.0 * a * c;
if discriminant.is_nan() {
warn!("WTF NAN");
}
let time = match discriminant {
// Discriminant < 0, means the equation has no solutions.
d if d < 0.0 => None,
// Discriminant == 0
d if d == 0.0 => Some(-b / (2.0 * a)),
d if d > 0.0 => {
let solution_1 = (-b + discriminant.sqrt()) / (2.0 * a);
let solution_2 = (-b - discriminant.sqrt()) / (2.0 * a);
let solutions = [solution_1, solution_2]
.into_iter()
// Remove any t < 0, since that means it's behind the viewer and we
// can't see it.
.filter(|t| *t >= 0.0);
// Return the minimum solution
min_f64(solutions)
}
// Probably hit some NaN or Infinity value due to faulty inputs...
_ => unreachable!("Invalid determinant value: {discriminant}"),
};
let time = match time.and_then(|t| NotNan::new(t).ok()) {
Some(v) => v,
None => return Ok(None),
};
let point = ray.eval(*time);
let normal = (point - self.center).normalize();
let exiting = {
// To figure out if we're exiting, just test if the origin is inside the
// sphere
let dx = ray.origin.x - self.center.x;
let dy = ray.origin.y - self.center.y;
let dz = ray.origin.z - self.center.z;
dx.powi(2) + dy.powi(2) + dz.powi(2) <= self.radius.powi(2)
};
/* let normal = match exiting {
true => -normal,
false => normal,
}; */
Ok(Some(IntersectionContext {
time,
point,
normal,
exiting,
}))
}
pub fn get_texture_coord(
&self,
ctx: &IntersectionContext,
) -> Result<(f64, f64)> {
// Reverse engineer the angles from the coordinate of the intersection
let cosp = (ctx.point.z - self.center.z) / self.radius;
let phi = cosp.acos();
let theta =
(ctx.point.y - self.center.y).atan2(ctx.point.x - self.center.x);
// Map theta and phi into 0 - 1 range
let v = phi / PI;
let u = 0.5 + theta / (2.0 * PI);
Ok((u, v))
}
}

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@ -1,64 +0,0 @@
use crate::{
image::{Color, Image},
Vector,
};
#[derive(Debug)]
pub struct Texture(Image);
impl Texture {
pub fn new(image: Image) -> Self {
Self(image)
}
pub fn pixel_at_exact(&self, x: usize, y: usize) -> Color {
// TODO: Debug asserts?
self.0.data[y * self.0.width + x]
}
/// Returns a pixel at the given coordinate. For non-lattice coordinates,
/// bi-linear interpolation of the image is done.
pub fn pixel_at(&self, u: f64, v: f64) -> Color {
debug_assert!(0.0 <= u && u <= 1.0, "u must be between 0 and 1");
debug_assert!(0.0 <= v && v <= 1.0, "u must be between 0 and 1");
// Slide 121
let x = u * (self.0.width - 1) as f64;
let y = v * (self.0.height - 1) as f64;
let i = x.floor();
let j = y.floor();
let alpha = x - i;
let beta = y - j;
let i = i as usize;
let j = j as usize;
(1.0 - alpha) * (1.0 - beta) * self.pixel_at_exact(i, j)
+ (alpha) * (1.0 - beta) * self.pixel_at_exact(i + 1, j)
+ (1.0 - alpha) * (beta) * self.pixel_at_exact(i, j + 1)
+ (alpha) * (beta) * self.pixel_at_exact(i + 1, j + 1)
}
}
#[derive(Debug)]
pub struct NormalMap(Image);
impl NormalMap {
pub fn new(image: Image) -> Self {
Self(image)
}
pub fn normal_vector_at_exact(&self, x: usize, y: usize) -> Vector {
let vec = self.0.data[y * self.0.width + x];
// So, according to the instructions, this should actually be a value
// between -1 and 1. However, we're reading this in through an image.
// I'm just going to do the lazy thing here (which theoretically
// actually saves cycles) by only doing the transformation when loading
// out of the image
vec.map(|value| 2.0 * value / 255.0 - 1.0)
}
}

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@ -1,66 +0,0 @@
use anyhow::Result;
use crate::{image::Color, ray::Ray, Point};
use super::Scene;
const MAX_RECURSION_DEPTH: usize = 10_usize;
impl Scene {
pub fn trace_single_ray(
&self,
origin: Point,
ray: Ray,
depth: usize,
) -> Result<Color> {
if depth > MAX_RECURSION_DEPTH {
return Ok(Color::new(0.0, 0.0, 0.0));
}
let span = trace_span!("trace_ray", ray = ?ray, depth = depth);
let _enter = span.enter();
let intersections = self
.objects
.iter()
.enumerate()
.filter_map(|(i, object)| {
match object.kind.intersects_ray_at(&self, &ray) {
Ok(Some(t)) => {
// Return both the t and the sphere, because we want to sort on
// the t but later retrieve attributes from the sphere
Some(Ok((i, t, object)))
}
Ok(None) => None,
Err(err) => {
error!("Error: {err}");
Some(Err(err))
}
}
})
.collect::<Result<Vec<_>>>()?;
// Sort the list of intersection times by the lowest one.
let earliest_intersection =
intersections.into_iter().min_by_key(|(_, t, _)| t.time);
info!("Ray {ray:?} intersected at: {earliest_intersection:?}");
Ok(match earliest_intersection {
// Take the object's material color
Some((obj_idx, intersection_context, object)) => self
.compute_pixel_color(
obj_idx,
object,
origin,
ray,
intersection_context,
depth,
)?,
// There was no intersection, so this should default to the scene's
// background color
None => self.bkg_color,
})
}
}

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@ -1,190 +0,0 @@
use std::f64::EPSILON;
use anyhow::Result;
use nalgebra::{Matrix2, Vector2, Vector3};
use ordered_float::NotNan;
use crate::ray::Ray;
use crate::utils::{cross, dot};
use crate::{Point, Vector};
use super::illumination::IntersectionContext;
use super::Scene;
#[derive(Debug)]
pub struct Triangle {
/// Indexes into the scene's vertex list
pub vertices: Vector3<usize>,
/// Indexes into the scene's normal coordinates list
pub normals: Option<Vector3<usize>>,
/// Indexes into the scene's texture coordinates list
pub textures: Option<Vector3<usize>>,
}
impl Triangle {
pub fn intersects_ray_at(
&self,
scene: &Scene,
ray: &Ray,
) -> Result<Option<IntersectionContext>> {
let (p0, e1, e2) = self.basis_vectors(scene);
// Solve for the plane equation coefficients A, B, C, D such that:
//
// $$
// Ax + By + Cz + D = 0
// $$
let n = cross(e1, e2);
let a = n.x;
let b = n.y;
let c = n.z;
// Sub in p0 to solve for D
let d = -(a * p0.x + b * p0.y + c * p0.z);
// Find the intersection point
let time = {
let (x0, y0, z0, xd, yd, zd) =
match (ray.origin.as_slice(), ray.direction.as_slice()) {
([x0, y0, z0], [xd, yd, zd]) => (x0, y0, z0, xd, yd, zd),
_ => unreachable!("lol rip no tuple interface"),
};
let denom = a * xd + b * yd + c * zd;
if denom == 0.0 {
// The ray is parallel to the plane, so there is no intersection point.
return Ok(None);
};
-(a * x0 + b * y0 + c * z0 + d) / denom
};
// Intersected the plane behind where the ray started
if time < 0.0 {
return Ok(None);
}
let time = NotNan::new(time)?;
let point = ray.eval(*time);
// Use barycentric coordinates to determine if the point is inside of the
// triangle
// p = p0 + beta * e1 + gamma * e2
// Using the whack linear algebra approach derived on slide 57
let ep = point - p0;
let p = Vector2::new(dot(e1, ep), dot(e2, ep));
let (alpha, beta, gamma) =
self.compute_barycentric_coordinates(scene, p)?;
// Each of alpha, beta, and gamma must be between 0 and 1
if ![alpha, beta, gamma]
.into_iter()
.all(|v| 0.0 - EPSILON <= v && v <= 1.0 + EPSILON)
{
return Ok(None);
}
let normal = match self.normals {
// If surface normals are provided, then interpolate the normals to do
// smooth shading
Some(normals) => {
let n0 = scene.vertex_normals[normals.x];
let n1 = scene.vertex_normals[normals.y];
let n2 = scene.vertex_normals[normals.z];
(alpha * n0 + beta * n1 + gamma * n2).normalize()
}
None => n.normalize(),
};
Ok(Some(IntersectionContext {
time,
point,
normal,
exiting: false,
}))
}
/// Get the (u, v) texture coordinates corresponding to the point provided in
/// the intersection context
pub fn get_texture_coord(
&self,
scene: &Scene,
ctx: &IntersectionContext,
) -> Result<(f64, f64)> {
let texture_coordinates = match self.textures {
Some(v) => v,
None => {
bail!("Textured triangle requested without providing coordinates")
}
};
let p0 = scene.texture_vertices[texture_coordinates.x];
let p1 = scene.texture_vertices[texture_coordinates.y];
let p2 = scene.texture_vertices[texture_coordinates.z];
let p = self.convert_point(scene, ctx.point);
let (alpha, beta, gamma) =
self.compute_barycentric_coordinates(scene, p)?;
let u = alpha * p0.x + beta * p1.x + gamma * p2.x;
let v = alpha * p0.y + beta * p1.y + gamma * p2.y;
Ok((u, v))
}
fn convert_point(&self, scene: &Scene, point: Point) -> Vector2<f64> {
let (p0, e1, e2) = self.basis_vectors(scene);
let ep = point - p0;
Vector2::new(dot(e1, ep), dot(e2, ep))
}
/// Fetch the corners of the triangles from the scene
#[inline]
fn corner_coordinates(&self, scene: &Scene) -> (Point, Point, Point) {
let p0 = scene.triangle_vertices[self.vertices.x];
let p1 = scene.triangle_vertices[self.vertices.y];
let p2 = scene.triangle_vertices[self.vertices.z];
(p0, p1, p2)
}
/// Get the new basis vectors using p0 as the origin. Returns (p0, e1, e2)
#[inline]
fn basis_vectors(&self, scene: &Scene) -> (Vector, Vector, Vector) {
let (p0, p1, p2) = self.corner_coordinates(scene);
let e1 = p1 - p0;
let e2 = p2 - p0;
(p0, e1, e2)
}
/// Compute barycentric coordinates
fn compute_barycentric_coordinates(
&self,
scene: &Scene,
p: Vector2<f64>,
) -> Result<(f64, f64, f64)> {
let (_, e1, e2) = self.basis_vectors(scene);
let d = Matrix2::new(dot(e1, e1), dot(e1, e2), dot(e2, e1), dot(e2, e2));
let d_inv = match d.try_inverse() {
Some(v) => v,
// TODO: Whack
None => bail!("No inverse..."),
};
let sol = d_inv * p;
let beta = sol.x;
let gamma = sol.y;
// Slide 46
let alpha = 1.0 - beta - gamma;
Ok((alpha, beta, gamma))
}
}

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@ -1,160 +0,0 @@
use anyhow::Result;
use nalgebra::{Matrix3, Vector3};
use ordered_float::NotNan;
use crate::{ray::Ray, Vector};
/// Finds the minimum of an iterator of f64s, ignoring any NaN values
#[inline]
pub fn min_f64<I>(i: I) -> Option<f64>
where
I: Iterator<Item = f64>,
{
i.filter_map(|i| NotNan::new(i).ok())
.min()
.map(|i| i.into_inner())
}
/// Finds the minimum of an iterator of f64s using the given predicate, ignoring
/// any NaN values
#[inline]
pub fn min_f64_by_key<I, F>(i: I, f: F) -> Option<f64>
where
I: Iterator<Item = f64>,
F: FnMut(&NotNan<f64>),
{
i.filter_map(|i| NotNan::new(i).ok())
.min_by_key(f)
.map(|i| i.into_inner())
}
/// Dot-product between two 3D vectors.
#[inline]
pub fn dot(a: Vector, b: Vector) -> f64 {
a.x * b.x + a.y * b.y + a.z * b.z
}
/// Cross-product between two 3D vectors.
#[inline]
pub fn cross(a: Vector, b: Vector) -> Vector {
let x = a.y * b.z - a.z * b.y;
let y = a.z * b.x - a.x * b.z;
let z = a.x * b.y - a.y * b.x;
Vector::new(x, y, z)
}
/// Calculate the rotation matrix between the 2 given vectors
///
/// Based on the method given [here][1].
///
/// [1]: https://math.stackexchange.com/a/897677
pub fn compute_rotation_matrix(
a: Vector3<f64>,
b: Vector3<f64>,
) -> Result<Matrix3<f64>> {
// Special case: if a and b are in the same direction, just return the
// identity matrix.
if a.normalize() == b.normalize() {
return Ok(Matrix3::identity());
}
let cos_t = dot(a, b);
let sin_t = cross(a, b).norm();
let g = Matrix3::new(cos_t, -sin_t, 0.0, sin_t, cos_t, 0.0, 0.0, 0.0, 1.0);
// New basis vectors
let u = a;
let v = (b - cos_t * a).normalize();
let w = cross(b, a);
// Not sure if this is required to be invertible?
let f_inverse = Matrix3::from_columns(&[u, v, w]);
let f = match f_inverse.try_inverse() {
Some(v) => v,
None => {
// So I ran into this case trying to compute the rotation matrix where one
// of the vector endpoints was (0, 0, 0). I'm pretty sure this case makes
// no sense in reality, which means if I ever encounter this case, I
// probably made a mistake somewhere before. So going to just error
// out here and screw recovering.
//
// println!("Failed to compute inverse matrix.");
// println!("- Initial: a = {a}, b = {b}");
// println!("- cos(t) = {cos_t}, sin(t) = {sin_t}");
// println!("- Basis: u = {u}, v = {v}, w = {w}");
bail!("Failed to compute inverse matrix of {f_inverse}\na = {a}\nb = {b}")
}
};
// if (f_inverse * g * f).norm() != 1.0 {
// bail!("WTF {}", (f_inverse * g * f).norm());
// }
Ok(f_inverse * g * f)
}
pub struct RefractionResult {
pub cos_theta_i: f64,
pub sin_theta_i: f64,
pub sin_theta_t: f64,
pub cos_theta_t: f64,
}
/// This function computes the 4 values:
///
/// - cos_theta_i
/// - sin_theta_i
/// - sin_theta_t
/// - cos_theta_t
///
/// If total internal reflection occurs, return None instead.
pub fn compute_refraction_lengths(
normal: Vector,
incident_ray: &Ray,
eta_i: f64,
eta_t: f64,
) -> Option<RefractionResult> {
let i = incident_ray.direction.normalize();
let cos_theta_i = dot(i, normal);
let sin_theta_i = (1.0 - cos_theta_i.powi(2)).sqrt();
if sin_theta_i * eta_i > eta_t {
info!("Total internal reflection encountered.");
return None;
}
let sin_theta_t = (eta_i / eta_t) * sin_theta_i;
let cos_theta_t = (1.0 - sin_theta_t.powi(2)).sqrt();
Some(RefractionResult {
cos_theta_i,
sin_theta_i,
sin_theta_t,
cos_theta_t,
})
}
#[allow(non_snake_case)]
pub fn compute_reflection_ray(incident_ray: Vector, normal: Vector) -> Vector {
let I = (-incident_ray).normalize();
let N = normal.normalize();
2.0 * dot(N, I) * N - I
}
#[cfg(test)]
mod tests {
use crate::{utils::compute_reflection_ray, Vector};
#[test]
fn test_reflection_ray() {
let incident_ray = Vector::new(2.0, -1.0, 2.0);
let normal = Vector::new(0.0, 1.0, 0.0);
assert_eq!(
compute_reflection_ray(incident_ray, normal),
Vector::new(2.0, 1.0, 2.0).normalize()
);
}
}

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@ -1,4 +0,0 @@
---
BasedOnStyle: LLVM
AlignAfterOpenBracket: BlockIndent

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@ -1,5 +0,0 @@
/build
/result*
.cache
hw2a.michael.zhang.zip

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@ -1,79 +0,0 @@
# Set the minimum required version of cmake for this project
cmake_minimum_required (VERSION 3.1)
set(CMAKE_CXX_STANDARD 17)
# Create a project called 'HW2a'
project(HW2a)
# Define in the C++ code what the variable "SRC_DIR" should be equal to the current_path/src
add_definitions( -DSRC_DIR="${CMAKE_CURRENT_SOURCE_DIR}/src" )
# Generate the `compile_commands.json` file.
set(CMAKE_EXPORT_COMPILE_COMMANDS ON CACHE INTERNAL "")
if(CMAKE_EXPORT_COMPILE_COMMANDS)
set(CMAKE_CXX_STANDARD_INCLUDE_DIRECTORIES
${CMAKE_CXX_IMPLICIT_INCLUDE_DIRECTORIES})
endif()
# Find OpenGL, and set link library names and include paths
find_package(OpenGL REQUIRED)
set(OPENGL_LIBRARIES ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY})
set(OPENGL_INCLUDE_DIRS ${OPENGL_INCLUDE_DIR})
include_directories(${OPENGL_INCLUDE_DIRS})
# Also disable building some of the extra things GLFW has (examples, tests, docs)
set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL " " FORCE)
set(GLFW_BUILD_TESTS OFF CACHE BOOL " " FORCE)
set(GLFW_BUILD_DOCS OFF CACHE BOOL " " FORCE)
# Now actually run cmake on the CMakeLists.txt file found inside of the GLFW directory
add_subdirectory(ext/glfw)
# Make a list of all the source files
set(
SOURCES
src/HW2a.cpp
ext/glad/src/glad.c
)
# Make a list of all the header files (optional-- only necessary to make them appear in IDE)
set(
INCLUDES
src/ShaderStuff.hpp
)
# Make a list of all of the directories to look in when doing #include "whatever.h"
set(
INCLUDE_DIRS
ext/
ext/glfw/include
ext/glad/include
)
set(
LIBS
glfw
${OPENGL_LIBRARIES}
)
# Define what we are trying to produce here (an executable), as
# well as what items are needed to create it (the header and source files)
add_executable(${PROJECT_NAME} ${SOURCES} ${INCLUDES})
# Tell cmake which directories to look in when you #include a file
# Equivalent to the "-I" option for g++
include_directories(${INCLUDE_DIRS})
# Tell cmake which libraries to link to
# Equivalent to the "-l" option for g++
target_link_libraries(${PROJECT_NAME} PRIVATE ${LIBS})
# For Visual Studio only
if (MSVC)
# Do a parallel compilation of this project
target_compile_options(${PROJECT_NAME} PRIVATE "/MP")
# Have this project be the default startup project (the one to build/run when hitting F5)
set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT ${PROJECT_NAME})
endif()

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@ -1,14 +0,0 @@
.PHONY: all clean
ZIP := zip
HANDIN := hw2a.michael.zhang.zip
SOURCES := $(shell find -name "*.cpp")
all: $(HANDIN)
$(HANDIN): src/HW2a.cpp examples README.md
$(ZIP) -r $@ $^
clean:
rm -f $(HANDIN)

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@ -1,13 +0,0 @@
# Assignment 2A
Compiles but does not run on CSE labs machines due to OpenGL 3.2 missing.
Try with `examples/test.obj`, run the program with
cmake -B build
make -C build
./build/HW2a examples/test.obj
This test has a few triangles in it. Other obj files _should_ work in theory
![](examples/test.png)

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@ -1 +0,0 @@
build/compile_commands.json

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@ -1,26 +0,0 @@
{ stdenv, cmake, ninja, libglvnd, libGLU, xorg, spdlog }:
stdenv.mkDerivation {
name = "assignment-2a";
src = ./.;
nativeBuildInputs = [ cmake ninja ];
buildInputs = [
libglvnd
libGLU
xorg.libX11
xorg.libXcursor
xorg.libXext
xorg.libXi
xorg.libXinerama
xorg.libXrandr
xorg.libXrender
spdlog
];
preBuild = ''
env
'';
cmakeFlags = [ "-DCMAKE_CURRENT_SOURCE_DIR=${./.}" ];
}

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@ -1,11 +0,0 @@
v 2 3 0
v 1.5 4 0
v 3 2 0
v 1.5 4 0
v 3 2 0
v 5 3.4 0
v 3 2 0
v 5 3.4 0
v 6 5.9 0

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@ -1,290 +0,0 @@
#ifndef __khrplatform_h_
#define __khrplatform_h_
/*
** Copyright (c) 2008-2018 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
/* Khronos platform-specific types and definitions.
*
* The master copy of khrplatform.h is maintained in the Khronos EGL
* Registry repository at https://github.com/KhronosGroup/EGL-Registry
* The last semantic modification to khrplatform.h was at commit ID:
* 67a3e0864c2d75ea5287b9f3d2eb74a745936692
*
* Adopters may modify this file to suit their platform. Adopters are
* encouraged to submit platform specific modifications to the Khronos
* group so that they can be included in future versions of this file.
* Please submit changes by filing pull requests or issues on
* the EGL Registry repository linked above.
*
*
* See the Implementer's Guidelines for information about where this file
* should be located on your system and for more details of its use:
* http://www.khronos.org/registry/implementers_guide.pdf
*
* This file should be included as
* #include <KHR/khrplatform.h>
* by Khronos client API header files that use its types and defines.
*
* The types in khrplatform.h should only be used to define API-specific types.
*
* Types defined in khrplatform.h:
* khronos_int8_t signed 8 bit
* khronos_uint8_t unsigned 8 bit
* khronos_int16_t signed 16 bit
* khronos_uint16_t unsigned 16 bit
* khronos_int32_t signed 32 bit
* khronos_uint32_t unsigned 32 bit
* khronos_int64_t signed 64 bit
* khronos_uint64_t unsigned 64 bit
* khronos_intptr_t signed same number of bits as a pointer
* khronos_uintptr_t unsigned same number of bits as a pointer
* khronos_ssize_t signed size
* khronos_usize_t unsigned size
* khronos_float_t signed 32 bit floating point
* khronos_time_ns_t unsigned 64 bit time in nanoseconds
* khronos_utime_nanoseconds_t unsigned time interval or absolute time in
* nanoseconds
* khronos_stime_nanoseconds_t signed time interval in nanoseconds
* khronos_boolean_enum_t enumerated boolean type. This should
* only be used as a base type when a client API's boolean type is
* an enum. Client APIs which use an integer or other type for
* booleans cannot use this as the base type for their boolean.
*
* Tokens defined in khrplatform.h:
*
* KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
*
* KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
* KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
*
* Calling convention macros defined in this file:
* KHRONOS_APICALL
* KHRONOS_APIENTRY
* KHRONOS_APIATTRIBUTES
*
* These may be used in function prototypes as:
*
* KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
* int arg1,
* int arg2) KHRONOS_APIATTRIBUTES;
*/
#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC)
# define KHRONOS_STATIC 1
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APICALL
*-------------------------------------------------------------------------
* This precedes the return type of the function in the function prototype.
*/
#if defined(KHRONOS_STATIC)
/* If the preprocessor constant KHRONOS_STATIC is defined, make the
* header compatible with static linking. */
# define KHRONOS_APICALL
#elif defined(_WIN32)
# define KHRONOS_APICALL __declspec(dllimport)
#elif defined (__SYMBIAN32__)
# define KHRONOS_APICALL IMPORT_C
#elif defined(__ANDROID__)
# define KHRONOS_APICALL __attribute__((visibility("default")))
#else
# define KHRONOS_APICALL
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIENTRY
*-------------------------------------------------------------------------
* This follows the return type of the function and precedes the function
* name in the function prototype.
*/
#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(KHRONOS_STATIC)
/* Win32 but not WinCE */
# define KHRONOS_APIENTRY __stdcall
#else
# define KHRONOS_APIENTRY
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIATTRIBUTES
*-------------------------------------------------------------------------
* This follows the closing parenthesis of the function prototype arguments.
*/
#if defined (__ARMCC_2__)
#define KHRONOS_APIATTRIBUTES __softfp
#else
#define KHRONOS_APIATTRIBUTES
#endif
/*-------------------------------------------------------------------------
* basic type definitions
*-----------------------------------------------------------------------*/
#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__)
/*
* Using <stdint.h>
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(__VMS ) || defined(__sgi)
/*
* Using <inttypes.h>
*/
#include <inttypes.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(_WIN32) && !defined(__SCITECH_SNAP__)
/*
* Win32
*/
typedef __int32 khronos_int32_t;
typedef unsigned __int32 khronos_uint32_t;
typedef __int64 khronos_int64_t;
typedef unsigned __int64 khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(__sun__) || defined(__digital__)
/*
* Sun or Digital
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#if defined(__arch64__) || defined(_LP64)
typedef long int khronos_int64_t;
typedef unsigned long int khronos_uint64_t;
#else
typedef long long int khronos_int64_t;
typedef unsigned long long int khronos_uint64_t;
#endif /* __arch64__ */
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif 0
/*
* Hypothetical platform with no float or int64 support
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#define KHRONOS_SUPPORT_INT64 0
#define KHRONOS_SUPPORT_FLOAT 0
#else
/*
* Generic fallback
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#endif
/*
* Types that are (so far) the same on all platforms
*/
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
/*
* Types that differ between LLP64 and LP64 architectures - in LLP64,
* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
* to be the only LLP64 architecture in current use.
*/
#ifdef _WIN64
typedef signed long long int khronos_intptr_t;
typedef unsigned long long int khronos_uintptr_t;
typedef signed long long int khronos_ssize_t;
typedef unsigned long long int khronos_usize_t;
#else
typedef signed long int khronos_intptr_t;
typedef unsigned long int khronos_uintptr_t;
typedef signed long int khronos_ssize_t;
typedef unsigned long int khronos_usize_t;
#endif
#if KHRONOS_SUPPORT_FLOAT
/*
* Float type
*/
typedef float khronos_float_t;
#endif
#if KHRONOS_SUPPORT_INT64
/* Time types
*
* These types can be used to represent a time interval in nanoseconds or
* an absolute Unadjusted System Time. Unadjusted System Time is the number
* of nanoseconds since some arbitrary system event (e.g. since the last
* time the system booted). The Unadjusted System Time is an unsigned
* 64 bit value that wraps back to 0 every 584 years. Time intervals
* may be either signed or unsigned.
*/
typedef khronos_uint64_t khronos_utime_nanoseconds_t;
typedef khronos_int64_t khronos_stime_nanoseconds_t;
#endif
/*
* Dummy value used to pad enum types to 32 bits.
*/
#ifndef KHRONOS_MAX_ENUM
#define KHRONOS_MAX_ENUM 0x7FFFFFFF
#endif
/*
* Enumerated boolean type
*
* Values other than zero should be considered to be true. Therefore
* comparisons should not be made against KHRONOS_TRUE.
*/
typedef enum {
KHRONOS_FALSE = 0,
KHRONOS_TRUE = 1,
KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM
} khronos_boolean_enum_t;
#endif /* __khrplatform_h_ */

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@ -1,65 +0,0 @@
image:
- Visual Studio 2015
- Visual Studio 2019
branches:
only:
- ci
- master
- 3.3-stable
skip_tags: true
skip_commits:
files:
- README.md
- LICENSE.md
- docs/*
environment:
matrix:
- GENERATOR: MinGW Makefiles
BUILD_SHARED_LIBS: ON
CFLAGS: -Werror
- GENERATOR: MinGW Makefiles
BUILD_SHARED_LIBS: OFF
CFLAGS: -Werror
- GENERATOR: Visual Studio 10 2010
BUILD_SHARED_LIBS: ON
CFLAGS: /WX
- GENERATOR: Visual Studio 10 2010
BUILD_SHARED_LIBS: OFF
CFLAGS: /WX
- GENERATOR: Visual Studio 16 2019
BUILD_SHARED_LIBS: ON
CFLAGS: /WX
- GENERATOR: Visual Studio 16 2019
BUILD_SHARED_LIBS: OFF
CFLAGS: /WX
matrix:
fast_finish: true
exclude:
- image: Visual Studio 2015
GENERATOR: Visual Studio 16 2019
- image: Visual Studio 2019
GENERATOR: Visual Studio 10 2010
- image: Visual Studio 2019
GENERATOR: MinGW Makefiles
for:
-
matrix:
except:
- GENERATOR: Visual Studio 10 2010
build_script:
- set PATH=%PATH:C:\Program Files\Git\usr\bin=C:\MinGW\bin%
- cmake -S . -B build -G "%GENERATOR%" -DBUILD_SHARED_LIBS=%BUILD_SHARED_LIBS%
- cmake --build build
-
matrix:
only:
- GENERATOR: Visual Studio 10 2010
build_script:
- cmake -S . -B build -G "%GENERATOR%" -DBUILD_SHARED_LIBS=%BUILD_SHARED_LIBS%
- cmake --build build --target glfw
notifications:
- provider: Email
to:
- ci@glfw.org
on_build_failure: true
on_build_success: false

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@ -1,5 +0,0 @@
*.m linguist-language=Objective-C
.gitignore export-ignore
.gitattributes export-ignore
.travis.yml export-ignore
.appveyor.yml export-ignore

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@ -1,85 +0,0 @@
# External junk
.DS_Store
_ReSharper*
*.opensdf
*.sdf
*.suo
*.dir
*.vcxproj*
*.sln
.vs/
Win32
x64
Debug
Release
MinSizeRel
RelWithDebInfo
*.xcodeproj
# CMake files
Makefile
CMakeCache.txt
CMakeFiles
CMakeScripts
cmake_install.cmake
cmake_uninstall.cmake
# Generated files
docs/Doxyfile
docs/html
docs/warnings.txt
docs/doxygen_sqlite3.db
src/glfw_config.h
src/glfw3.pc
src/glfw3Config.cmake
src/glfw3ConfigVersion.cmake
src/wayland-pointer-constraints-unstable-v1-client-protocol.h
src/wayland-pointer-constraints-unstable-v1-protocol.c
src/wayland-relative-pointer-unstable-v1-client-protocol.h
src/wayland-relative-pointer-unstable-v1-protocol.c
# Compiled binaries
src/libglfw.so
src/libglfw.so.3
src/libglfw.so.3.4
src/libglfw.dylib
src/libglfw.dylib
src/libglfw.3.dylib
src/libglfw.3.4.dylib
src/libglfw3.a
src/glfw3.lib
src/glfw3.dll
src/glfw3dll.lib
src/libglfw3dll.a
examples/*.app
examples/*.exe
examples/boing
examples/gears
examples/heightmap
examples/offscreen
examples/particles
examples/splitview
examples/sharing
examples/triangle-opengl
examples/wave
tests/*.app
tests/*.exe
tests/clipboard
tests/cursor
tests/empty
tests/events
tests/gamma
tests/glfwinfo
tests/icon
tests/iconify
tests/joysticks
tests/monitors
tests/msaa
tests/reopen
tests/tearing
tests/threads
tests/timeout
tests/title
tests/triangle-vulkan
tests/windows

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@ -1,104 +0,0 @@
language: c
compiler: clang
branches:
only:
- ci
- master
- 3.3-stable
matrix:
include:
- os: linux
dist: xenial
sudo: false
name: "X11 shared library"
addons:
apt:
packages:
- libxrandr-dev
- libxinerama-dev
- libxcursor-dev
- libxi-dev
env:
- BUILD_SHARED_LIBS=ON
- CFLAGS=-Werror
- os: linux
dist: xenial
sudo: false
name: "X11 static library"
addons:
apt:
packages:
- libxrandr-dev
- libxinerama-dev
- libxcursor-dev
- libxi-dev
env:
- BUILD_SHARED_LIBS=OFF
- CFLAGS=-Werror
- os: linux
dist: xenial
sudo: required
name: "Wayland shared library"
addons:
apt:
sources:
- ppa:kubuntu-ppa/backports
packages:
- extra-cmake-modules
- libwayland-dev
- libxkbcommon-dev
- libegl1-mesa-dev
env:
- USE_WAYLAND=ON
- BUILD_SHARED_LIBS=ON
- CFLAGS=-Werror
- os: linux
dist: xenial
sudo: required
name: "Wayland static library"
addons:
apt:
sources:
- ppa:kubuntu-ppa/backports
packages:
- extra-cmake-modules
- libwayland-dev
- libxkbcommon-dev
- libegl1-mesa-dev
env:
- USE_WAYLAND=ON
- BUILD_SHARED_LIBS=OFF
- CFLAGS=-Werror
- os: osx
sudo: false
name: "Cocoa shared library"
env:
- BUILD_SHARED_LIBS=ON
- CFLAGS=-Werror
- os: osx
sudo: false
name: "Cocoa static library"
env:
- BUILD_SHARED_LIBS=OFF
- CFLAGS=-Werror
script:
- if grep -Inr '\s$' src include docs tests examples CMake *.md .gitattributes .gitignore; then
echo Trailing whitespace found, aborting;
exit 1;
fi
- mkdir build
- cd build
- if test -n "${USE_WAYLAND}"; then
git clone git://anongit.freedesktop.org/wayland/wayland-protocols;
pushd wayland-protocols;
git checkout 1.15 && ./autogen.sh --prefix=/usr && make && sudo make install;
popd;
fi
- cmake -DCMAKE_VERBOSE_MAKEFILE=ON -DBUILD_SHARED_LIBS=${BUILD_SHARED_LIBS} -DGLFW_USE_WAYLAND=${USE_WAYLAND} ..
- cmake --build .
notifications:
email:
recipients:
- ci@glfw.org
on_success: never
on_failure: always

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@ -1,33 +0,0 @@
# Usage:
# cmake -P GenerateMappings.cmake <path/to/mappings.h.in> <path/to/mappings.h>
set(source_url "https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt")
set(source_path "${CMAKE_CURRENT_BINARY_DIR}/gamecontrollerdb.txt")
set(template_path "${CMAKE_ARGV3}")
set(target_path "${CMAKE_ARGV4}")
if (NOT EXISTS "${template_path}")
message(FATAL_ERROR "Failed to find template file ${template_path}")
endif()
file(DOWNLOAD "${source_url}" "${source_path}"
STATUS download_status
TLS_VERIFY on)
list(GET download_status 0 status_code)
list(GET download_status 1 status_message)
if (status_code)
message(FATAL_ERROR "Failed to download ${source_url}: ${status_message}")
endif()
file(STRINGS "${source_path}" lines)
foreach(line ${lines})
if ("${line}" MATCHES "^[0-9a-fA-F].*$")
set(GLFW_GAMEPAD_MAPPINGS "${GLFW_GAMEPAD_MAPPINGS}\"${line}\",\n")
endif()
endforeach()
configure_file("${template_path}" "${target_path}" @ONLY NEWLINE_STYLE UNIX)
file(REMOVE "${source_path}")

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@ -1,38 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>${MACOSX_BUNDLE_EXECUTABLE_NAME}</string>
<key>CFBundleGetInfoString</key>
<string>${MACOSX_BUNDLE_INFO_STRING}</string>
<key>CFBundleIconFile</key>
<string>${MACOSX_BUNDLE_ICON_FILE}</string>
<key>CFBundleIdentifier</key>
<string>${MACOSX_BUNDLE_GUI_IDENTIFIER}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleLongVersionString</key>
<string>${MACOSX_BUNDLE_LONG_VERSION_STRING}</string>
<key>CFBundleName</key>
<string>${MACOSX_BUNDLE_BUNDLE_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>${MACOSX_BUNDLE_SHORT_VERSION_STRING}</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>${MACOSX_BUNDLE_BUNDLE_VERSION}</string>
<key>CSResourcesFileMapped</key>
<true/>
<key>LSRequiresCarbon</key>
<true/>
<key>NSHumanReadableCopyright</key>
<string>${MACOSX_BUNDLE_COPYRIGHT}</string>
<key>NSHighResolutionCapable</key>
<true/>
</dict>
</plist>

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@ -1,13 +0,0 @@
# Define the environment for cross-compiling with 32-bit MinGW-w64 Clang
SET(CMAKE_SYSTEM_NAME Windows) # Target system name
SET(CMAKE_SYSTEM_VERSION 1)
SET(CMAKE_C_COMPILER "i686-w64-mingw32-clang")
SET(CMAKE_CXX_COMPILER "i686-w64-mingw32-clang++")
SET(CMAKE_RC_COMPILER "i686-w64-mingw32-windres")
SET(CMAKE_RANLIB "i686-w64-mingw32-ranlib")
# Configure the behaviour of the find commands
SET(CMAKE_FIND_ROOT_PATH "/usr/i686-w64-mingw32")
SET(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
SET(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
SET(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)

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@ -1,13 +0,0 @@
# Define the environment for cross-compiling with 32-bit MinGW-w64 GCC
SET(CMAKE_SYSTEM_NAME Windows) # Target system name
SET(CMAKE_SYSTEM_VERSION 1)
SET(CMAKE_C_COMPILER "i686-w64-mingw32-gcc")
SET(CMAKE_CXX_COMPILER "i686-w64-mingw32-g++")
SET(CMAKE_RC_COMPILER "i686-w64-mingw32-windres")
SET(CMAKE_RANLIB "i686-w64-mingw32-ranlib")
# Configure the behaviour of the find commands
SET(CMAKE_FIND_ROOT_PATH "/usr/i686-w64-mingw32")
SET(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
SET(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
SET(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)

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@ -1,17 +0,0 @@
# Find EpollShim
# Once done, this will define
#
# EPOLLSHIM_FOUND - System has EpollShim
# EPOLLSHIM_INCLUDE_DIRS - The EpollShim include directories
# EPOLLSHIM_LIBRARIES - The libraries needed to use EpollShim
find_path(EPOLLSHIM_INCLUDE_DIRS NAMES sys/epoll.h sys/timerfd.h HINTS /usr/local/include/libepoll-shim)
find_library(EPOLLSHIM_LIBRARIES NAMES epoll-shim libepoll-shim HINTS /usr/local/lib)
if (EPOLLSHIM_INCLUDE_DIRS AND EPOLLSHIM_LIBRARIES)
set(EPOLLSHIM_FOUND TRUE)
endif (EPOLLSHIM_INCLUDE_DIRS AND EPOLLSHIM_LIBRARIES)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(EPOLLSHIM DEFAULT_MSG EPOLLSHIM_LIBRARIES EPOLLSHIM_INCLUDE_DIRS)
mark_as_advanced(EPOLLSHIM_INCLUDE_DIRS EPOLLSHIM_LIBRARIES)

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@ -1,18 +0,0 @@
# Try to find OSMesa on a Unix system
#
# This will define:
#
# OSMESA_LIBRARIES - Link these to use OSMesa
# OSMESA_INCLUDE_DIR - Include directory for OSMesa
#
# Copyright (c) 2014 Brandon Schaefer <brandon.schaefer@canonical.com>
if (NOT WIN32)
find_package (PkgConfig)
pkg_check_modules (PKG_OSMESA QUIET osmesa)
set (OSMESA_INCLUDE_DIR ${PKG_OSMESA_INCLUDE_DIRS})
set (OSMESA_LIBRARIES ${PKG_OSMESA_LIBRARIES})
endif ()

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@ -1,26 +0,0 @@
find_package(PkgConfig)
pkg_check_modules(WaylandProtocols QUIET wayland-protocols>=${WaylandProtocols_FIND_VERSION})
execute_process(COMMAND ${PKG_CONFIG_EXECUTABLE} --variable=pkgdatadir wayland-protocols
OUTPUT_VARIABLE WaylandProtocols_PKGDATADIR
RESULT_VARIABLE _pkgconfig_failed)
if (_pkgconfig_failed)
message(FATAL_ERROR "Missing wayland-protocols pkgdatadir")
endif()
string(REGEX REPLACE "[\r\n]" "" WaylandProtocols_PKGDATADIR "${WaylandProtocols_PKGDATADIR}")
find_package_handle_standard_args(WaylandProtocols
FOUND_VAR
WaylandProtocols_FOUND
REQUIRED_VARS
WaylandProtocols_PKGDATADIR
VERSION_VAR
WaylandProtocols_VERSION
HANDLE_COMPONENTS
)
set(WAYLAND_PROTOCOLS_FOUND ${WaylandProtocols_FOUND})
set(WAYLAND_PROTOCOLS_PKGDATADIR ${WaylandProtocols_PKGDATADIR})
set(WAYLAND_PROTOCOLS_VERSION ${WaylandProtocols_VERSION})

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@ -1,34 +0,0 @@
# - Try to find XKBCommon
# Once done, this will define
#
# XKBCOMMON_FOUND - System has XKBCommon
# XKBCOMMON_INCLUDE_DIRS - The XKBCommon include directories
# XKBCOMMON_LIBRARIES - The libraries needed to use XKBCommon
# XKBCOMMON_DEFINITIONS - Compiler switches required for using XKBCommon
find_package(PkgConfig)
pkg_check_modules(PC_XKBCOMMON QUIET xkbcommon)
set(XKBCOMMON_DEFINITIONS ${PC_XKBCOMMON_CFLAGS_OTHER})
find_path(XKBCOMMON_INCLUDE_DIR
NAMES xkbcommon/xkbcommon.h
HINTS ${PC_XKBCOMMON_INCLUDE_DIR} ${PC_XKBCOMMON_INCLUDE_DIRS}
)
find_library(XKBCOMMON_LIBRARY
NAMES xkbcommon
HINTS ${PC_XKBCOMMON_LIBRARY} ${PC_XKBCOMMON_LIBRARY_DIRS}
)
set(XKBCOMMON_LIBRARIES ${XKBCOMMON_LIBRARY})
set(XKBCOMMON_LIBRARY_DIRS ${XKBCOMMON_LIBRARY_DIRS})
set(XKBCOMMON_INCLUDE_DIRS ${XKBCOMMON_INCLUDE_DIR})
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(XKBCommon DEFAULT_MSG
XKBCOMMON_LIBRARY
XKBCOMMON_INCLUDE_DIR
)
mark_as_advanced(XKBCOMMON_LIBRARY XKBCOMMON_INCLUDE_DIR)

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@ -1,13 +0,0 @@
# Define the environment for cross-compiling with 64-bit MinGW-w64 Clang
SET(CMAKE_SYSTEM_NAME Windows) # Target system name
SET(CMAKE_SYSTEM_VERSION 1)
SET(CMAKE_C_COMPILER "x86_64-w64-mingw32-clang")
SET(CMAKE_CXX_COMPILER "x86_64-w64-mingw32-clang++")
SET(CMAKE_RC_COMPILER "x86_64-w64-mingw32-windres")
SET(CMAKE_RANLIB "x86_64-w64-mingw32-ranlib")
# Configure the behaviour of the find commands
SET(CMAKE_FIND_ROOT_PATH "/usr/x86_64-w64-mingw32")
SET(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
SET(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
SET(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)

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@ -1,13 +0,0 @@
# Define the environment for cross-compiling with 64-bit MinGW-w64 GCC
SET(CMAKE_SYSTEM_NAME Windows) # Target system name
SET(CMAKE_SYSTEM_VERSION 1)
SET(CMAKE_C_COMPILER "x86_64-w64-mingw32-gcc")
SET(CMAKE_CXX_COMPILER "x86_64-w64-mingw32-g++")
SET(CMAKE_RC_COMPILER "x86_64-w64-mingw32-windres")
SET(CMAKE_RANLIB "x86_64-w64-mingw32-ranlib")
# Configure the behaviour of the find commands
SET(CMAKE_FIND_ROOT_PATH "/usr/x86_64-w64-mingw32")
SET(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
SET(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
SET(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)

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@ -1,379 +0,0 @@
cmake_minimum_required(VERSION 3.0)
project(GLFW VERSION 3.4.0 LANGUAGES C)
set(CMAKE_LEGACY_CYGWIN_WIN32 OFF)
if (POLICY CMP0054)
cmake_policy(SET CMP0054 NEW)
endif()
if (POLICY CMP0077)
cmake_policy(SET CMP0077 NEW)
endif()
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
if ("${CMAKE_SOURCE_DIR}" STREQUAL "${CMAKE_CURRENT_SOURCE_DIR}")
set(GLFW_STANDALONE TRUE)
endif()
option(BUILD_SHARED_LIBS "Build shared libraries" OFF)
option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" ${GLFW_STANDALONE})
option(GLFW_BUILD_TESTS "Build the GLFW test programs" ${GLFW_STANDALONE})
option(GLFW_BUILD_DOCS "Build the GLFW documentation" ON)
option(GLFW_INSTALL "Generate installation target" ON)
option(GLFW_VULKAN_STATIC "Assume the Vulkan loader is linked with the application" OFF)
include(GNUInstallDirs)
include(CMakeDependentOption)
cmake_dependent_option(GLFW_USE_OSMESA "Use OSMesa for offscreen context creation" OFF
"UNIX" OFF)
cmake_dependent_option(GLFW_USE_HYBRID_HPG "Force use of high-performance GPU on hybrid systems" OFF
"WIN32" OFF)
cmake_dependent_option(GLFW_USE_WAYLAND "Use Wayland for window creation" OFF
"UNIX;NOT APPLE" OFF)
cmake_dependent_option(USE_MSVC_RUNTIME_LIBRARY_DLL "Use MSVC runtime library DLL" ON
"MSVC" OFF)
if (BUILD_SHARED_LIBS)
set(_GLFW_BUILD_DLL 1)
endif()
if (BUILD_SHARED_LIBS AND UNIX)
# On Unix-like systems, shared libraries can use the soname system.
set(GLFW_LIB_NAME glfw)
else()
set(GLFW_LIB_NAME glfw3)
endif()
if (GLFW_VULKAN_STATIC)
if (BUILD_SHARED_LIBS)
# If you absolutely must do this, remove this line and add the Vulkan
# loader static library via the CMAKE_SHARED_LINKER_FLAGS
message(FATAL_ERROR "You are trying to link the Vulkan loader static library into the GLFW shared library")
endif()
set(_GLFW_VULKAN_STATIC 1)
endif()
list(APPEND CMAKE_MODULE_PATH "${GLFW_SOURCE_DIR}/CMake/modules")
find_package(Threads REQUIRED)
if (GLFW_BUILD_DOCS)
set(DOXYGEN_SKIP_DOT TRUE)
find_package(Doxygen)
endif()
#--------------------------------------------------------------------
# Set compiler specific flags
#--------------------------------------------------------------------
if (MSVC)
if (MSVC90)
# Workaround for VS 2008 not shipping with the DirectX 9 SDK
include(CheckIncludeFile)
check_include_file(dinput.h DINPUT_H_FOUND)
if (NOT DINPUT_H_FOUND)
message(FATAL_ERROR "DirectX 9 SDK not found")
endif()
# Workaround for VS 2008 not shipping with stdint.h
list(APPEND glfw_INCLUDE_DIRS "${GLFW_SOURCE_DIR}/deps/vs2008")
endif()
if (NOT USE_MSVC_RUNTIME_LIBRARY_DLL)
foreach (flag CMAKE_C_FLAGS
CMAKE_C_FLAGS_DEBUG
CMAKE_C_FLAGS_RELEASE
CMAKE_C_FLAGS_MINSIZEREL
CMAKE_C_FLAGS_RELWITHDEBINFO)
if (${flag} MATCHES "/MD")
string(REGEX REPLACE "/MD" "/MT" ${flag} "${${flag}}")
endif()
if (${flag} MATCHES "/MDd")
string(REGEX REPLACE "/MDd" "/MTd" ${flag} "${${flag}}")
endif()
endforeach()
endif()
endif()
if (MINGW)
# Workaround for legacy MinGW not providing XInput and DirectInput
include(CheckIncludeFile)
check_include_file(dinput.h DINPUT_H_FOUND)
check_include_file(xinput.h XINPUT_H_FOUND)
if (NOT DINPUT_H_FOUND OR NOT XINPUT_H_FOUND)
list(APPEND glfw_INCLUDE_DIRS "${GLFW_SOURCE_DIR}/deps/mingw")
endif()
# Enable link-time exploit mitigation features enabled by default on MSVC
include(CheckCCompilerFlag)
# Compatibility with data execution prevention (DEP)
set(CMAKE_REQUIRED_FLAGS "-Wl,--nxcompat")
check_c_compiler_flag("" _GLFW_HAS_DEP)
if (_GLFW_HAS_DEP)
set(CMAKE_SHARED_LINKER_FLAGS "-Wl,--nxcompat ${CMAKE_SHARED_LINKER_FLAGS}")
endif()
# Compatibility with address space layout randomization (ASLR)
set(CMAKE_REQUIRED_FLAGS "-Wl,--dynamicbase")
check_c_compiler_flag("" _GLFW_HAS_ASLR)
if (_GLFW_HAS_ASLR)
set(CMAKE_SHARED_LINKER_FLAGS "-Wl,--dynamicbase ${CMAKE_SHARED_LINKER_FLAGS}")
endif()
# Compatibility with 64-bit address space layout randomization (ASLR)
set(CMAKE_REQUIRED_FLAGS "-Wl,--high-entropy-va")
check_c_compiler_flag("" _GLFW_HAS_64ASLR)
if (_GLFW_HAS_64ASLR)
set(CMAKE_SHARED_LINKER_FLAGS "-Wl,--high-entropy-va ${CMAKE_SHARED_LINKER_FLAGS}")
endif()
endif()
#--------------------------------------------------------------------
# Detect and select backend APIs
#--------------------------------------------------------------------
if (GLFW_USE_WAYLAND)
set(_GLFW_WAYLAND 1)
message(STATUS "Using Wayland for window creation")
elseif (GLFW_USE_OSMESA)
set(_GLFW_OSMESA 1)
message(STATUS "Using OSMesa for headless context creation")
elseif (WIN32)
set(_GLFW_WIN32 1)
message(STATUS "Using Win32 for window creation")
elseif (APPLE)
set(_GLFW_COCOA 1)
message(STATUS "Using Cocoa for window creation")
elseif (UNIX)
set(_GLFW_X11 1)
message(STATUS "Using X11 for window creation")
else()
message(FATAL_ERROR "No supported platform was detected")
endif()
#--------------------------------------------------------------------
# Find and add Unix math and time libraries
#--------------------------------------------------------------------
if (UNIX AND NOT APPLE)
find_library(RT_LIBRARY rt)
mark_as_advanced(RT_LIBRARY)
if (RT_LIBRARY)
list(APPEND glfw_LIBRARIES "${RT_LIBRARY}")
list(APPEND glfw_PKG_LIBS "-lrt")
endif()
find_library(MATH_LIBRARY m)
mark_as_advanced(MATH_LIBRARY)
if (MATH_LIBRARY)
list(APPEND glfw_LIBRARIES "${MATH_LIBRARY}")
list(APPEND glfw_PKG_LIBS "-lm")
endif()
if (CMAKE_DL_LIBS)
list(APPEND glfw_LIBRARIES "${CMAKE_DL_LIBS}")
list(APPEND glfw_PKG_LIBS "-l${CMAKE_DL_LIBS}")
endif()
endif()
#--------------------------------------------------------------------
# Use Win32 for window creation
#--------------------------------------------------------------------
if (_GLFW_WIN32)
list(APPEND glfw_PKG_LIBS "-lgdi32")
if (GLFW_USE_HYBRID_HPG)
set(_GLFW_USE_HYBRID_HPG 1)
endif()
endif()
#--------------------------------------------------------------------
# Use X11 for window creation
#--------------------------------------------------------------------
if (_GLFW_X11)
find_package(X11 REQUIRED)
list(APPEND glfw_PKG_DEPS "x11")
# Set up library and include paths
list(APPEND glfw_INCLUDE_DIRS "${X11_X11_INCLUDE_PATH}")
list(APPEND glfw_LIBRARIES "${X11_X11_LIB}" "${CMAKE_THREAD_LIBS_INIT}")
# Check for XRandR (modern resolution switching and gamma control)
if (NOT X11_Xrandr_INCLUDE_PATH)
message(FATAL_ERROR "The RandR headers were not found")
endif()
# Check for Xinerama (legacy multi-monitor support)
if (NOT X11_Xinerama_INCLUDE_PATH)
message(FATAL_ERROR "The Xinerama headers were not found")
endif()
# Check for Xkb (X keyboard extension)
if (NOT X11_Xkb_INCLUDE_PATH)
message(FATAL_ERROR "The X keyboard extension headers were not found")
endif()
# Check for Xcursor (cursor creation from RGBA images)
if (NOT X11_Xcursor_INCLUDE_PATH)
message(FATAL_ERROR "The Xcursor headers were not found")
endif()
# Check for XInput (modern HID input)
if (NOT X11_Xi_INCLUDE_PATH)
message(FATAL_ERROR "The XInput headers were not found")
endif()
list(APPEND glfw_INCLUDE_DIRS "${X11_Xrandr_INCLUDE_PATH}"
"${X11_Xinerama_INCLUDE_PATH}"
"${X11_Xkb_INCLUDE_PATH}"
"${X11_Xcursor_INCLUDE_PATH}"
"${X11_Xi_INCLUDE_PATH}")
endif()
#--------------------------------------------------------------------
# Use Wayland for window creation
#--------------------------------------------------------------------
if (_GLFW_WAYLAND)
find_package(ECM REQUIRED NO_MODULE)
list(APPEND CMAKE_MODULE_PATH "${ECM_MODULE_PATH}")
find_package(Wayland REQUIRED Client Cursor Egl)
find_package(WaylandScanner REQUIRED)
find_package(WaylandProtocols 1.15 REQUIRED)
list(APPEND glfw_PKG_DEPS "wayland-egl")
list(APPEND glfw_INCLUDE_DIRS "${Wayland_INCLUDE_DIRS}")
list(APPEND glfw_LIBRARIES "${Wayland_LIBRARIES}" "${CMAKE_THREAD_LIBS_INIT}")
find_package(XKBCommon REQUIRED)
list(APPEND glfw_INCLUDE_DIRS "${XKBCOMMON_INCLUDE_DIRS}")
include(CheckIncludeFiles)
include(CheckFunctionExists)
check_include_files(xkbcommon/xkbcommon-compose.h HAVE_XKBCOMMON_COMPOSE_H)
check_function_exists(memfd_create HAVE_MEMFD_CREATE)
if (NOT ("${CMAKE_SYSTEM_NAME}" STREQUAL "Linux"))
find_package(EpollShim)
if (EPOLLSHIM_FOUND)
list(APPEND glfw_INCLUDE_DIRS "${EPOLLSHIM_INCLUDE_DIRS}")
list(APPEND glfw_LIBRARIES "${EPOLLSHIM_LIBRARIES}")
endif()
endif()
endif()
#--------------------------------------------------------------------
# Use OSMesa for offscreen context creation
#--------------------------------------------------------------------
if (_GLFW_OSMESA)
find_package(OSMesa REQUIRED)
list(APPEND glfw_LIBRARIES "${CMAKE_THREAD_LIBS_INIT}")
endif()
#--------------------------------------------------------------------
# Use Cocoa for window creation and NSOpenGL for context creation
#--------------------------------------------------------------------
if (_GLFW_COCOA)
list(APPEND glfw_LIBRARIES
"-framework Cocoa"
"-framework IOKit"
"-framework CoreFoundation"
"-framework CoreVideo")
set(glfw_PKG_DEPS "")
set(glfw_PKG_LIBS "-framework Cocoa -framework IOKit -framework CoreFoundation -framework CoreVideo")
endif()
#--------------------------------------------------------------------
# Add the Vulkan loader as a dependency if necessary
#--------------------------------------------------------------------
if (GLFW_VULKAN_STATIC)
list(APPEND glfw_PKG_DEPS "vulkan")
endif()
#--------------------------------------------------------------------
# Export GLFW library dependencies
#--------------------------------------------------------------------
foreach(arg ${glfw_PKG_DEPS})
set(GLFW_PKG_DEPS "${GLFW_PKG_DEPS} ${arg}")
endforeach()
foreach(arg ${glfw_PKG_LIBS})
set(GLFW_PKG_LIBS "${GLFW_PKG_LIBS} ${arg}")
endforeach()
#--------------------------------------------------------------------
# Create generated files
#--------------------------------------------------------------------
include(CMakePackageConfigHelpers)
set(GLFW_CONFIG_PATH "${CMAKE_INSTALL_LIBDIR}/cmake/glfw3")
configure_package_config_file(src/glfw3Config.cmake.in
src/glfw3Config.cmake
INSTALL_DESTINATION "${GLFW_CONFIG_PATH}"
NO_CHECK_REQUIRED_COMPONENTS_MACRO)
write_basic_package_version_file(src/glfw3ConfigVersion.cmake
VERSION ${GLFW_VERSION}
COMPATIBILITY SameMajorVersion)
configure_file(src/glfw_config.h.in src/glfw_config.h @ONLY)
configure_file(src/glfw3.pc.in src/glfw3.pc @ONLY)
#--------------------------------------------------------------------
# Add subdirectories
#--------------------------------------------------------------------
add_subdirectory(src)
if (GLFW_BUILD_EXAMPLES)
add_subdirectory(examples)
endif()
if (GLFW_BUILD_TESTS)
add_subdirectory(tests)
endif()
if (DOXYGEN_FOUND AND GLFW_BUILD_DOCS)
add_subdirectory(docs)
endif()
#--------------------------------------------------------------------
# Install files other than the library
# The library is installed by src/CMakeLists.txt
#--------------------------------------------------------------------
if (GLFW_INSTALL)
install(DIRECTORY include/GLFW DESTINATION ${CMAKE_INSTALL_INCLUDEDIR}
FILES_MATCHING PATTERN glfw3.h PATTERN glfw3native.h)
install(FILES "${GLFW_BINARY_DIR}/src/glfw3Config.cmake"
"${GLFW_BINARY_DIR}/src/glfw3ConfigVersion.cmake"
DESTINATION "${GLFW_CONFIG_PATH}")
install(EXPORT glfwTargets FILE glfw3Targets.cmake
EXPORT_LINK_INTERFACE_LIBRARIES
DESTINATION "${GLFW_CONFIG_PATH}")
install(FILES "${GLFW_BINARY_DIR}/src/glfw3.pc"
DESTINATION "${CMAKE_INSTALL_LIBDIR}/pkgconfig")
# Only generate this target if no higher-level project already has
if (NOT TARGET uninstall)
configure_file(cmake_uninstall.cmake.in
cmake_uninstall.cmake IMMEDIATE @ONLY)
add_custom_target(uninstall
"${CMAKE_COMMAND}" -P
"${GLFW_BINARY_DIR}/cmake_uninstall.cmake")
set_target_properties(uninstall PROPERTIES FOLDER "GLFW3")
endif()
endif()

View file

@ -1,23 +0,0 @@
Copyright (c) 2002-2006 Marcus Geelnard
Copyright (c) 2006-2019 Camilla Löwy
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would
be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not
be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.

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@ -1,347 +0,0 @@
# GLFW
[![Build status](https://travis-ci.org/glfw/glfw.svg?branch=master)](https://travis-ci.org/glfw/glfw)
[![Build status](https://ci.appveyor.com/api/projects/status/0kf0ct9831i5l6sp/branch/master?svg=true)](https://ci.appveyor.com/project/elmindreda/glfw)
[![Coverity Scan](https://scan.coverity.com/projects/4884/badge.svg)](https://scan.coverity.com/projects/glfw-glfw)
## Introduction
GLFW is an Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan
application development. It provides a simple, platform-independent API for
creating windows, contexts and surfaces, reading input, handling events, etc.
GLFW natively supports Windows, macOS and Linux and other Unix-like systems. On
Linux both X11 and Wayland is supported.
GLFW is licensed under the [zlib/libpng
license](http://www.glfw.org/license.html).
You can [download](http://www.glfw.org/download.html) the latest stable release
as source or Windows binaries, or fetch the `latest` branch from GitHub. Each
release starting with 3.0 also has a corresponding [annotated
tag](https://github.com/glfw/glfw/releases) with source and binary archives.
The [documentation](http://www.glfw.org/docs/latest/) is available online and is
included in all source and binary archives. See the [release
notes](https://www.glfw.org/docs/latest/news.html) for new features, caveats and
deprecations in the latest release. For more details see the [version
history](http://www.glfw.org/changelog.html).
The `master` branch is the stable integration branch and _should_ always compile
and run on all supported platforms, although details of newly added features may
change until they have been included in a release. New features and many bug
fixes live in [other branches](https://github.com/glfw/glfw/branches/all) until
they are stable enough to merge.
If you are new to GLFW, you may find the
[tutorial](http://www.glfw.org/docs/latest/quick.html) for GLFW 3 useful. If
you have used GLFW 2 in the past, there is a [transition
guide](http://www.glfw.org/docs/latest/moving.html) for moving to the GLFW
3 API.
## Compiling GLFW
GLFW itself requires only the headers and libraries for your OS and window
system. It does not need the headers for any context creation API (WGL, GLX,
EGL, NSGL, OSMesa) or rendering API (OpenGL, OpenGL ES, Vulkan) to enable
support for them.
GLFW supports compilation on Windows with Visual C++ 2010 and later, MinGW and
MinGW-w64, on macOS with Clang and on Linux and other Unix-like systems with GCC
and Clang. It will likely compile in other environments as well, but this is
not regularly tested.
There are [pre-compiled Windows binaries](http://www.glfw.org/download.html)
available for all supported compilers.
See the [compilation guide](http://www.glfw.org/docs/latest/compile.html) for
more information about how to compile GLFW yourself.
## Using GLFW
See the [documentation](http://www.glfw.org/docs/latest/) for tutorials, guides
and the API reference.
## Contributing to GLFW
See the [contribution
guide](https://github.com/glfw/glfw/blob/master/docs/CONTRIBUTING.md) for
more information.
## System requirements
GLFW supports Windows XP and later and macOS 10.8 and later. Linux and other
Unix-like systems running the X Window System are supported even without
a desktop environment or modern extensions, although some features require
a running window or clipboard manager. The OSMesa backend requires Mesa 6.3.
See the [compatibility guide](http://www.glfw.org/docs/latest/compat.html)
in the documentation for more information.
## Dependencies
GLFW itself depends only on the headers and libraries for your window system.
The (experimental) Wayland backend also depends on the `extra-cmake-modules`
package, which is used to generated Wayland protocol headers.
The examples and test programs depend on a number of tiny libraries. These are
located in the `deps/` directory.
- [getopt\_port](https://github.com/kimgr/getopt_port/) for examples
with command-line options
- [TinyCThread](https://github.com/tinycthread/tinycthread) for threaded
examples
- [glad2](https://github.com/Dav1dde/glad) for loading OpenGL and Vulkan
functions
- [linmath.h](https://github.com/datenwolf/linmath.h) for linear algebra in
examples
- [Nuklear](https://github.com/vurtun/nuklear) for test and example UI
- [stb\_image\_write](https://github.com/nothings/stb) for writing images to disk
The documentation is generated with [Doxygen](http://doxygen.org/) if CMake can
find that tool.
## Reporting bugs
Bugs are reported to our [issue tracker](https://github.com/glfw/glfw/issues).
Please check the [contribution
guide](https://github.com/glfw/glfw/blob/master/docs/CONTRIBUTING.md) for
information on what to include when reporting a bug.
## Changelog
- Disabled tests and examples by default when built as a CMake subdirectory
- Bugfix: The CMake config-file package used an absolute path and was not
relocatable (#1470)
- Bugfix: Video modes with a duplicate screen area were discarded (#1555,#1556)
- Bugfix: Compiling with -Wextra-semi caused warnings (#1440)
- [Win32] Bugfix: `GLFW_INCLUDE_VULKAN` plus `VK_USE_PLATFORM_WIN32_KHR` caused
symbol redefinition (#1524)
- [Win32] Bugfix: The cursor position event was emitted before its cursor enter
event (#1490)
- [Win32] Bugfix: The window hint `GLFW_MAXIMIZED` did not move or resize the
window (#1499)
- [Cocoa] Bugfix: `glfwSetWindowSize` used a bottom-left anchor point (#1553)
- [X11] Bugfix: The CMake files did not check for the XInput headers (#1480)
- [X11] Bugfix: Key names were not updated when the keyboard layout changed
(#1462,#1528)
- [X11] Bugfix: Decorations could not be enabled after window creation (#1566)
- [X11] Bugfix: Content scale fallback value could be inconsistent (#1578)
- [NSGL] Removed enforcement of forward-compatible flag for core contexts
## Contact
On [glfw.org](http://www.glfw.org/) you can find the latest version of GLFW, as
well as news, documentation and other information about the project.
If you have questions related to the use of GLFW, we have a
[forum](https://discourse.glfw.org/), and the `#glfw` IRC channel on
[Freenode](http://freenode.net/).
If you have a bug to report, a patch to submit or a feature you'd like to
request, please file it in the
[issue tracker](https://github.com/glfw/glfw/issues) on GitHub.
Finally, if you're interested in helping out with the development of GLFW or
porting it to your favorite platform, join us on the forum, GitHub or IRC.
## Acknowledgements
GLFW exists because people around the world donated their time and lent their
skills.
- Bobyshev Alexander
- Matt Arsenault
- David Avedissian
- Keith Bauer
- John Bartholomew
- Coşku Baş
- Niklas Behrens
- Andrew Belt
- Niklas Bergström
- Denis Bernard
- Doug Binks
- blanco
- Kyle Brenneman
- Rok Breulj
- Kai Burjack
- Martin Capitanio
- David Carlier
- Arturo Castro
- Chi-kwan Chan
- Ian Clarkson
- Michał Cichoń
- Lambert Clara
- Anna Clarke
- Yaron Cohen-Tal
- Omar Cornut
- Andrew Corrigan
- Bailey Cosier
- Noel Cower
- Jason Daly
- Jarrod Davis
- Olivier Delannoy
- Paul R. Deppe
- Michael Dickens
- Роман Донченко
- Mario Dorn
- Wolfgang Draxinger
- Jonathan Dummer
- Ralph Eastwood
- Fredrik Ehnbom
- Robin Eklind
- Siavash Eliasi
- Felipe Ferreira
- Michael Fogleman
- Gerald Franz
- Mário Freitas
- GeO4d
- Marcus Geelnard
- Charles Giessen
- Stephen Gowen
- Kovid Goyal
- Eloi Marín Gratacós
- Stefan Gustavson
- Jonathan Hale
- Sylvain Hellegouarch
- Matthew Henry
- heromyth
- Lucas Hinderberger
- Paul Holden
- Warren Hu
- Charles Huber
- IntellectualKitty
- Aaron Jacobs
- Erik S. V. Jansson
- Toni Jovanoski
- Arseny Kapoulkine
- Cem Karan
- Osman Keskin
- Josh Kilmer
- Cameron King
- Peter Knut
- Christoph Kubisch
- Yuri Kunde Schlesner
- Rokas Kupstys
- Konstantin Käfer
- Eric Larson
- Robin Leffmann
- Glenn Lewis
- Shane Liesegang
- Anders Lindqvist
- Leon Linhart
- Eyal Lotem
- Aaron Loucks
- Luflosi
- Tristam MacDonald
- Hans Mackowiak
- Дмитри Малышев
- Zbigniew Mandziejewicz
- Adam Marcus
- Célestin Marot
- Kyle McDonald
- David Medlock
- Bryce Mehring
- Jonathan Mercier
- Marcel Metz
- Liam Middlebrook
- Ave Milia
- Jonathan Miller
- Kenneth Miller
- Bruce Mitchener
- Jack Moffitt
- Jeff Molofee
- Alexander Monakov
- Pierre Morel
- Jon Morton
- Pierre Moulon
- Martins Mozeiko
- Julian Møller
- ndogxj
- Kristian Nielsen
- Kamil Nowakowski
- Denis Ovod
- Ozzy
- Andri Pálsson
- Peoro
- Braden Pellett
- Christopher Pelloux
- Arturo J. Pérez
- Anthony Pesch
- Orson Peters
- Emmanuel Gil Peyrot
- Cyril Pichard
- Keith Pitt
- Stanislav Podgorskiy
- Konstantin Podsvirov
- Nathan Poirier
- Alexandre Pretyman
- Pablo Prietz
- przemekmirek
- Guillaume Racicot
- Philip Rideout
- Eddie Ringle
- Max Risuhin
- Jorge Rodriguez
- Ed Ropple
- Aleksey Rybalkin
- Riku Salminen
- Brandon Schaefer
- Sebastian Schuberth
- Christian Sdunek
- Matt Sealey
- Steve Sexton
- Arkady Shapkin
- Yoshiki Shibukawa
- Dmitri Shuralyov
- Daniel Skorupski
- Bradley Smith
- Cliff Smolinsky
- Patrick Snape
- Erlend Sogge Heggen
- Julian Squires
- Johannes Stein
- Pontus Stenetorp
- Michael Stocker
- Justin Stoecker
- Elviss Strazdins
- Paul Sultana
- Nathan Sweet
- TTK-Bandit
- Sergey Tikhomirov
- Arthur Tombs
- Ioannis Tsakpinis
- Samuli Tuomola
- Matthew Turner
- urraka
- Elias Vanderstuyft
- Stef Velzel
- Jari Vetoniemi
- Ricardo Vieira
- Nicholas Vitovitch
- Simon Voordouw
- Corentin Wallez
- Torsten Walluhn
- Patrick Walton
- Xo Wang
- Jay Weisskopf
- Frank Wille
- Ryogo Yoshimura
- Lukas Zanner
- Andrey Zholos
- Santi Zupancic
- Jonas Ådahl
- Lasse Öörni
- All the unmentioned and anonymous contributors in the GLFW community, for bug
reports, patches, feedback, testing and encouragement

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