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https://github.com/Manoj-HV30/multithreaded-raytracer.git
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Add multithreaded ray tracer implementation
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#ifndef SPHERE_H
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#define SPHERE_H
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#include "hittable.h"
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#include "vec3.h"
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class sphere : public hittable {
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public:
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sphere(const point3& center, double radius, shared_ptr<material> mat) : center(center), radius(std::fmax(0,radius)), mat(mat) {}
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bool hit(const ray& r, interval ray_t, hit_record& rec) const override {
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vec3 oc = center - r.origin();
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auto a = r.direction().length_squared();
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auto h = dot(r.direction(), oc);
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auto c = oc.length_squared() - radius*radius;
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auto discriminant = h*h - a*c;
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if (discriminant < 0)
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return false;
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auto sqrtd = std::sqrt(discriminant);
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// Find the nearest root that lies in the acceptable range.
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auto root = (h - sqrtd) / a;
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if (!ray_t.surrounds(root)){
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root = (h + sqrtd) / a;
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if (!ray_t.surrounds(root))
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return false;
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}
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rec.t = root;
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rec.p = r.at(rec.t);
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vec3 outward_normal = (rec.p - center) / radius;
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rec.set_face_normal(r, outward_normal);
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rec.mat = mat;
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return true;
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}
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private:
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point3 center;
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double radius;
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shared_ptr<material>mat;
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};
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#endif
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