Add area light material
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@@ -22,6 +22,14 @@
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.params = { .dielectric = { .eta = e } }, \
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}
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#define AREA_LIGHT(r, g, b, l) \
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{ \
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.scatter = scatter_area_light, \
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.params = { \
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.area_light = { .colour = { r, g, b }, .luminosity = l }, \
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}, \
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}
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typedef struct {
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vec3_t point, normal;
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double t;
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@@ -41,10 +49,16 @@ typedef struct {
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double eta;
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} dielectric_params_t;
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typedef struct {
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vec3_t colour;
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double luminosity;
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} area_light_params_t;
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typedef union {
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lambertian_params_t lambertian;
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reflective_params_t reflective;
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dielectric_params_t dielectric;
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area_light_params_t area_light;
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} material_params_t;
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typedef bool scatter_fn_t(
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@@ -65,5 +79,8 @@ bool scatter_reflective(
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bool scatter_dielectric(
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material_params_t params, hit_t hit, rng_t *rng, ray_t *ray,
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vec3_t *atten_out);
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bool scatter_area_light(
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material_params_t params, hit_t hit, rng_t *rng, ray_t *ray,
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vec3_t *atten_out);
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#endif
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@@ -68,3 +68,16 @@ bool scatter_dielectric(
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return true;
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}
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bool scatter_area_light(
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material_params_t params, hit_t hit, rng_t *rng, ray_t *ray,
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vec3_t *atten_out)
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{
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(void)hit;
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(void)rng;
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(void)ray;
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*atten_out
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= vec3_scale(params.area_light.colour, params.area_light.luminosity);
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return false;
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}
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