Add reflective material
This commit is contained in:
3
demo.c
3
demo.c
@@ -18,6 +18,9 @@ static const obj_t scene[] = {
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SPHERE(1.0, 0.0, -3.0, 1.0, LAMBERTIAN(0.6, 0.2, 0.8)),
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SPHERE(-0.8, 0.0, -3.8, 1.0, LAMBERTIAN(1.0, 1.0, 1.0)),
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SPHERE(-1.0, -0.8, -2.6, 0.2, LAMBERTIAN(0.9, 0.6, 0.2)),
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SPHERE(0.3, -0.7, -1.8, 0.3, LAMBERTIAN(1.0, 0.3, 0.1)),
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SPHERE(-1.6, -0.8, -2.0, 0.2, REFLECTIVE(0.9, 0.9, 0.9)),
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SPHERE(-6.0, 5.0, -5.0, 6.0, REFLECTIVE(0.9, 0.9, 0.9)),
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SPHERE(0.0, -1001.0, 0.0, 1000.0, LAMBERTIAN(0.3, 0.3, 0.3)),
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};
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@@ -10,6 +10,12 @@
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.params = { .lambertian = { .albedo = { r, g, b } } }, \
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}
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#define REFLECTIVE(r, g, b) \
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{ \
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.scatter = scatter_reflective, \
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.params = { .reflective = { .tint = { r, g, b } } }, \
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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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@@ -20,8 +26,13 @@ typedef struct {
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vec3_t albedo;
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} lambertian_params_t;
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typedef struct {
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vec3_t tint;
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} reflective_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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} material_params_t;
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typedef bool scatter_fn_t(
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@@ -36,5 +47,8 @@ typedef struct {
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bool scatter_lambertian(
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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_reflective(
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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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@@ -10,3 +10,17 @@ bool scatter_lambertian(
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*atten_out = params.lambertian.albedo;
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return true;
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}
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bool scatter_reflective(
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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)rng;
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const vec3_t dn
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= vec3_scale(hit.normal, -2 * vec3_dot(hit.normal, ray->dir));
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ray->orig = hit.point;
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ray->dir = vec3_unit(vec3_add(ray->dir, dn));
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*atten_out = params.reflective.tint;
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return true;
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}
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