Implement simple intersection detection with sphere
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37
demo.c
37
demo.c
@@ -18,8 +18,14 @@ typedef struct {
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vec3_t orig, dir;
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} ray_t;
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static const vec3_t lightblue = { 0.5, 0.7, 1.0 };
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typedef struct {
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vec3_t centre;
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double rad;
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} sphere_t;
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static const vec3_t lightblue = { 0.4, 0.6, 1.0 };
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static const vec3_t white = { 1.0, 1.0, 1.0 };
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static const vec3_t red = { 1.0, 0.1, 0.2 };
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static const vec3_t camera = { 0, 0, 0 };
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static const vec3_t vp_disp = { 0, 0, FOCLEN };
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@@ -28,12 +34,35 @@ static const vec3_t vp_v = { 0, -VP_H, 0 };
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static const vec3_t pix_x_step = { VP_W / W, 0, 0 };
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static const vec3_t pix_y_step = { 0, -VP_H / H, 0 };
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static const sphere_t obj = {
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.centre = { 1.0, 0.0, -3.0 },
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.rad = 1.0,
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};
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static pix_t pix[W * H];
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static double intersect(sphere_t sphere, ray_t ray)
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{
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const vec3_t disp = vec3_sub(sphere.centre, ray.orig);
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const double a = vec3_dot(ray.dir, ray.dir);
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const double b = -2.0 * vec3_dot(ray.dir, disp);
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const double c = vec3_dot(disp, disp) - sphere.rad * sphere.rad;
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const double discriminant = b * b - 4 * a * c;
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if (discriminant < 0)
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return -1.0;
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else
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return (-b - sqrt(discriminant)) / (2.0 * a);
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}
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static vec3_t raycol(ray_t ray)
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{
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const vec3_t u = vec3_unit(ray.dir);
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const double a = (u.y + 1.0) / 2.0;
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const double t = intersect(obj, ray);
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if (t > 0.0)
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return red;
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const double a = (ray.dir.y + 1.0) / 2.0;
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return vec3_add(vec3_scale(lightblue, a), vec3_scale(white, 1 - a));
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}
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@@ -64,7 +93,7 @@ int main()
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for (unsigned x = 0; x < W; ++x) {
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const ray_t ray = {
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.orig = camera,
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.dir = vec3_add(row, vec3_scale(pix_x_step, x)),
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.dir = vec3_unit(vec3_add(row, vec3_scale(pix_x_step, x))),
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};
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const vec3_t col = raycol(ray);
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setpix(col, pix + (W * y + x));
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