Implement simple intersection detection with sphere

This commit is contained in:
Camden Dixie O'Brien
2025-09-23 15:35:26 +01:00
parent 9da18b734f
commit 58e3a869bb

37
demo.c
View File

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