Randomise scene
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67
demo.c
67
demo.c
@@ -7,40 +7,71 @@
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#define W 800
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#define H 600
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#define OBJ_COUNT 32
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#define MAX_DIST 100.0
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#define MAX_RAD 10.0
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#define MIN_RAD 1.0
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#define FOV 90
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#define SAMPLES_PER_PIXEL 100
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#define NELEMS(arr) (sizeof(arr) / sizeof(arr[0]))
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static const vec3_t camera_pos = { 0.0, 1.5, -2.0 };
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static const vec3_t camera_target = { 0.0, 1.0, 1.0 };
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static const vec3_t camera_pos = { -100.0, 25.0, -100.0 };
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static const vec3_t target = { 0.0, 0.0, 0.0 };
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static const vec3_t sky = { 0.6, 0.7, 1.0 };
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static const obj_t objs[] = {
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SPHERE(1.0, 1.0, 3.0, 1.0, LAMBERTIAN(0.6, 0.2, 0.8)),
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SPHERE(-0.8, 1.0, 3.8, 1.0, LAMBERTIAN(1.0, 1.0, 1.0)),
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SPHERE(-1.0, 0.2, 2.6, 0.2, LAMBERTIAN(0.2, 0.9, 0.3)),
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SPHERE(0.3, 0.3, 1.8, 0.3, LAMBERTIAN(0.9, 0.6, 0.2)),
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SPHERE(-1.6, 0.2, 2.0, 0.2, REFLECTIVE(1.0, 0.9, 0.4, 0.0)),
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SPHERE(-6.0, 6.0, 5.0, 6.0, REFLECTIVE(0.9, 0.9, 0.9, 0.05)),
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SPHERE(-0.7, 0.25, 1.5, 0.25, DIELECTRIC(1.5)),
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SPHERE(0.0, -1000.0, 0.0, 1000.0, LAMBERTIAN(0.3, 0.3, 0.3)),
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static const material_t floor = LAMBERTIAN(1.0, 0.94, 0.80);
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static const material_t gold = REFLECTIVE(1.0, 0.9, 0.5, 0.0);
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static const material_t silver = REFLECTIVE(0.9, 0.9, 0.9, 0.0);
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static const material_t bronze = REFLECTIVE(0.9, 0.7, 0.5, 0.0);
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static const material_t glass = DIELECTRIC(1.5);
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static const material_t metals[] = { gold, silver, bronze };
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static obj_t objs[OBJ_COUNT] = {
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[0] = SPHERE(0.0, -100000.0, 0.0, 100000.0, floor),
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};
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static pix_t pixbuf[W * H];
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static void rand_obj(obj_t *out, rng_t *rng)
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{
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material_t material;
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const uint32_t rand = rng_uint32(rng);
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if (rand % 2 == 0) {
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const double r = rng_canon(rng);
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const double g = rng_canon(rng);
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const double b = rng_canon(rng);
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material = (material_t)LAMBERTIAN(r, g, b);
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} else if (rand % 3 == 0) {
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material = glass;
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} else {
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material = metals[rng_uint32(rng) % 3];
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}
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const double r = MIN_RAD + (MAX_RAD - MIN_RAD) * rng_canon(rng);
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const double x = MAX_DIST * rng_disc(rng);
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const double z = MAX_DIST * rng_disc(rng);
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*out = (obj_t)SPHERE(x, r, z, r, material);
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}
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int main()
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{
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rng_t rng = rng_init(0);
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for (int i = 1; i < OBJ_COUNT; ++i)
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rand_obj(objs + i, &rng);
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img_t img = { .pix = pixbuf };
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camera_t camera
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= camera_init(camera_pos, target, FOV, W, H, SAMPLES_PER_PIXEL);
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const scene_t scene = {
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.sky_colour = sky,
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.objs = objs,
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.obj_count = NELEMS(objs),
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.obj_count = OBJ_COUNT,
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};
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img_t img = { .pix = pixbuf };
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camera_t camera = camera_init(
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camera_pos, camera_target, FOV, W, H, SAMPLES_PER_PIXEL);
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camera_render(&camera, &scene, &img);
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ff_write(STDOUT_FILENO, img);
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