Create material abstraction

This commit is contained in:
Camden Dixie O'Brien
2025-09-23 15:35:26 +01:00
parent 219219ce64
commit 7f1103a179
8 changed files with 84 additions and 26 deletions

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@@ -11,6 +11,7 @@ endmacro()
add_library(batomorph
src/camera.c
src/ff.c
src/material.c
src/obj.c
src/rng.c
src/vec3.c

7
demo.c
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@@ -15,9 +15,10 @@
static const vec3_t camera_pos = { 0.0, 0.0, 0.0 };
static const obj_t scene[] = {
SPHERE(1.0, 0.0, -3.0, 1.0),
SPHERE(-2.0, -0.5, -5.0, 1.0),
SPHERE(0.0, -1001.0, 0.0, 1000.0),
SPHERE(1.0, 0.0, -3.0, 1.0, LAMBERTIAN(0.6, 0.2, 0.8)),
SPHERE(-0.8, 0.0, -3.8, 1.0, LAMBERTIAN(1.0, 1.0, 1.0)),
SPHERE(-1.0, -0.8, -2.6, 0.2, LAMBERTIAN(0.9, 0.6, 0.2)),
SPHERE(0.0, -1001.0, 0.0, 1000.0, LAMBERTIAN(0.3, 0.3, 0.3)),
};
static pix_t pixbuf[W * H];

40
include/material.h Normal file
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@@ -0,0 +1,40 @@
#ifndef MATERIAL_H
#define MATERIAL_H
#include "ray.h"
#include "rng.h"
#define LAMBERTIAN(r, g, b) \
{ \
.scatter = scatter_lambertian, \
.params = { .lambertian = { .albedo = { r, g, b } } }, \
}
typedef struct {
vec3_t point, normal;
double t;
bool front;
} hit_t;
typedef struct {
vec3_t albedo;
} lambertian_params_t;
typedef union {
lambertian_params_t lambertian;
} material_params_t;
typedef bool scatter_fn_t(
material_params_t params, hit_t hit, rng_t *rng, ray_t *ray,
vec3_t *atten_out);
typedef struct {
scatter_fn_t *scatter;
material_params_t params;
} material_t;
bool scatter_lambertian(
material_params_t params, hit_t hit, rng_t *rng, ray_t *ray,
vec3_t *atten_out);
#endif

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@@ -1,22 +1,18 @@
#ifndef OBJ_H
#define OBJ_H
#include "material.h"
#include "ray.h"
#define SPHERE(x, y, z, r) \
#define SPHERE(x, y, z, r, m) \
{ \
.intersect = intersect_sphere, \
.material = m, \
.params = { \
.sphere = { .centre = { x, y, z }, .radius = r }, \
}, \
}
typedef struct {
vec3_t point, normal;
double t;
bool front;
} hit_t;
typedef struct {
vec3_t centre;
double radius;
@@ -32,6 +28,7 @@ typedef bool intersect_fn_t(
typedef struct {
intersect_fn_t *intersect;
material_t material;
obj_params_t params;
} obj_t;

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@@ -10,6 +10,7 @@ vec3_t vec3_add(vec3_t v, vec3_t u);
vec3_t vec3_sub(vec3_t v, vec3_t u);
double vec3_dot(vec3_t v, vec3_t u);
vec3_t vec3_cross(vec3_t v, vec3_t u);
vec3_t vec3_hadamard(vec3_t v, vec3_t u);
double vec3_len(vec3_t v);
vec3_t vec3_unit(vec3_t v);

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@@ -30,32 +30,29 @@ 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 black = { 0.0, 0.0, 0.0 };
static ray_t scatter(hit_t hit, rng_t *rng)
{
return (ray_t) {
.orig = hit.point,
.dir = vec3_add(hit.normal, rng_vec3(rng)),
};
}
static vec3_t
trace(ray_t ray, const obj_t *scene, unsigned scene_count, rng_t *rng)
{
double coeff = 1.0;
vec3_t colour = white;
for (unsigned i = 0; i < MAX_ITER; ++i) {
hit_t hit = { .t = DBL_MAX };
for (unsigned j = 0; j < scene_count; ++j)
scene[j].intersect(scene[j].params, ray, &hit, MIN_T, hit.t);
material_t material = {};
for (unsigned j = 0; j < scene_count; ++j) {
if (scene[j].intersect(scene[j].params, ray, &hit, MIN_T, hit.t))
material = scene[j].material;
}
if (hit.t == DBL_MAX) {
const double a = (ray.dir.y + 1.0) / 2.0;
return vec3_scale(
vec3_add(vec3_scale(lightblue, a), vec3_scale(white, 1 - a)),
coeff);
const vec3_t bg = vec3_add(
vec3_scale(lightblue, a), vec3_scale(white, 1 - a));
return vec3_hadamard(colour, bg);
}
ray = scatter(hit, rng);
coeff *= 0.3;
vec3_t atten;
if (!material.scatter(material.params, hit, rng, &ray, &atten))
break;
colour = vec3_hadamard(colour, atten);
}
return black;

12
src/material.c Normal file
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@@ -0,0 +1,12 @@
#include "material.h"
bool scatter_lambertian(
material_params_t params, hit_t hit, rng_t *rng, ray_t *ray,
vec3_t *atten_out)
{
const vec3_t dir = vec3_unit(vec3_add(hit.normal, rng_vec3(rng)));
ray->orig = hit.point;
ray->dir = vec3_len(dir) == 0 ? hit.normal : dir;
*atten_out = params.lambertian.albedo;
return true;
}

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@@ -40,6 +40,15 @@ vec3_t vec3_cross(vec3_t v, vec3_t u)
};
}
vec3_t vec3_hadamard(vec3_t v, vec3_t u)
{
return (vec3_t) {
.x = v.x * u.x,
.y = v.y * u.y,
.z = v.z * u.z,
};
}
double vec3_len(vec3_t v)
{
return sqrt(v.x * v.x + v.y * v.y + v.z * v.z);