Create material abstraction
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29
src/camera.c
29
src/camera.c
@@ -30,32 +30,29 @@ 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 black = { 0.0, 0.0, 0.0 };
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static ray_t scatter(hit_t hit, rng_t *rng)
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{
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return (ray_t) {
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.orig = hit.point,
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.dir = vec3_add(hit.normal, rng_vec3(rng)),
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};
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}
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static vec3_t
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trace(ray_t ray, const obj_t *scene, unsigned scene_count, rng_t *rng)
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{
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double coeff = 1.0;
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vec3_t colour = white;
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for (unsigned i = 0; i < MAX_ITER; ++i) {
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hit_t hit = { .t = DBL_MAX };
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for (unsigned j = 0; j < scene_count; ++j)
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scene[j].intersect(scene[j].params, ray, &hit, MIN_T, hit.t);
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material_t material = {};
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for (unsigned j = 0; j < scene_count; ++j) {
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if (scene[j].intersect(scene[j].params, ray, &hit, MIN_T, hit.t))
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material = scene[j].material;
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}
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if (hit.t == DBL_MAX) {
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const double a = (ray.dir.y + 1.0) / 2.0;
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return vec3_scale(
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vec3_add(vec3_scale(lightblue, a), vec3_scale(white, 1 - a)),
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coeff);
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const vec3_t bg = vec3_add(
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vec3_scale(lightblue, a), vec3_scale(white, 1 - a));
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return vec3_hadamard(colour, bg);
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}
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ray = scatter(hit, rng);
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coeff *= 0.3;
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vec3_t atten;
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if (!material.scatter(material.params, hit, rng, &ray, &atten))
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break;
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colour = vec3_hadamard(colour, atten);
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}
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return black;
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12
src/material.c
Normal file
12
src/material.c
Normal file
@@ -0,0 +1,12 @@
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#include "material.h"
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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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{
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const vec3_t dir = vec3_unit(vec3_add(hit.normal, rng_vec3(rng)));
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ray->orig = hit.point;
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ray->dir = vec3_len(dir) == 0 ? hit.normal : dir;
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*atten_out = params.lambertian.albedo;
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return true;
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}
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@@ -40,6 +40,15 @@ vec3_t vec3_cross(vec3_t v, vec3_t u)
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};
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}
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vec3_t vec3_hadamard(vec3_t v, vec3_t u)
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{
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return (vec3_t) {
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.x = v.x * u.x,
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.y = v.y * u.y,
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.z = v.z * u.z,
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};
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}
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double vec3_len(vec3_t v)
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{
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return sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
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