Handle hits on multiple objects
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11
demo.c
11
demo.c
@@ -26,7 +26,7 @@ static const vec3_t camera_pos = { 0.0, 0.0, 0.0 };
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static const obj_t scene[] = {
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SPHERE(1.0, 0.0, -3.0, 1.0),
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SPHERE(-2.0, 0.0, -5.0, 1.0),
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SPHERE(-2.0, -0.5, -5.0, 1.0),
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SPHERE(0.0, -1001.0, 0.0, 1000.0),
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};
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@@ -34,11 +34,14 @@ static pix_t pixbuf[W * H];
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static vec3_t raycol(ray_t ray)
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{
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hit_t hit;
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bool got_hit = false;
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hit_t hit = { .t = DBL_MAX };
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for (unsigned i = 0; i < NELEMS(scene); ++i) {
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if (scene[i].intersect(scene[i].params, ray, &hit, 0.0, DBL_MAX))
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return vec3_scale(vec3_add(hit.normal, white), 0.5);
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if (scene[i].intersect(scene[i].params, ray, &hit, 0.0, hit.t))
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got_hit = true;
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}
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if (got_hit)
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return vec3_scale(vec3_add(hit.normal, white), 0.5);
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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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