Add reflective material

This commit is contained in:
Camden Dixie O'Brien
2025-09-21 19:00:34 +01:00
parent d7667fa266
commit c0d7f106ee
3 changed files with 31 additions and 0 deletions

3
demo.c
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@@ -18,6 +18,9 @@ static const obj_t scene[] = {
SPHERE(1.0, 0.0, -3.0, 1.0, LAMBERTIAN(0.6, 0.2, 0.8)), 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(-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(-1.0, -0.8, -2.6, 0.2, LAMBERTIAN(0.9, 0.6, 0.2)),
SPHERE(0.3, -0.7, -1.8, 0.3, LAMBERTIAN(1.0, 0.3, 0.1)),
SPHERE(-1.6, -0.8, -2.0, 0.2, REFLECTIVE(0.9, 0.9, 0.9)),
SPHERE(-6.0, 5.0, -5.0, 6.0, REFLECTIVE(0.9, 0.9, 0.9)),
SPHERE(0.0, -1001.0, 0.0, 1000.0, LAMBERTIAN(0.3, 0.3, 0.3)), SPHERE(0.0, -1001.0, 0.0, 1000.0, LAMBERTIAN(0.3, 0.3, 0.3)),
}; };

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@@ -10,6 +10,12 @@
.params = { .lambertian = { .albedo = { r, g, b } } }, \ .params = { .lambertian = { .albedo = { r, g, b } } }, \
} }
#define REFLECTIVE(r, g, b) \
{ \
.scatter = scatter_reflective, \
.params = { .reflective = { .tint = { r, g, b } } }, \
}
typedef struct { typedef struct {
vec3_t point, normal; vec3_t point, normal;
double t; double t;
@@ -20,8 +26,13 @@ typedef struct {
vec3_t albedo; vec3_t albedo;
} lambertian_params_t; } lambertian_params_t;
typedef struct {
vec3_t tint;
} reflective_params_t;
typedef union { typedef union {
lambertian_params_t lambertian; lambertian_params_t lambertian;
reflective_params_t reflective;
} material_params_t; } material_params_t;
typedef bool scatter_fn_t( typedef bool scatter_fn_t(
@@ -36,5 +47,8 @@ typedef struct {
bool scatter_lambertian( bool scatter_lambertian(
material_params_t params, hit_t hit, rng_t *rng, ray_t *ray, material_params_t params, hit_t hit, rng_t *rng, ray_t *ray,
vec3_t *atten_out); vec3_t *atten_out);
bool scatter_reflective(
material_params_t params, hit_t hit, rng_t *rng, ray_t *ray,
vec3_t *atten_out);
#endif #endif

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@@ -10,3 +10,17 @@ bool scatter_lambertian(
*atten_out = params.lambertian.albedo; *atten_out = params.lambertian.albedo;
return true; return true;
} }
bool scatter_reflective(
material_params_t params, hit_t hit, rng_t *rng, ray_t *ray,
vec3_t *atten_out)
{
(void)rng;
const vec3_t dn
= vec3_scale(hit.normal, -2 * vec3_dot(hit.normal, ray->dir));
ray->orig = hit.point;
ray->dir = vec3_unit(vec3_add(ray->dir, dn));
*atten_out = params.reflective.tint;
return true;
}