Create material abstraction
This commit is contained in:
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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