Create material abstraction

This commit is contained in:
Camden Dixie O'Brien
2025-09-21 18:21:53 +01:00
parent aabfe7924d
commit d7667fa266
8 changed files with 84 additions and 26 deletions

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);