Create material abstraction
This commit is contained in:
@@ -11,6 +11,7 @@ endmacro()
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add_library(batomorph
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src/camera.c
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src/ff.c
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src/material.c
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src/obj.c
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src/rng.c
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src/vec3.c
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7
demo.c
7
demo.c
@@ -15,9 +15,10 @@
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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, -0.5, -5.0, 1.0),
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SPHERE(0.0, -1001.0, 0.0, 1000.0),
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SPHERE(1.0, 0.0, -3.0, 1.0, LAMBERTIAN(0.6, 0.2, 0.8)),
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SPHERE(-0.8, 0.0, -3.8, 1.0, LAMBERTIAN(1.0, 1.0, 1.0)),
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SPHERE(-1.0, -0.8, -2.6, 0.2, LAMBERTIAN(0.9, 0.6, 0.2)),
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SPHERE(0.0, -1001.0, 0.0, 1000.0, LAMBERTIAN(0.3, 0.3, 0.3)),
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};
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static pix_t pixbuf[W * H];
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40
include/material.h
Normal file
40
include/material.h
Normal file
@@ -0,0 +1,40 @@
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#ifndef MATERIAL_H
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#define MATERIAL_H
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#include "ray.h"
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#include "rng.h"
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#define LAMBERTIAN(r, g, b) \
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{ \
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.scatter = scatter_lambertian, \
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.params = { .lambertian = { .albedo = { r, g, b } } }, \
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}
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typedef struct {
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vec3_t point, normal;
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double t;
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bool front;
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} hit_t;
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typedef struct {
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vec3_t albedo;
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} lambertian_params_t;
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typedef union {
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lambertian_params_t lambertian;
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} material_params_t;
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typedef bool scatter_fn_t(
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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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typedef struct {
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scatter_fn_t *scatter;
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material_params_t params;
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} material_t;
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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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#endif
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@@ -1,22 +1,18 @@
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#ifndef OBJ_H
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#define OBJ_H
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#include "material.h"
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#include "ray.h"
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#define SPHERE(x, y, z, r) \
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#define SPHERE(x, y, z, r, m) \
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{ \
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.intersect = intersect_sphere, \
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.material = m, \
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.params = { \
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.sphere = { .centre = { x, y, z }, .radius = r }, \
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}, \
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}
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typedef struct {
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vec3_t point, normal;
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double t;
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bool front;
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} hit_t;
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typedef struct {
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vec3_t centre;
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double radius;
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@@ -32,6 +28,7 @@ typedef bool intersect_fn_t(
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typedef struct {
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intersect_fn_t *intersect;
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material_t material;
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obj_params_t params;
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} obj_t;
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@@ -10,6 +10,7 @@ vec3_t vec3_add(vec3_t v, vec3_t u);
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vec3_t vec3_sub(vec3_t v, vec3_t u);
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double vec3_dot(vec3_t v, vec3_t u);
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vec3_t vec3_cross(vec3_t v, vec3_t u);
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vec3_t vec3_hadamard(vec3_t v, vec3_t u);
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double vec3_len(vec3_t v);
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vec3_t vec3_unit(vec3_t v);
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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
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@@ -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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