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10 Commits
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506027c194
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506027c194 | ||
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53198edaa4 | ||
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a8c69c2386 | ||
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9db19eb2e9 | ||
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35c6d4a784 | ||
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a6b70503f7 | ||
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209ec3430f | ||
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d3edbad772 | ||
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d90b72e047 |
1
.gitignore
vendored
1
.gitignore
vendored
@@ -1,2 +1,3 @@
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build/
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*.ff
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*.png
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@@ -20,8 +20,10 @@ add_library(batomorph
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configure_target(batomorph)
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target_include_directories(batomorph PUBLIC include)
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add_executable(demo
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demo.c
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)
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add_executable(demo demo.c)
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configure_target(demo)
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target_link_libraries(demo PRIVATE batomorph m)
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add_executable(rand rand.c)
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configure_target(rand)
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target_link_libraries(rand PRIVATE batomorph m)
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70
demo.c
70
demo.c
@@ -3,71 +3,51 @@
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#include <unistd.h>
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#define W 800
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#define H 600
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#define OBJ_COUNT 32
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#define MAX_DIST 100.0
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#define MAX_RAD 10.0
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#define MIN_RAD 1.0
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#define W 1920
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#define H 1080
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#define FOV 90
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#define SAMPLES_PER_PIXEL 100
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#define APERTURE 0.8
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#define FOCAL_LEN -1
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#define SAMPLES_PER_PIXEL 1000
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static const vec3_t camera_pos = { -100.0, 25.0, -100.0 };
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static const vec3_t target = { 0.0, 0.0, 0.0 };
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#define NELEMS(arr) (sizeof(arr) / sizeof(arr[0]))
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static const vec3_t sky = { 0.6, 0.7, 1.0 };
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static const vec3_t camera_pos = { 80.0, 20.0, 60.0 };
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static const vec3_t target = { 0.0, 0.0, 10.0 };
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static const vec3_t sky_pos = { 0.4, 0.7, 1.0 };
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static const vec3_t sky_neg = { 1.0, 1.0, 1.0 };
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static const material_t floor = LAMBERTIAN(1.0, 0.94, 0.80);
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static const material_t light = AREA_LIGHT(1.0, 0.8, 0.5, 3.0);
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static const material_t white = LAMBERTIAN(1.0, 1.0, 1.0);
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static const material_t gold = REFLECTIVE(1.0, 0.9, 0.5, 0.0);
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static const material_t silver = REFLECTIVE(0.9, 0.9, 0.9, 0.0);
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static const material_t bronze = REFLECTIVE(0.9, 0.7, 0.5, 0.0);
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static const material_t glass = DIELECTRIC(1.5);
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static const material_t metals[] = { gold, silver, bronze };
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static obj_t objs[OBJ_COUNT] = {
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[0] = SPHERE(0.0, -100000.0, 0.0, 100000.0, floor),
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static obj_t objs[] = {
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SPHERE(0.0, -100'000.0, 0.0, 100'000.0, floor),
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SPHERE(-3000.0, 3000.0, -2000.0, 1000.0, light),
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SPHERE(0.0, 10.0, -33.0, 10.0, gold),
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SPHERE(0.0, 10.0, -11.0, 10.0, glass),
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SPHERE(0.0, 10.0, 11.0, 10.0, silver),
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SPHERE(0.0, 10.0, 33.0, 10.0, white),
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};
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static pix_t pixbuf[W * H];
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static void rand_obj(obj_t *out, rng_t *rng)
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{
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material_t material;
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const uint32_t rand = rng_uint32(rng);
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if (rand % 2 == 0) {
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const double r = rng_canon(rng);
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const double g = rng_canon(rng);
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const double b = rng_canon(rng);
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material = (material_t)LAMBERTIAN(r, g, b);
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} else if (rand % 3 == 0) {
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material = glass;
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} else {
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material = metals[rng_uint32(rng) % 3];
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}
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const double r = MIN_RAD + (MAX_RAD - MIN_RAD) * rng_canon(rng);
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const double x = MAX_DIST * rng_disc(rng);
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const double z = MAX_DIST * rng_disc(rng);
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*out = (obj_t)SPHERE(x, r, z, r, material);
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}
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int main()
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{
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rng_t rng = rng_init(0);
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for (int i = 1; i < OBJ_COUNT; ++i)
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rand_obj(objs + i, &rng);
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img_t img = { .pix = pixbuf };
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camera_t camera = camera_init(camera_pos, target, FOV, W, H);
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camera_t camera
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= camera_init(camera_pos, target, FOV, W, H, APERTURE, FOCAL_LEN);
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const scene_t scene = {
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.sky_colour = sky,
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.sky_pos = sky_pos,
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.sky_neg = sky_neg,
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.objs = objs,
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.obj_count = OBJ_COUNT,
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.obj_count = NELEMS(objs),
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};
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render(&camera, &scene, &img, SAMPLES_PER_PIXEL);
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@@ -8,11 +8,13 @@
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typedef struct {
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vec3_t pos;
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vec3_t pix_origin, x_step, y_step;
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vec3_t u_hat, v_hat;
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uint32_t img_width, img_height;
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double aperture;
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} camera_t;
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camera_t camera_init(
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vec3_t pos, vec3_t target, double fov, uint32_t img_width,
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uint32_t img_height);
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uint32_t img_height, double aperture, double focal_len);
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#endif
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@@ -22,6 +22,14 @@
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.params = { .dielectric = { .eta = e } }, \
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}
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#define AREA_LIGHT(r, g, b, l) \
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{ \
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.scatter = scatter_area_light, \
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.params = { \
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.area_light = { .colour = { r, g, b }, .luminosity = l }, \
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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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@@ -41,10 +49,16 @@ typedef struct {
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double eta;
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} dielectric_params_t;
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typedef struct {
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vec3_t colour;
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double luminosity;
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} area_light_params_t;
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typedef union {
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lambertian_params_t lambertian;
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reflective_params_t reflective;
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dielectric_params_t dielectric;
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area_light_params_t area_light;
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} material_params_t;
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typedef bool scatter_fn_t(
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@@ -65,5 +79,8 @@ bool scatter_reflective(
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bool scatter_dielectric(
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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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bool scatter_area_light(
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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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@@ -12,8 +12,9 @@ typedef struct {
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rng_t rng_init(unsigned seed);
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uint32_t rng_uint32(rng_t *rng);
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double rng_canon(rng_t *rng);
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double rng_disc(rng_t *rng);
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double rng_plusminus(rng_t *rng);
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vec3_t rng_vec3(rng_t *rng);
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vec3_t rng_xy(rng_t *rng);
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vec3_t rng_gaussian_xy(rng_t *rng, double stddev);
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#endif
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@@ -4,7 +4,7 @@
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#include "obj.h"
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typedef struct {
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vec3_t sky_colour;
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vec3_t sky_pos, sky_neg;
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obj_t *objs;
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unsigned obj_count;
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} scene_t;
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86
rand.c
Normal file
86
rand.c
Normal file
@@ -0,0 +1,86 @@
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#include "ff.h"
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#include "render.h"
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#include <unistd.h>
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#define W 1280
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#define H 720
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#define OBJ_COUNT 32
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#define MAX_DIST 100.0
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#define MAX_RAD 10.0
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#define MIN_RAD 1.0
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#define FOV 90
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#define APERTURE 0.8
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#define FOCAL_LEN 100
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#define SAMPLES_PER_PIXEL 100
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#define NELEMS(arr) (sizeof(arr) / sizeof(arr[0]))
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static const vec3_t camera_pos = { -100.0, 30.0, -100.0 };
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static const vec3_t target = { 0.0, 0.0, 0.0 };
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static const vec3_t sky_pos = { 0.6, 0.8, 1.0 };
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static const vec3_t sky_neg = { 1.0, 1.0, 1.0 };
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static const material_t floor = LAMBERTIAN(1.0, 0.94, 0.80);
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static const material_t light = AREA_LIGHT(1.0, 0.8, 0.1, 4.0);
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static const material_t gold = REFLECTIVE(1.0, 0.9, 0.5, 0.0);
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static const material_t silver = REFLECTIVE(0.9, 0.9, 0.9, 0.0);
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static const material_t bronze = REFLECTIVE(0.9, 0.7, 0.5, 0.0);
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static const material_t glass = DIELECTRIC(1.5);
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static const material_t metals[] = { gold, gold, silver, silver, bronze };
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static obj_t objs[OBJ_COUNT] = {
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SPHERE(0.0, -100'000.0, 0.0, 100'000.0, floor),
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SPHERE(-3000.0, 3000.0, -2000.0, 1000.0, light),
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};
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static pix_t pixbuf[W * H];
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static void rand_obj(obj_t *out, rng_t *rng)
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{
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material_t material;
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const double rand = rng_canon(rng);
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if (rand < 0.75) {
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const double r = rng_canon(rng);
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const double g = rng_canon(rng);
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const double b = rng_canon(rng);
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material = (material_t)LAMBERTIAN(r, g, b);
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} else if (rand < 0.925) {
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material = glass;
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} else {
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material = metals[rng_uint32(rng) % NELEMS(metals)];
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}
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const double r = MIN_RAD + (MAX_RAD - MIN_RAD) * rng_canon(rng);
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const double x = MAX_DIST * rng_plusminus(rng);
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const double z = MAX_DIST * rng_plusminus(rng);
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*out = (obj_t)SPHERE(x, r, z, r, material);
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}
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int main()
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{
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rng_t rng = rng_init(0);
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for (int i = 2; i < OBJ_COUNT; ++i)
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rand_obj(objs + i, &rng);
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img_t img = { .pix = pixbuf };
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camera_t camera
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= camera_init(camera_pos, target, FOV, W, H, APERTURE, FOCAL_LEN);
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const scene_t scene = {
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.sky_pos = sky_pos,
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.sky_neg = sky_neg,
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.objs = objs,
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.obj_count = OBJ_COUNT,
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};
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render(&camera, &scene, &img, SAMPLES_PER_PIXEL);
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ff_write(STDOUT_FILENO, img);
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return 0;
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}
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13
src/camera.c
13
src/camera.c
@@ -10,10 +10,10 @@ static const vec3_t up = { 0.0, 1.0, 0.0 };
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camera_t camera_init(
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vec3_t pos, vec3_t target, double fov, uint32_t img_width,
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uint32_t img_height)
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uint32_t img_height, double aperture, double focal_len)
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{
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const vec3_t target_disp = vec3_sub(target, pos);
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const double focal_len = vec3_len(target_disp);
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if (focal_len = -1)
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focal_len = vec3_len(vec3_sub(target, pos));
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const double fov_rad = M_PI * fov / 180.0;
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const double aspect = (double)img_width / (double)img_height;
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@@ -27,7 +27,9 @@ camera_t camera_init(
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const vec3_t u = vec3_scale(u_hat, viewport_width);
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const vec3_t v = vec3_scale(v_hat, -viewport_height);
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const vec3_t topleft = vec3_sub(target, vec3_scale(vec3_add(u, v), 0.5));
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const vec3_t topleft = vec3_sub(
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vec3_add(pos, vec3_scale(w_hat, focal_len)),
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vec3_scale(vec3_add(u, v), 0.5));
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const vec3_t x_step = vec3_scale(u, 1.0 / (double)img_width);
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const vec3_t y_step = vec3_scale(v, 1.0 / (double)img_height);
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@@ -39,7 +41,10 @@ camera_t camera_init(
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.pix_origin = pix_origin,
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.x_step = x_step,
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.y_step = y_step,
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.u_hat = u_hat,
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.v_hat = v_hat,
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.img_width = img_width,
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.img_height = img_height,
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.aperture = aperture,
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};
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}
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@@ -68,3 +68,16 @@ bool scatter_dielectric(
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return true;
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}
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bool scatter_area_light(
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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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(void)hit;
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(void)rng;
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(void)ray;
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*atten_out
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= vec3_scale(params.area_light.colour, params.area_light.luminosity);
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return false;
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}
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23
src/render.c
23
src/render.c
@@ -45,14 +45,17 @@ static vec3_t trace(ray_t ray, const scene_t *scene, rng_t *rng)
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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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const vec3_t bg = vec3_add(
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vec3_scale(scene->sky_colour, a), vec3_scale(white, 1 - a));
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vec3_scale(scene->sky_pos, a),
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vec3_scale(scene->sky_neg, 1 - a));
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return vec3_hadamard(colour, bg);
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}
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vec3_t atten;
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if (!material.scatter(material.params, hit, rng, &ray, &atten))
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return black;
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const bool scattered
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= material.scatter(material.params, hit, rng, &ray, &atten);
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colour = vec3_hadamard(colour, atten);
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if (!scattered)
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return colour;
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}
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return black;
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@@ -94,9 +97,19 @@ static int render_thread(void *arg)
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vec3_scale(camera->y_step, jitter.y));
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const vec3_t jittered_pix = vec3_add(pix, offset);
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vec3_t source = camera->pos;
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if (camera->aperture != 0.0) {
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const vec3_t pos
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= vec3_scale(rng_xy(&slice->rng), camera->aperture);
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const vec3_t offset = vec3_add(
|
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vec3_scale(camera->u_hat, pos.x),
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vec3_scale(camera->v_hat, pos.y));
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source = vec3_add(source, offset);
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}
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||||
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const ray_t ray = {
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.orig = camera->pos,
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.dir = vec3_unit(vec3_sub(jittered_pix, camera->pos)),
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.orig = source,
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.dir = vec3_unit(vec3_sub(jittered_pix, source)),
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};
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const vec3_t sample = trace(ray, slice->scene, &slice->rng);
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12
src/rng.c
12
src/rng.c
@@ -30,17 +30,25 @@ double rng_canon(rng_t *rng)
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return (double)rng_uint32(rng) / (double)UINT32_MAX;
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}
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||||
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||||
double rng_disc(rng_t *rng)
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double rng_plusminus(rng_t *rng)
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{
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return 2.0 * rng_canon(rng) - 1.0;
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}
|
||||
|
||||
vec3_t rng_vec3(rng_t *rng)
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{
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const vec3_t v = { rng_disc(rng), rng_disc(rng), rng_disc(rng) };
|
||||
const vec3_t v
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||||
= { rng_plusminus(rng), rng_plusminus(rng), rng_plusminus(rng) };
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||||
return vec3_unit(v);
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||||
}
|
||||
|
||||
vec3_t rng_xy(rng_t *rng)
|
||||
{
|
||||
const double theta = 2.0 * M_PI * rng_canon(rng);
|
||||
const double mag = rng_canon(rng);
|
||||
return (vec3_t) { .x = mag * cos(theta), .y = mag * sin(theta) };
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||||
}
|
||||
|
||||
vec3_t rng_gaussian_xy(rng_t *rng, double stddev)
|
||||
{
|
||||
const double r1 = rng_canon(rng);
|
||||
|
||||
Reference in New Issue
Block a user