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40 Commits

Author SHA1 Message Date
Camden Dixie O'Brien a79b414b37 Adjust camera to focus at target 2025-09-22 23:12:37 +01:00
Camden Dixie O'Brien 7e273a3e8d Move rendering functions to own module 2025-09-22 23:08:53 +01:00
Camden Dixie O'Brien 1ee0571178 Randomise scene 2025-09-22 22:01:13 +01:00
Camden Dixie O'Brien 4062285bb7 Increase MAX_ITER in camera 2025-09-22 22:00:27 +01:00
Camden Dixie O'Brien bbaec554d8 Create scene data structure 2025-09-22 20:36:14 +01:00
Camden Dixie O'Brien fe5055f161 Change sky colour 2025-09-22 20:17:28 +01:00
Camden Dixie O'Brien fb09a5553e Allow camera position and target position to vary 2025-09-22 20:16:41 +01:00
Camden Dixie O'Brien 6e8dd39d43 Remove focal_len parameter from camera (hard-code as 1.0) 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien 22a8b3a009 Specify camera FOV instead of viewport height 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien 157bf8d93e Add fuzz parameter to reflective material 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien 524f8ad085 Make samples per pixel a camera parameter 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien a71aa553db Add dielectric material 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien 4a18ad238e Add progress output 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien ed6ab77cc8 Tweak demo scene a little 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien c0d7f106ee Add reflective material 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien d7667fa266 Create material abstraction 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien aabfe7924d Gamma correct pixels before writing out 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien 7552ec2fc9 Implement Lambertian diffuse scattering 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien 89597c9b01 Implement Gaussian anti-aliasing 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien 172956ae46 Parallelise rendering 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien 219415aee6 Sample each pixel multiple times 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien 6215927179 Implement diffuse scattering 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien 2037b5681f Prevent potential divide by zero in vec3_unit() 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien 77cb219749 Implement RNG module 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien d5474546ca Simplify hit detection logic 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien 7400228c0c Move rendering logic into camera module 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien bf05f1df59 Handle hits on multiple objects 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien 8482373b4c Add "ground" to demo scene 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien d08629a4df Add front/back face detection 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien d6f583c260 Move camera initialisation into seperate module 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien a345835703 Create obj module for scene objects 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien 88dc098db2 Colour sphere based on normal 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien 9048039be0 Implement simple intersection detection with sphere 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien 163874c175 Set up camera and bg in demo 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien e00c16f9df Create vec3 module 2025-09-22 19:49:13 +01:00
Camden Dixie O'Brien db37197a49 Add license (Komorebi) 2025-09-20 14:45:42 +01:00
Camden Dixie O'Brien 93a8f52549 Write simple CMake build config 2025-09-20 14:45:42 +01:00
Camden Dixie O'Brien 4eacecfdbf Add .gitignore for build directory and output images 2025-09-20 14:45:42 +01:00
Camden Dixie O'Brien a78c8914d5 Create initial demo writing an image 2025-09-20 14:45:42 +01:00
Camden Dixie O'Brien 04bdedd131 Write simple farbfeld-writing module 2025-09-20 13:31:22 +01:00
15 changed files with 62 additions and 227 deletions
-1
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@@ -1 +0,0 @@
demo.png filter=lfs diff=lfs merge=lfs -text
-2
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@@ -1,4 +1,2 @@
build/ build/
*.ff *.ff
*.png
!demo.png
+3 -5
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@@ -20,10 +20,8 @@ add_library(batomorph
configure_target(batomorph) configure_target(batomorph)
target_include_directories(batomorph PUBLIC include) target_include_directories(batomorph PUBLIC include)
add_executable(demo demo.c) add_executable(demo
demo.c
)
configure_target(demo) configure_target(demo)
target_link_libraries(demo PRIVATE batomorph m) target_link_libraries(demo PRIVATE batomorph m)
add_executable(rand rand.c)
configure_target(rand)
target_link_libraries(rand PRIVATE batomorph m)
-32
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@@ -1,32 +0,0 @@
# Batomorph
Batomorph is a simple ray tracer, written in C23 for POSIX systems.
![Demo rendering](demo.png)
To build with CMake (there are no dependencies):
```sh
cmake -B build
cmake --build build
```
You may want to adjust the `NTHREADS` definition in `src/render.c` to
match your system.
The demo programs (`build/demo` and `build/rand`) will write the
rendered image in sRGB
[Farbfeld](https://tools.suckless.org/farbfeld/) to `stdout`:
```sh
build/demo > out.ff # Produce Farbfeld file
build/demo | ff2png > out.png # Produce PNG file
build/demo | feh # View directly
```
(Note that `ff2png` and `feh` are third-party programs)
## License
Batomorph is Copyright © Camden Dixie O'Brien, and is available under
the Komorebi 2.0.0 license. See [LICENSE.md](LICENSE.md) for details.
+45 -25
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@@ -3,51 +3,71 @@
#include <unistd.h> #include <unistd.h>
#define W 1920 #define W 800
#define H 1080 #define H 600
#define OBJ_COUNT 32
#define MAX_DIST 100.0
#define MAX_RAD 10.0
#define MIN_RAD 1.0
#define FOV 90 #define FOV 90
#define APERTURE 0.8 #define SAMPLES_PER_PIXEL 100
#define FOCAL_LEN -1
#define SAMPLES_PER_PIXEL 1000
#define NELEMS(arr) (sizeof(arr) / sizeof(arr[0])) static const vec3_t camera_pos = { -100.0, 25.0, -100.0 };
static const vec3_t target = { 0.0, 0.0, 0.0 };
static const vec3_t camera_pos = { 80.0, 20.0, 60.0 }; static const vec3_t sky = { 0.6, 0.7, 1.0 };
static const vec3_t target = { 0.0, 0.0, 10.0 };
static const vec3_t sky_pos = { 0.4, 0.7, 1.0 };
static const vec3_t sky_neg = { 1.0, 1.0, 1.0 };
static const material_t floor = LAMBERTIAN(1.0, 0.94, 0.80); static const material_t floor = LAMBERTIAN(1.0, 0.94, 0.80);
static const material_t light = AREA_LIGHT(1.0, 0.8, 0.5, 3.0);
static const material_t white = LAMBERTIAN(1.0, 1.0, 1.0);
static const material_t gold = REFLECTIVE(1.0, 0.9, 0.5, 0.0); static const material_t gold = REFLECTIVE(1.0, 0.9, 0.5, 0.0);
static const material_t silver = REFLECTIVE(0.9, 0.9, 0.9, 0.0); static const material_t silver = REFLECTIVE(0.9, 0.9, 0.9, 0.0);
static const material_t bronze = REFLECTIVE(0.9, 0.7, 0.5, 0.0);
static const material_t glass = DIELECTRIC(1.5); static const material_t glass = DIELECTRIC(1.5);
static obj_t objs[] = { static const material_t metals[] = { gold, silver, bronze };
SPHERE(0.0, -100'000.0, 0.0, 100'000.0, floor),
SPHERE(-3000.0, 3000.0, -2000.0, 1000.0, light), static obj_t objs[OBJ_COUNT] = {
SPHERE(0.0, 10.0, -33.0, 10.0, gold), [0] = SPHERE(0.0, -100000.0, 0.0, 100000.0, floor),
SPHERE(0.0, 10.0, -11.0, 10.0, glass),
SPHERE(0.0, 10.0, 11.0, 10.0, silver),
SPHERE(0.0, 10.0, 33.0, 10.0, white),
}; };
static pix_t pixbuf[W * H]; static pix_t pixbuf[W * H];
static void rand_obj(obj_t *out, rng_t *rng)
{
material_t material;
const uint32_t rand = rng_uint32(rng);
if (rand % 2 == 0) {
const double r = rng_canon(rng);
const double g = rng_canon(rng);
const double b = rng_canon(rng);
material = (material_t)LAMBERTIAN(r, g, b);
} else if (rand % 3 == 0) {
material = glass;
} else {
material = metals[rng_uint32(rng) % 3];
}
const double r = MIN_RAD + (MAX_RAD - MIN_RAD) * rng_canon(rng);
const double x = MAX_DIST * rng_disc(rng);
const double z = MAX_DIST * rng_disc(rng);
*out = (obj_t)SPHERE(x, r, z, r, material);
}
int main() int main()
{ {
rng_t rng = rng_init(0);
for (int i = 1; i < OBJ_COUNT; ++i)
rand_obj(objs + i, &rng);
img_t img = { .pix = pixbuf }; img_t img = { .pix = pixbuf };
camera_t camera camera_t camera = camera_init(camera_pos, target, FOV, W, H);
= camera_init(camera_pos, target, FOV, W, H, APERTURE, FOCAL_LEN);
const scene_t scene = { const scene_t scene = {
.sky_pos = sky_pos, .sky_colour = sky,
.sky_neg = sky_neg,
.objs = objs, .objs = objs,
.obj_count = NELEMS(objs), .obj_count = OBJ_COUNT,
}; };
render(&camera, &scene, &img, SAMPLES_PER_PIXEL); render(&camera, &scene, &img, SAMPLES_PER_PIXEL);
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+1 -3
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@@ -8,13 +8,11 @@
typedef struct { typedef struct {
vec3_t pos; vec3_t pos;
vec3_t pix_origin, x_step, y_step; vec3_t pix_origin, x_step, y_step;
vec3_t u_hat, v_hat;
uint32_t img_width, img_height; uint32_t img_width, img_height;
double aperture;
} camera_t; } camera_t;
camera_t camera_init( camera_t camera_init(
vec3_t pos, vec3_t target, double fov, uint32_t img_width, vec3_t pos, vec3_t target, double fov, uint32_t img_width,
uint32_t img_height, double aperture, double focal_len); uint32_t img_height);
#endif #endif
-17
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@@ -22,14 +22,6 @@
.params = { .dielectric = { .eta = e } }, \ .params = { .dielectric = { .eta = e } }, \
} }
#define AREA_LIGHT(r, g, b, l) \
{ \
.scatter = scatter_area_light, \
.params = { \
.area_light = { .colour = { r, g, b }, .luminosity = l }, \
}, \
}
typedef struct { typedef struct {
vec3_t point, normal; vec3_t point, normal;
double t; double t;
@@ -49,16 +41,10 @@ typedef struct {
double eta; double eta;
} dielectric_params_t; } dielectric_params_t;
typedef struct {
vec3_t colour;
double luminosity;
} area_light_params_t;
typedef union { typedef union {
lambertian_params_t lambertian; lambertian_params_t lambertian;
reflective_params_t reflective; reflective_params_t reflective;
dielectric_params_t dielectric; dielectric_params_t dielectric;
area_light_params_t area_light;
} material_params_t; } material_params_t;
typedef bool scatter_fn_t( typedef bool scatter_fn_t(
@@ -79,8 +65,5 @@ bool scatter_reflective(
bool scatter_dielectric( bool scatter_dielectric(
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_area_light(
material_params_t params, hit_t hit, rng_t *rng, ray_t *ray,
vec3_t *atten_out);
#endif #endif
+1 -2
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@@ -12,9 +12,8 @@ typedef struct {
rng_t rng_init(unsigned seed); rng_t rng_init(unsigned seed);
uint32_t rng_uint32(rng_t *rng); uint32_t rng_uint32(rng_t *rng);
double rng_canon(rng_t *rng); double rng_canon(rng_t *rng);
double rng_plusminus(rng_t *rng); double rng_disc(rng_t *rng);
vec3_t rng_vec3(rng_t *rng); vec3_t rng_vec3(rng_t *rng);
vec3_t rng_xy(rng_t *rng);
vec3_t rng_gaussian_xy(rng_t *rng, double stddev); vec3_t rng_gaussian_xy(rng_t *rng, double stddev);
#endif #endif
+1 -1
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@@ -4,7 +4,7 @@
#include "obj.h" #include "obj.h"
typedef struct { typedef struct {
vec3_t sky_pos, sky_neg; vec3_t sky_colour;
obj_t *objs; obj_t *objs;
unsigned obj_count; unsigned obj_count;
} scene_t; } scene_t;
-86
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@@ -1,86 +0,0 @@
#include "ff.h"
#include "render.h"
#include <unistd.h>
#define W 1280
#define H 720
#define OBJ_COUNT 32
#define MAX_DIST 100.0
#define MAX_RAD 10.0
#define MIN_RAD 1.0
#define FOV 90
#define APERTURE 0.8
#define FOCAL_LEN 100
#define SAMPLES_PER_PIXEL 100
#define NELEMS(arr) (sizeof(arr) / sizeof(arr[0]))
static const vec3_t camera_pos = { -100.0, 30.0, -100.0 };
static const vec3_t target = { 0.0, 0.0, 0.0 };
static const vec3_t sky_pos = { 0.6, 0.8, 1.0 };
static const vec3_t sky_neg = { 1.0, 1.0, 1.0 };
static const material_t floor = LAMBERTIAN(1.0, 0.94, 0.80);
static const material_t light = AREA_LIGHT(1.0, 0.8, 0.1, 4.0);
static const material_t gold = REFLECTIVE(1.0, 0.9, 0.5, 0.0);
static const material_t silver = REFLECTIVE(0.9, 0.9, 0.9, 0.0);
static const material_t bronze = REFLECTIVE(0.9, 0.7, 0.5, 0.0);
static const material_t glass = DIELECTRIC(1.5);
static const material_t metals[] = { gold, gold, silver, silver, bronze };
static obj_t objs[OBJ_COUNT] = {
SPHERE(0.0, -100'000.0, 0.0, 100'000.0, floor),
SPHERE(-3000.0, 3000.0, -2000.0, 1000.0, light),
};
static pix_t pixbuf[W * H];
static void rand_obj(obj_t *out, rng_t *rng)
{
material_t material;
const double rand = rng_canon(rng);
if (rand < 0.75) {
const double r = rng_canon(rng);
const double g = rng_canon(rng);
const double b = rng_canon(rng);
material = (material_t)LAMBERTIAN(r, g, b);
} else if (rand < 0.925) {
material = glass;
} else {
material = metals[rng_uint32(rng) % NELEMS(metals)];
}
const double r = MIN_RAD + (MAX_RAD - MIN_RAD) * rng_canon(rng);
const double x = MAX_DIST * rng_plusminus(rng);
const double z = MAX_DIST * rng_plusminus(rng);
*out = (obj_t)SPHERE(x, r, z, r, material);
}
int main()
{
rng_t rng = rng_init(0);
for (int i = 2; i < OBJ_COUNT; ++i)
rand_obj(objs + i, &rng);
img_t img = { .pix = pixbuf };
camera_t camera
= camera_init(camera_pos, target, FOV, W, H, APERTURE, FOCAL_LEN);
const scene_t scene = {
.sky_pos = sky_pos,
.sky_neg = sky_neg,
.objs = objs,
.obj_count = OBJ_COUNT,
};
render(&camera, &scene, &img, SAMPLES_PER_PIXEL);
ff_write(STDOUT_FILENO, img);
return 0;
}
+4 -9
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@@ -10,10 +10,10 @@ static const vec3_t up = { 0.0, 1.0, 0.0 };
camera_t camera_init( camera_t camera_init(
vec3_t pos, vec3_t target, double fov, uint32_t img_width, vec3_t pos, vec3_t target, double fov, uint32_t img_width,
uint32_t img_height, double aperture, double focal_len) uint32_t img_height)
{ {
if (focal_len = -1) const vec3_t target_disp = vec3_sub(target, pos);
focal_len = vec3_len(vec3_sub(target, pos)); const double focal_len = vec3_len(target_disp);
const double fov_rad = M_PI * fov / 180.0; const double fov_rad = M_PI * fov / 180.0;
const double aspect = (double)img_width / (double)img_height; const double aspect = (double)img_width / (double)img_height;
@@ -27,9 +27,7 @@ camera_t camera_init(
const vec3_t u = vec3_scale(u_hat, viewport_width); const vec3_t u = vec3_scale(u_hat, viewport_width);
const vec3_t v = vec3_scale(v_hat, -viewport_height); const vec3_t v = vec3_scale(v_hat, -viewport_height);
const vec3_t topleft = vec3_sub( const vec3_t topleft = vec3_sub(target, vec3_scale(vec3_add(u, v), 0.5));
vec3_add(pos, vec3_scale(w_hat, focal_len)),
vec3_scale(vec3_add(u, v), 0.5));
const vec3_t x_step = vec3_scale(u, 1.0 / (double)img_width); const vec3_t x_step = vec3_scale(u, 1.0 / (double)img_width);
const vec3_t y_step = vec3_scale(v, 1.0 / (double)img_height); const vec3_t y_step = vec3_scale(v, 1.0 / (double)img_height);
@@ -41,10 +39,7 @@ camera_t camera_init(
.pix_origin = pix_origin, .pix_origin = pix_origin,
.x_step = x_step, .x_step = x_step,
.y_step = y_step, .y_step = y_step,
.u_hat = u_hat,
.v_hat = v_hat,
.img_width = img_width, .img_width = img_width,
.img_height = img_height, .img_height = img_height,
.aperture = aperture,
}; };
} }
-13
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@@ -68,16 +68,3 @@ bool scatter_dielectric(
return true; return true;
} }
bool scatter_area_light(
material_params_t params, hit_t hit, rng_t *rng, ray_t *ray,
vec3_t *atten_out)
{
(void)hit;
(void)rng;
(void)ray;
*atten_out
= vec3_scale(params.area_light.colour, params.area_light.luminosity);
return false;
}
+5 -18
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@@ -45,17 +45,14 @@ static vec3_t trace(ray_t ray, const scene_t *scene, rng_t *rng)
if (hit.t == DBL_MAX) { if (hit.t == DBL_MAX) {
const double a = (ray.dir.y + 1.0) / 2.0; const double a = (ray.dir.y + 1.0) / 2.0;
const vec3_t bg = vec3_add( const vec3_t bg = vec3_add(
vec3_scale(scene->sky_pos, a), vec3_scale(scene->sky_colour, a), vec3_scale(white, 1 - a));
vec3_scale(scene->sky_neg, 1 - a));
return vec3_hadamard(colour, bg); return vec3_hadamard(colour, bg);
} }
vec3_t atten; vec3_t atten;
const bool scattered if (!material.scatter(material.params, hit, rng, &ray, &atten))
= material.scatter(material.params, hit, rng, &ray, &atten); return black;
colour = vec3_hadamard(colour, atten); colour = vec3_hadamard(colour, atten);
if (!scattered)
return colour;
} }
return black; return black;
@@ -97,19 +94,9 @@ static int render_thread(void *arg)
vec3_scale(camera->y_step, jitter.y)); vec3_scale(camera->y_step, jitter.y));
const vec3_t jittered_pix = vec3_add(pix, offset); const vec3_t jittered_pix = vec3_add(pix, offset);
vec3_t source = camera->pos;
if (camera->aperture != 0.0) {
const vec3_t pos
= vec3_scale(rng_xy(&slice->rng), camera->aperture);
const vec3_t offset = vec3_add(
vec3_scale(camera->u_hat, pos.x),
vec3_scale(camera->v_hat, pos.y));
source = vec3_add(source, offset);
}
const ray_t ray = { const ray_t ray = {
.orig = source, .orig = camera->pos,
.dir = vec3_unit(vec3_sub(jittered_pix, source)), .dir = vec3_unit(vec3_sub(jittered_pix, camera->pos)),
}; };
const vec3_t sample = trace(ray, slice->scene, &slice->rng); const vec3_t sample = trace(ray, slice->scene, &slice->rng);
+2 -10
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@@ -30,25 +30,17 @@ double rng_canon(rng_t *rng)
return (double)rng_uint32(rng) / (double)UINT32_MAX; return (double)rng_uint32(rng) / (double)UINT32_MAX;
} }
double rng_plusminus(rng_t *rng) double rng_disc(rng_t *rng)
{ {
return 2.0 * rng_canon(rng) - 1.0; return 2.0 * rng_canon(rng) - 1.0;
} }
vec3_t rng_vec3(rng_t *rng) vec3_t rng_vec3(rng_t *rng)
{ {
const vec3_t v const vec3_t v = { rng_disc(rng), rng_disc(rng), rng_disc(rng) };
= { rng_plusminus(rng), rng_plusminus(rng), rng_plusminus(rng) };
return vec3_unit(v); return vec3_unit(v);
} }
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) };
}
vec3_t rng_gaussian_xy(rng_t *rng, double stddev) vec3_t rng_gaussian_xy(rng_t *rng, double stddev)
{ {
const double r1 = rng_canon(rng); const double r1 = rng_canon(rng);