Add diffuse lights

This commit is contained in:
Jean-Michel Gorius 2022-11-13 17:28:20 +01:00
parent 8db2d5aa2c
commit 007bb10b7b
5 changed files with 190 additions and 45 deletions

View File

@ -1,7 +1,9 @@
#include "hittable.h"
#include "aabb.h"
#include "arena.h"
#include "material.h"
#include "point3.h"
#include "ray.h"
#include "utils.h"
#include "vec3.h"
@ -32,12 +34,28 @@ Hittable *hittable_create_sphere(Point3 center, double radius,
return result;
}
Point3 moving_sphere_center(const MovingSphere *sphere, double t) {
static Point3 moving_sphere_center(const MovingSphere *sphere, double t) {
Vec3 dir = point3_sub(sphere->center_end, sphere->center_start);
double c = (t - sphere->start) / (sphere->end - sphere->start);
return point3_add(sphere->center_start, vec3_mul(c, dir));
}
Hittable *hittable_create_moving_sphere(Point3 center_start, Point3 center_end,
double start, double end, double radius,
const Material *material,
Arena *arena) {
assert(start <= end);
Hittable *result = arena_alloc(arena, sizeof(Hittable));
result->type = HITTABLE_MOVING_SPHERE;
result->moving_sphere.center_start = center_start;
result->moving_sphere.center_end = center_end;
result->moving_sphere.start = start;
result->moving_sphere.end = end;
result->moving_sphere.radius = radius;
result->moving_sphere.material = material;
return result;
}
typedef int BoxCompareFunc(const void *lhs, const void *rhs);
#define BOX_COMPARATOR(axis) \
@ -101,6 +119,20 @@ Hittable *hittable_create_bvh_node(const Hittable **objects, size_t start,
return result;
}
Hittable *hittable_create_xy_rectangle(double x0, double x1, double y0,
double y1, double k,
const Material *material, Arena *arena) {
Hittable *result = arena_alloc(arena, sizeof(Hittable));
result->type = HITTABLE_XY_RECTANGLE;
result->xy_rectangle.x0 = x0;
result->xy_rectangle.x1 = x1;
result->xy_rectangle.y0 = y0;
result->xy_rectangle.y1 = y1;
result->xy_rectangle.k = k;
result->xy_rectangle.material = material;
return result;
}
static bool hittable_list_hit(const HittableList *list, Ray r, double t_min,
double t_max, HitRecord *record) {
bool hit_anything = false;
@ -194,6 +226,31 @@ static bool bvh_node_hit(const BVHNode *node, Ray r, double t_min, double t_max,
return hit_left || hit_right;
}
static bool xy_rectangle_hit(const XYRectangle *rectangle, Ray r, double t_min,
double t_max, HitRecord *record) {
double t = (rectangle->k - r.origin.z) / r.direction.z;
if (t < t_min || t > t_max)
return false;
double x = r.origin.x + t * r.direction.x;
double y = r.origin.y + t * r.direction.y;
if (x < rectangle->x0 || x > rectangle->x1 || y < rectangle->y0 ||
y > rectangle->y1)
return false;
record->u = (x - rectangle->x0) / (rectangle->x1 - rectangle->x0);
record->v = (y - rectangle->y0) / (rectangle->y1 - rectangle->y0);
record->t = t;
Vec3 outward_normal = {0.0, 0.0, 1.0};
hit_record_set_face_normal(record, r, outward_normal);
record->material = rectangle->material;
record->p = ray_at(r, t);
return true;
}
bool hittable_hit(const Hittable *hittable, Ray r, double t_min, double t_max,
HitRecord *record) {
switch (hittable->type) {
@ -205,6 +262,8 @@ bool hittable_hit(const Hittable *hittable, Ray r, double t_min, double t_max,
return moving_sphere_hit(&hittable->moving_sphere, r, t_min, t_max, record);
case HITTABLE_BVH_NODE:
return bvh_node_hit(&hittable->bvh_node, r, t_min, t_max, record);
case HITTABLE_XY_RECTANGLE:
return xy_rectangle_hit(&hittable->xy_rectangle, r, t_min, t_max, record);
}
return false;
}
@ -230,9 +289,7 @@ static bool hittable_list_bounding_box(const HittableList *list,
return true;
}
static bool sphere_bounding_box(const Sphere *sphere, double time_start,
double time_end, AABB *bounding_box) {
(void)time_start, (void)time_end;
static bool sphere_bounding_box(const Sphere *sphere, AABB *bounding_box) {
*bounding_box = (AABB){
.min = point3_add(sphere->center, (Vec3){-sphere->radius, -sphere->radius,
-sphere->radius}),
@ -263,13 +320,21 @@ static bool moving_sphere_bounding_box(const MovingSphere *sphere,
return true;
}
static bool bvh_node_bounding_box(const BVHNode *node, double time_start,
double time_end, AABB *bounding_box) {
(void)time_start, (void)time_end;
static bool bvh_node_bounding_box(const BVHNode *node, AABB *bounding_box) {
*bounding_box = node->box;
return true;
}
static bool xy_rectangle_bouding_box(const XYRectangle *rectangle,
AABB *bounding_box) {
/* Pad the bounding box to make sure it is not zero-width */
*bounding_box = (AABB){
.min = {rectangle->x0, rectangle->y0, rectangle->k - 0.0001},
.max = {rectangle->x1, rectangle->y1, rectangle->k + 0.0001},
};
return true;
}
bool hittable_bounding_box(const Hittable *hittable, double time_start,
double time_end, AABB *bounding_box) {
switch (hittable->type) {
@ -277,14 +342,14 @@ bool hittable_bounding_box(const Hittable *hittable, double time_start,
return hittable_list_bounding_box(&hittable->list, time_start, time_end,
bounding_box);
case HITTABLE_SPHERE:
return sphere_bounding_box(&hittable->sphere, time_start, time_end,
bounding_box);
return sphere_bounding_box(&hittable->sphere, bounding_box);
case HITTABLE_MOVING_SPHERE:
return moving_sphere_bounding_box(&hittable->moving_sphere, time_start,
time_end, bounding_box);
case HITTABLE_BVH_NODE:
return bvh_node_bounding_box(&hittable->bvh_node, time_start, time_end,
bounding_box);
return bvh_node_bounding_box(&hittable->bvh_node, bounding_box);
case HITTABLE_XY_RECTANGLE:
return xy_rectangle_bouding_box(&hittable->xy_rectangle, bounding_box);
}
return false;
}
@ -309,19 +374,3 @@ void hittable_list_add(HittableList *list, const Hittable *hittable,
hittable_list_grow(list, list->capacity == 0 ? 16 : list->capacity, arena);
list->objects[list->size++] = hittable;
}
Hittable *hittable_create_moving_sphere(Point3 center_start, Point3 center_end,
double start, double end, double radius,
const Material *material,
Arena *arena) {
assert(start <= end);
Hittable *result = arena_alloc(arena, sizeof(Hittable));
result->type = HITTABLE_MOVING_SPHERE;
result->moving_sphere.center_start = center_start;
result->moving_sphere.center_end = center_end;
result->moving_sphere.start = start;
result->moving_sphere.end = end;
result->moving_sphere.radius = radius;
result->moving_sphere.material = material;
return result;
}

View File

@ -27,6 +27,7 @@ typedef enum HittableType {
HITTABLE_SPHERE,
HITTABLE_MOVING_SPHERE,
HITTABLE_BVH_NODE,
HITTABLE_XY_RECTANGLE,
} HittableType;
typedef struct Hittable Hittable;
@ -56,6 +57,11 @@ typedef struct BVHNode {
AABB box;
} BVHNode;
typedef struct XYRectangle {
const Material *material;
double x0, x1, y0, y1, k;
} XYRectangle;
struct Hittable {
HittableType type;
union {
@ -63,6 +69,7 @@ struct Hittable {
Sphere sphere;
MovingSphere moving_sphere;
BVHNode bvh_node;
XYRectangle xy_rectangle;
};
};
@ -75,6 +82,9 @@ Hittable *hittable_create_moving_sphere(Point3 center_start, Point3 center_end,
Hittable *hittable_create_bvh_node(const Hittable **objects, size_t start,
size_t end, double time_start,
double time_end, Arena *arena);
Hittable *hittable_create_xy_rectangle(double x0, double x1, double y0,
double y1, double k,
const Material *material, Arena *arena);
bool hittable_hit(const Hittable *hittable, Ray r, double t_min, double t_max,
HitRecord *record);

81
main.c
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@ -20,27 +20,32 @@
#define SCENE_TWO_SPHERES 1
#define SCENE_TWO_PERLIN_SPHERES 2
#define SCENE_EARTH 3
#define SCENE_SIMPLE_LIGHT 4
#define SCENE_SELECT SCENE_EARTH
#ifndef SCENE_SELECT
#define SCENE_SELECT SCENE_SIMPLE_LIGHT
#endif
static Color ray_color(Ray r, const Hittable *world, int depth) {
static Color ray_color(Ray r, Color background_color, const Hittable *world,
int depth) {
if (depth <= 0)
return (Color){0, 0, 0};
HitRecord record;
if (hittable_hit(world, r, 0.001, DBL_MAX, &record)) {
Ray scattered;
Color attenuation;
if (material_scatter(record.material, r, &record, &attenuation, &scattered))
return color_mul(attenuation, ray_color(scattered, world, depth - 1));
return (Color){0, 0, 0};
}
if (!hittable_hit(world, r, 0.001, DBL_MAX, &record))
return background_color;
Vec3 unit_direction = vec3_normalize(r.direction);
double t = 0.5 * (unit_direction.y + 1.0);
Color gradient1 = {1.0, 1.0, 1.0};
Color gradient2 = {0.5, 0.7, 1.0};
return color_lerp(gradient1, gradient2, t);
Ray scattered;
Color attenuation;
Color emitted =
material_emitted(record.material, record.u, record.v, record.p);
if (!material_scatter(record.material, r, &record, &attenuation, &scattered))
return emitted;
return color_add(emitted,
color_mul(attenuation, ray_color(scattered, background_color,
world, depth - 1)));
}
static const Hittable *generate_random_scene(Arena *arena) {
@ -152,6 +157,34 @@ static Hittable *earth(Arena *arena) {
return globe;
}
static Hittable *simple_light(Arena *arena) {
Hittable *world = hittable_create_hittable_list(arena);
Texture *perlin_texture =
texture_create_perlin_noise(4.0, PERLIN_DEFAULT_POINT_COUNT, arena);
hittable_list_add(
&world->list,
hittable_create_sphere((Point3){0.0, -1000.0, 0.0}, 1000.0,
material_create_lambertian(perlin_texture, arena),
arena),
arena);
hittable_list_add(
&world->list,
hittable_create_sphere((Point3){0.0, 2.0, 0.0}, 2.0,
material_create_lambertian(perlin_texture, arena),
arena),
arena);
Material *diffuse_light =
material_create_diffuse_light_color((Color){4.0, 4.0, 4.0}, arena);
hittable_list_add(&world->list,
hittable_create_xy_rectangle(3.0, 5.0, 1.0, 3.0, -2.0,
diffuse_light, arena),
arena);
return world;
}
int main(void) {
srand(42);
@ -169,40 +202,51 @@ int main(void) {
const double aspect_ratio = 16.0 / 9.0;
const int image_width = 400;
const int image_height = (int)(image_width / aspect_ratio);
const int samples_per_pixel = 100;
const int samples_per_pixel = 400;
const int max_depth = 50;
/* World */
Point3 look_from = {0.0, 0.0, 1.0};
Point3 look_at = {0.0, 0.0, 0.0};
double vfov = 40.0;
double aperture = 0.0;
double dist_to_focus = 10.0;
Color background_color = {0.0, 0.0, 0.0};
/* World */
const Hittable *world = 0;
#if SCENE_SELECT == SCENE_RANDOM
world = generate_random_scene(&arena);
background_color = (Color){0.7, 0.8, 1.0};
look_from = (Point3){13.0, 2.0, 3.0};
look_at = (Point3){0.0, 0.0, 0.0};
vfov = 20.0;
aperture = 0.1;
#elif SCENE_SELECT == SCENE_TWO_SPHERES
world = two_spheres(&arena);
background_color = (Color){0.7, 0.8, 1.0};
look_from = (Point3){13.0, 2.0, 3.0};
look_at = (Point3){0.0, 0.0, 0.0};
vfov = 20.0;
#elif SCENE_SELECT == SCENE_TWO_PERLIN_SPHERES
world = two_perlin_spheres(&arena);
background_color = (Color){0.7, 0.8, 1.0};
look_from = (Point3){13.0, 2.0, 3.0};
look_at = (Point3){0.0, 0.0, 0.0};
vfov = 20.0;
#elif SCENE_SELECT == SCENE_EARTH
world = earth(&arena);
background_color = (Color){0.7, 0.8, 1.0};
look_from = (Point3){13.0, 2.0, 3.0};
look_at = (Point3){0.0, 0.0, 0.0};
vfov = 20.0;
#elif SCENE_SELECT == SCENE_SIMPLE_LIGHT
world = simple_light(&arena);
background_color = (Color){0.0, 0.0, 0.0};
look_from = (Point3){26.0, 3.0, 6.0};
look_at = (Point3){0.0, 2.0, 0.0};
vfov = 20.0;
#endif
Vec3 up = {0.0, 1.0, 0.0};
@ -221,7 +265,8 @@ int main(void) {
double u = (i + random_double()) / (image_width - 1);
double v = (j + random_double()) / (image_height - 1);
Ray r = camera_get_ray(&camera, u, v);
pixel_color = color_add(pixel_color, ray_color(r, world, max_depth));
pixel_color = color_add(
pixel_color, ray_color(r, background_color, world, max_depth));
}
color_write(stdout, pixel_color, samples_per_pixel);
}

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@ -1,6 +1,7 @@
#include "material.h"
#include "arena.h"
#include "hittable.h"
#include "texture.h"
#include "utils.h"
#include "vec3.h"
@ -81,10 +82,27 @@ bool material_scatter(const Material *material, Ray r,
case MATERIAL_DIELECTRIC:
return dielectric_scatter(&material->dielectric, r, record, attenuation,
scattered);
case MATERIAL_DIFFUSE_LIGHT:
return false;
}
return false;
}
static Color diffuse_light_emitted(const DiffuseLight *diffuse_light, double u,
double v, Point3 p) {
return texture_value(diffuse_light->emit, u, v, p);
}
Color material_emitted(const Material *material, double u, double v, Point3 p) {
switch (material->type) {
case MATERIAL_DIFFUSE_LIGHT:
return diffuse_light_emitted(&material->diffuse_light, u, v, p);
default:
break;
}
return (Color){0.0, 0.0, 0.0};
}
Material *material_create_lambertian(const Texture *albedo, Arena *arena) {
Material *result = arena_alloc(arena, sizeof(Material));
result->type = MATERIAL_LAMBERTIAN;
@ -118,3 +136,17 @@ Material *material_create_dielectric(double eta, Arena *arena) {
result->dielectric.eta = eta;
return result;
}
Material *material_create_diffuse_light(const Texture *emit, Arena *arena) {
Material *result = arena_alloc(arena, sizeof(Material));
result->type = MATERIAL_DIFFUSE_LIGHT;
result->diffuse_light.emit = emit;
return result;
}
Material *material_create_diffuse_light_color(Color color, Arena *arena) {
Material *result = arena_alloc(arena, sizeof(Material));
result->type = MATERIAL_DIFFUSE_LIGHT;
result->diffuse_light.emit = texture_create_solid_color(color, arena);
return result;
}

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@ -13,6 +13,7 @@ typedef enum MaterialType {
MATERIAL_LAMBERTIAN,
MATERIAL_METAL,
MATERIAL_DIELECTRIC,
MATERIAL_DIFFUSE_LIGHT,
} MaterialType;
typedef struct Lambertian {
@ -28,18 +29,24 @@ typedef struct Dielectric {
double eta;
} Dielectric;
typedef struct DiffuseLight {
const Texture *emit;
} DiffuseLight;
typedef struct Material {
MaterialType type;
union {
Lambertian lambertian;
Metal metal;
Dielectric dielectric;
DiffuseLight diffuse_light;
};
} Material;
bool material_scatter(const Material *material, Ray r,
const struct HitRecord *record, Color *attenuation,
Ray *scattered);
Color material_emitted(const Material *material, double u, double v, Point3 p);
Material *material_create_lambertian(const Texture *albedo, Arena *arena);
Material *material_create_lambertian_color(Color albedo, Arena *arena);
@ -48,5 +55,7 @@ Material *material_create_metal(const Texture *albedo, double fuzziness,
Material *material_create_metal_color(Color albedo, double fuzziness,
Arena *arena);
Material *material_create_dielectric(double eta, Arena *arena);
Material *material_create_diffuse_light(const Texture *emit, Arena *arena);
Material *material_create_diffuse_light_color(Color color, Arena *arena);
#endif /* INCLUDED_MATERIAL_H */