Add diffuse lights
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103
hittable.c
103
hittable.c
@ -1,7 +1,9 @@
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#include "hittable.h"
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#include "aabb.h"
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#include "arena.h"
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#include "material.h"
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#include "point3.h"
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#include "ray.h"
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#include "utils.h"
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#include "vec3.h"
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@ -32,12 +34,28 @@ Hittable *hittable_create_sphere(Point3 center, double radius,
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return result;
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}
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Point3 moving_sphere_center(const MovingSphere *sphere, double t) {
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static Point3 moving_sphere_center(const MovingSphere *sphere, double t) {
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Vec3 dir = point3_sub(sphere->center_end, sphere->center_start);
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double c = (t - sphere->start) / (sphere->end - sphere->start);
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return point3_add(sphere->center_start, vec3_mul(c, dir));
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}
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Hittable *hittable_create_moving_sphere(Point3 center_start, Point3 center_end,
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double start, double end, double radius,
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const Material *material,
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Arena *arena) {
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assert(start <= end);
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Hittable *result = arena_alloc(arena, sizeof(Hittable));
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result->type = HITTABLE_MOVING_SPHERE;
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result->moving_sphere.center_start = center_start;
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result->moving_sphere.center_end = center_end;
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result->moving_sphere.start = start;
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result->moving_sphere.end = end;
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result->moving_sphere.radius = radius;
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result->moving_sphere.material = material;
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return result;
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}
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typedef int BoxCompareFunc(const void *lhs, const void *rhs);
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#define BOX_COMPARATOR(axis) \
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@ -101,6 +119,20 @@ Hittable *hittable_create_bvh_node(const Hittable **objects, size_t start,
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return result;
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}
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Hittable *hittable_create_xy_rectangle(double x0, double x1, double y0,
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double y1, double k,
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const Material *material, Arena *arena) {
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Hittable *result = arena_alloc(arena, sizeof(Hittable));
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result->type = HITTABLE_XY_RECTANGLE;
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result->xy_rectangle.x0 = x0;
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result->xy_rectangle.x1 = x1;
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result->xy_rectangle.y0 = y0;
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result->xy_rectangle.y1 = y1;
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result->xy_rectangle.k = k;
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result->xy_rectangle.material = material;
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return result;
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}
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static bool hittable_list_hit(const HittableList *list, Ray r, double t_min,
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double t_max, HitRecord *record) {
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bool hit_anything = false;
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@ -194,6 +226,31 @@ static bool bvh_node_hit(const BVHNode *node, Ray r, double t_min, double t_max,
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return hit_left || hit_right;
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}
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static bool xy_rectangle_hit(const XYRectangle *rectangle, Ray r, double t_min,
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double t_max, HitRecord *record) {
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double t = (rectangle->k - r.origin.z) / r.direction.z;
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if (t < t_min || t > t_max)
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return false;
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double x = r.origin.x + t * r.direction.x;
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double y = r.origin.y + t * r.direction.y;
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if (x < rectangle->x0 || x > rectangle->x1 || y < rectangle->y0 ||
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y > rectangle->y1)
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return false;
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record->u = (x - rectangle->x0) / (rectangle->x1 - rectangle->x0);
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record->v = (y - rectangle->y0) / (rectangle->y1 - rectangle->y0);
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record->t = t;
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Vec3 outward_normal = {0.0, 0.0, 1.0};
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hit_record_set_face_normal(record, r, outward_normal);
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record->material = rectangle->material;
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record->p = ray_at(r, t);
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return true;
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}
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bool hittable_hit(const Hittable *hittable, Ray r, double t_min, double t_max,
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HitRecord *record) {
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switch (hittable->type) {
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@ -205,6 +262,8 @@ bool hittable_hit(const Hittable *hittable, Ray r, double t_min, double t_max,
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return moving_sphere_hit(&hittable->moving_sphere, r, t_min, t_max, record);
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case HITTABLE_BVH_NODE:
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return bvh_node_hit(&hittable->bvh_node, r, t_min, t_max, record);
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case HITTABLE_XY_RECTANGLE:
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return xy_rectangle_hit(&hittable->xy_rectangle, r, t_min, t_max, record);
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}
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return false;
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}
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@ -230,9 +289,7 @@ static bool hittable_list_bounding_box(const HittableList *list,
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return true;
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}
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static bool sphere_bounding_box(const Sphere *sphere, double time_start,
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double time_end, AABB *bounding_box) {
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(void)time_start, (void)time_end;
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static bool sphere_bounding_box(const Sphere *sphere, AABB *bounding_box) {
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*bounding_box = (AABB){
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.min = point3_add(sphere->center, (Vec3){-sphere->radius, -sphere->radius,
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-sphere->radius}),
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@ -263,13 +320,21 @@ static bool moving_sphere_bounding_box(const MovingSphere *sphere,
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return true;
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}
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static bool bvh_node_bounding_box(const BVHNode *node, double time_start,
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double time_end, AABB *bounding_box) {
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(void)time_start, (void)time_end;
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static bool bvh_node_bounding_box(const BVHNode *node, AABB *bounding_box) {
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*bounding_box = node->box;
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return true;
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}
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static bool xy_rectangle_bouding_box(const XYRectangle *rectangle,
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AABB *bounding_box) {
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/* Pad the bounding box to make sure it is not zero-width */
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*bounding_box = (AABB){
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.min = {rectangle->x0, rectangle->y0, rectangle->k - 0.0001},
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.max = {rectangle->x1, rectangle->y1, rectangle->k + 0.0001},
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};
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return true;
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}
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bool hittable_bounding_box(const Hittable *hittable, double time_start,
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double time_end, AABB *bounding_box) {
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switch (hittable->type) {
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@ -277,14 +342,14 @@ bool hittable_bounding_box(const Hittable *hittable, double time_start,
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return hittable_list_bounding_box(&hittable->list, time_start, time_end,
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bounding_box);
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case HITTABLE_SPHERE:
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return sphere_bounding_box(&hittable->sphere, time_start, time_end,
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bounding_box);
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return sphere_bounding_box(&hittable->sphere, bounding_box);
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case HITTABLE_MOVING_SPHERE:
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return moving_sphere_bounding_box(&hittable->moving_sphere, time_start,
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time_end, bounding_box);
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case HITTABLE_BVH_NODE:
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return bvh_node_bounding_box(&hittable->bvh_node, time_start, time_end,
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bounding_box);
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return bvh_node_bounding_box(&hittable->bvh_node, bounding_box);
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case HITTABLE_XY_RECTANGLE:
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return xy_rectangle_bouding_box(&hittable->xy_rectangle, bounding_box);
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}
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return false;
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}
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@ -309,19 +374,3 @@ void hittable_list_add(HittableList *list, const Hittable *hittable,
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hittable_list_grow(list, list->capacity == 0 ? 16 : list->capacity, arena);
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list->objects[list->size++] = hittable;
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}
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Hittable *hittable_create_moving_sphere(Point3 center_start, Point3 center_end,
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double start, double end, double radius,
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const Material *material,
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Arena *arena) {
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assert(start <= end);
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Hittable *result = arena_alloc(arena, sizeof(Hittable));
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result->type = HITTABLE_MOVING_SPHERE;
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result->moving_sphere.center_start = center_start;
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result->moving_sphere.center_end = center_end;
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result->moving_sphere.start = start;
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result->moving_sphere.end = end;
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result->moving_sphere.radius = radius;
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result->moving_sphere.material = material;
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return result;
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}
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10
hittable.h
10
hittable.h
@ -27,6 +27,7 @@ typedef enum HittableType {
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HITTABLE_SPHERE,
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HITTABLE_MOVING_SPHERE,
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HITTABLE_BVH_NODE,
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HITTABLE_XY_RECTANGLE,
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} HittableType;
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typedef struct Hittable Hittable;
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@ -56,6 +57,11 @@ typedef struct BVHNode {
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AABB box;
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} BVHNode;
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typedef struct XYRectangle {
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const Material *material;
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double x0, x1, y0, y1, k;
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} XYRectangle;
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struct Hittable {
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HittableType type;
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union {
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@ -63,6 +69,7 @@ struct Hittable {
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Sphere sphere;
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MovingSphere moving_sphere;
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BVHNode bvh_node;
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XYRectangle xy_rectangle;
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};
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};
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@ -75,6 +82,9 @@ Hittable *hittable_create_moving_sphere(Point3 center_start, Point3 center_end,
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Hittable *hittable_create_bvh_node(const Hittable **objects, size_t start,
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size_t end, double time_start,
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double time_end, Arena *arena);
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Hittable *hittable_create_xy_rectangle(double x0, double x1, double y0,
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double y1, double k,
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const Material *material, Arena *arena);
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bool hittable_hit(const Hittable *hittable, Ray r, double t_min, double t_max,
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HitRecord *record);
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81
main.c
81
main.c
@ -20,27 +20,32 @@
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#define SCENE_TWO_SPHERES 1
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#define SCENE_TWO_PERLIN_SPHERES 2
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#define SCENE_EARTH 3
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#define SCENE_SIMPLE_LIGHT 4
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#define SCENE_SELECT SCENE_EARTH
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#ifndef SCENE_SELECT
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#define SCENE_SELECT SCENE_SIMPLE_LIGHT
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#endif
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static Color ray_color(Ray r, const Hittable *world, int depth) {
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static Color ray_color(Ray r, Color background_color, const Hittable *world,
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int depth) {
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if (depth <= 0)
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return (Color){0, 0, 0};
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HitRecord record;
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if (hittable_hit(world, r, 0.001, DBL_MAX, &record)) {
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Ray scattered;
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Color attenuation;
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if (material_scatter(record.material, r, &record, &attenuation, &scattered))
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return color_mul(attenuation, ray_color(scattered, world, depth - 1));
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return (Color){0, 0, 0};
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}
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if (!hittable_hit(world, r, 0.001, DBL_MAX, &record))
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return background_color;
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Vec3 unit_direction = vec3_normalize(r.direction);
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double t = 0.5 * (unit_direction.y + 1.0);
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Color gradient1 = {1.0, 1.0, 1.0};
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Color gradient2 = {0.5, 0.7, 1.0};
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return color_lerp(gradient1, gradient2, t);
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Ray scattered;
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Color attenuation;
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Color emitted =
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material_emitted(record.material, record.u, record.v, record.p);
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if (!material_scatter(record.material, r, &record, &attenuation, &scattered))
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return emitted;
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return color_add(emitted,
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color_mul(attenuation, ray_color(scattered, background_color,
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world, depth - 1)));
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}
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static const Hittable *generate_random_scene(Arena *arena) {
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@ -152,6 +157,34 @@ static Hittable *earth(Arena *arena) {
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return globe;
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}
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static Hittable *simple_light(Arena *arena) {
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Hittable *world = hittable_create_hittable_list(arena);
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Texture *perlin_texture =
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texture_create_perlin_noise(4.0, PERLIN_DEFAULT_POINT_COUNT, arena);
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hittable_list_add(
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&world->list,
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hittable_create_sphere((Point3){0.0, -1000.0, 0.0}, 1000.0,
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material_create_lambertian(perlin_texture, arena),
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arena),
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arena);
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hittable_list_add(
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&world->list,
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hittable_create_sphere((Point3){0.0, 2.0, 0.0}, 2.0,
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material_create_lambertian(perlin_texture, arena),
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arena),
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arena);
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Material *diffuse_light =
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material_create_diffuse_light_color((Color){4.0, 4.0, 4.0}, arena);
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hittable_list_add(&world->list,
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hittable_create_xy_rectangle(3.0, 5.0, 1.0, 3.0, -2.0,
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diffuse_light, arena),
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arena);
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return world;
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}
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int main(void) {
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srand(42);
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@ -169,40 +202,51 @@ int main(void) {
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const double aspect_ratio = 16.0 / 9.0;
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const int image_width = 400;
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const int image_height = (int)(image_width / aspect_ratio);
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const int samples_per_pixel = 100;
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const int samples_per_pixel = 400;
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const int max_depth = 50;
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/* World */
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Point3 look_from = {0.0, 0.0, 1.0};
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Point3 look_at = {0.0, 0.0, 0.0};
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double vfov = 40.0;
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double aperture = 0.0;
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double dist_to_focus = 10.0;
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Color background_color = {0.0, 0.0, 0.0};
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/* World */
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const Hittable *world = 0;
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#if SCENE_SELECT == SCENE_RANDOM
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world = generate_random_scene(&arena);
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background_color = (Color){0.7, 0.8, 1.0};
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look_from = (Point3){13.0, 2.0, 3.0};
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look_at = (Point3){0.0, 0.0, 0.0};
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vfov = 20.0;
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aperture = 0.1;
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#elif SCENE_SELECT == SCENE_TWO_SPHERES
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world = two_spheres(&arena);
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background_color = (Color){0.7, 0.8, 1.0};
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look_from = (Point3){13.0, 2.0, 3.0};
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look_at = (Point3){0.0, 0.0, 0.0};
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vfov = 20.0;
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#elif SCENE_SELECT == SCENE_TWO_PERLIN_SPHERES
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world = two_perlin_spheres(&arena);
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background_color = (Color){0.7, 0.8, 1.0};
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look_from = (Point3){13.0, 2.0, 3.0};
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look_at = (Point3){0.0, 0.0, 0.0};
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vfov = 20.0;
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#elif SCENE_SELECT == SCENE_EARTH
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world = earth(&arena);
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background_color = (Color){0.7, 0.8, 1.0};
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look_from = (Point3){13.0, 2.0, 3.0};
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look_at = (Point3){0.0, 0.0, 0.0};
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vfov = 20.0;
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#elif SCENE_SELECT == SCENE_SIMPLE_LIGHT
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world = simple_light(&arena);
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background_color = (Color){0.0, 0.0, 0.0};
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look_from = (Point3){26.0, 3.0, 6.0};
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look_at = (Point3){0.0, 2.0, 0.0};
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vfov = 20.0;
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#endif
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Vec3 up = {0.0, 1.0, 0.0};
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@ -221,7 +265,8 @@ int main(void) {
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double u = (i + random_double()) / (image_width - 1);
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double v = (j + random_double()) / (image_height - 1);
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Ray r = camera_get_ray(&camera, u, v);
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pixel_color = color_add(pixel_color, ray_color(r, world, max_depth));
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pixel_color = color_add(
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pixel_color, ray_color(r, background_color, world, max_depth));
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}
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color_write(stdout, pixel_color, samples_per_pixel);
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}
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32
material.c
32
material.c
@ -1,6 +1,7 @@
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#include "material.h"
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#include "arena.h"
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#include "hittable.h"
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#include "texture.h"
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#include "utils.h"
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#include "vec3.h"
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@ -81,10 +82,27 @@ bool material_scatter(const Material *material, Ray r,
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case MATERIAL_DIELECTRIC:
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return dielectric_scatter(&material->dielectric, r, record, attenuation,
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scattered);
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case MATERIAL_DIFFUSE_LIGHT:
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return false;
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}
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return false;
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}
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static Color diffuse_light_emitted(const DiffuseLight *diffuse_light, double u,
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double v, Point3 p) {
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return texture_value(diffuse_light->emit, u, v, p);
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}
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Color material_emitted(const Material *material, double u, double v, Point3 p) {
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switch (material->type) {
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case MATERIAL_DIFFUSE_LIGHT:
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return diffuse_light_emitted(&material->diffuse_light, u, v, p);
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default:
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break;
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}
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return (Color){0.0, 0.0, 0.0};
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}
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Material *material_create_lambertian(const Texture *albedo, Arena *arena) {
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Material *result = arena_alloc(arena, sizeof(Material));
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result->type = MATERIAL_LAMBERTIAN;
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@ -118,3 +136,17 @@ Material *material_create_dielectric(double eta, Arena *arena) {
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result->dielectric.eta = eta;
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return result;
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}
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Material *material_create_diffuse_light(const Texture *emit, Arena *arena) {
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Material *result = arena_alloc(arena, sizeof(Material));
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result->type = MATERIAL_DIFFUSE_LIGHT;
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result->diffuse_light.emit = emit;
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return result;
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}
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Material *material_create_diffuse_light_color(Color color, Arena *arena) {
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Material *result = arena_alloc(arena, sizeof(Material));
|
||||
result->type = MATERIAL_DIFFUSE_LIGHT;
|
||||
result->diffuse_light.emit = texture_create_solid_color(color, arena);
|
||||
return result;
|
||||
}
|
||||
|
||||
@ -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 */
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user