Render a larger scene
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.gitignore
vendored
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.gitignore
vendored
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build/
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*.ppm
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output.ppm
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.clangd/
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.cache/
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@ -1,3 +1,7 @@
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# Ray tracing in one week-end
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C implementation of the [*Ray tracing in one week-end*](https://raytracing.github.io/) series by Peter Shirley.
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## Examples
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12
color.c
12
color.c
@ -12,6 +12,18 @@ Color color_mul(Color c1, Color c2) {
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return (Color){c1.r * c2.r, c1.g * c2.g, c1.b * c2.b};
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}
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Color color_random(void) {
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return (Color){random_double_in_range(0.0, 1.0),
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random_double_in_range(0.0, 1.0),
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random_double_in_range(0.0, 1.0)};
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}
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Color color_random_in_range(double min, double max) {
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return (Color){random_double_in_range(min, max),
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random_double_in_range(min, max),
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random_double_in_range(min, max)};
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}
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Color color_lerp(Color c1, Color c2, double t) {
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return (Color){
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(1.0 - t) * c1.r + t * c2.r,
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3
color.h
3
color.h
@ -10,6 +10,9 @@ typedef struct Color {
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Color color_add(Color c1, Color c2);
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Color color_mul(Color c1, Color c2);
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Color color_random(void);
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Color color_random_in_range(double min, double max);
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Color color_lerp(Color c1, Color c2, double t);
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void color_write(FILE *out, Color c, int samples_per_pixel);
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BIN
examples/book-cover.png
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BIN
examples/book-cover.png
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Binary file not shown.
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After Width: | Height: | Size: 870 KiB |
156
main.c
156
main.c
@ -2,6 +2,7 @@
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#include <math.h>
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#include <stdbool.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "camera.h"
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#include "color.h"
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@ -12,7 +13,7 @@
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#include "utils.h"
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#include "vec3.h"
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Color ray_color(Ray r, const Hittable *world, int depth) {
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static Color ray_color(Ray r, const Hittable *world, int depth) {
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if (depth <= 0)
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return (Color){0, 0, 0};
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@ -32,70 +33,112 @@ Color ray_color(Ray r, const Hittable *world, int depth) {
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return color_lerp(gradient1, gradient2, t);
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}
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static const Hittable *generate_random_scene(void) {
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static HittableList world = {.type = HITTABLE_LIST};
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/* FIXME: Use arena allocators to be able to free memory */
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static Lambertian ground_material = {.type = MATERIAL_LAMBERTIAN,
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.albedo = (Color){0.5, 0.5, 0.5}};
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Sphere *ground_sphere = malloc(sizeof(Sphere));
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ground_sphere->type = HITTABLE_SPHERE;
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ground_sphere->center = (Point3){0.0, -1000.0, 0.0};
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ground_sphere->radius = 1000.0;
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ground_sphere->material = (const Material *)&ground_material;
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hittable_list_add(&world, (const Hittable *)ground_sphere);
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static Lambertian lambertian = {.type = MATERIAL_LAMBERTIAN,
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.albedo = {0.4, 0.2, 0.1}};
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static Metal metal = {
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.type = MATERIAL_METAL, .albedo = {0.7, 0.6, 0.5}, .fuzziness = 0.0};
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static Dielectric glass = {.type = MATERIAL_DIELECTRIC, .eta = 1.5};
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for (int a = -11; a < 11; ++a) {
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for (int b = -11; b < 11; ++b) {
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double choose_material = random_double();
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Point3 center = {a + 0.9 * random_double(), 0.2,
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b + 0.9 * random_double()};
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if (vec3_length(point3_sub(center, (Point3){4.0, 0.2, 0.0})) > 0.9) {
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if (choose_material < 0.8) {
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Color albedo = color_mul(color_random(), color_random());
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Lambertian *material = malloc(sizeof(Lambertian));
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material->type = MATERIAL_LAMBERTIAN;
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material->albedo = albedo;
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Sphere *sphere = malloc(sizeof(Sphere));
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sphere->type = HITTABLE_SPHERE;
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sphere->center = center;
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sphere->radius = 0.2;
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sphere->material = (const Material *)material;
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hittable_list_add(&world, (const Hittable *)sphere);
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} else if (choose_material < 0.95) {
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Color albedo = color_random_in_range(0.5, 1);
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double fuzziness = random_double_in_range(0.5, 1.0);
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Metal *material = malloc(sizeof(Metal));
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material->type = MATERIAL_METAL;
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material->albedo = albedo;
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material->fuzziness = fuzziness;
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Sphere *sphere = malloc(sizeof(Sphere));
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sphere->type = HITTABLE_SPHERE;
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sphere->center = center;
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sphere->radius = 0.2;
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sphere->material = (const Material *)material;
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hittable_list_add(&world, (const Hittable *)sphere);
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} else {
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Sphere *sphere = malloc(sizeof(Sphere));
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sphere->type = HITTABLE_SPHERE;
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sphere->center = center;
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sphere->radius = 0.2;
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sphere->material = (const Material *)&glass;
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hittable_list_add(&world, (const Hittable *)sphere);
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}
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}
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}
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}
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Sphere *sphere1 = malloc(sizeof(Sphere));
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sphere1->type = HITTABLE_SPHERE;
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sphere1->center = (Point3){0.0, 1.0, 0.0};
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sphere1->radius = 1.0;
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sphere1->material = (const Material *)&glass;
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hittable_list_add(&world, (const Hittable *)sphere1);
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Sphere *sphere2 = malloc(sizeof(Sphere));
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sphere2->type = HITTABLE_SPHERE;
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sphere2->center = (Point3){-4.0, 1.0, 0.0};
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sphere2->radius = 1.0;
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sphere2->material = (const Material *)&lambertian;
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hittable_list_add(&world, (const Hittable *)sphere2);
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Sphere *sphere3 = malloc(sizeof(Sphere));
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sphere3->type = HITTABLE_SPHERE;
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sphere3->center = (Point3){4.0, 1.0, 0.0};
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sphere3->radius = 1.0;
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sphere3->material = (const Material *)&metal;
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hittable_list_add(&world, (const Hittable *)sphere3);
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return (const Hittable *)&world;
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}
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int main(void) {
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/* Image parameters */
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const double aspect_ratio = 16.0 / 9.0;
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const int image_width = 256;
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const double aspect_ratio = 3.0 / 2.0;
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const int image_width = 1200;
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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 = 500;
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const int max_depth = 50;
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/* World */
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HittableList world = {.type = HITTABLE_LIST};
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Lambertian material_ground = {.type = MATERIAL_LAMBERTIAN,
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.albedo = (Color){0.8, 0.8, 0.0}};
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Lambertian material_center = {.type = MATERIAL_LAMBERTIAN,
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.albedo = (Color){0.1, 0.2, 0.5}};
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Dielectric material_left = {.type = MATERIAL_DIELECTRIC, .eta = 1.5};
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Metal material_right = {.type = MATERIAL_METAL,
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.albedo = (Color){0.8, 0.6, 0.2},
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.fuzziness = 0.0};
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Sphere sphere_ground = {
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.type = HITTABLE_SPHERE,
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.center = (Point3){0.0, -100.5, -1},
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.radius = 100.0,
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.material = (const Material *)&material_ground,
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};
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Sphere sphere_center = {
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.type = HITTABLE_SPHERE,
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.center = (Point3){0.0, 0.0, -1.0},
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.radius = 0.5,
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.material = (const Material *)&material_center,
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};
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Sphere sphere_left = {
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.type = HITTABLE_SPHERE,
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.center = (Point3){-1.0, 0.0, -1.0},
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.radius = 0.5,
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.material = (const Material *)&material_left,
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};
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Sphere sphere_inside_left = {
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.type = HITTABLE_SPHERE,
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.center = (Point3){-1.0, 0.0, -1.0},
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.radius = -0.45,
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.material = (const Material *)&material_left,
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};
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Sphere sphere_right = {
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.type = HITTABLE_SPHERE,
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.center = (Point3){1.0, 0.0, -1.0},
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.radius = 0.5,
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.material = (const Material *)&material_right,
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};
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hittable_list_add(&world, (const Hittable *)&sphere_ground);
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hittable_list_add(&world, (const Hittable *)&sphere_center);
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hittable_list_add(&world, (const Hittable *)&sphere_left);
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hittable_list_add(&world, (const Hittable *)&sphere_inside_left);
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hittable_list_add(&world, (const Hittable *)&sphere_right);
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const Hittable *world = generate_random_scene();
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/* Camera */
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Point3 look_from = {3.0, 3.0, 2.0};
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Point3 look_at = {0.0, 0.0, -1.0};
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Point3 look_from = {13.0, 2.0, 3.0};
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Point3 look_at = {0.0, 0.0, 0.0};
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Vec3 up = {0.0, 1.0, 0.0};
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double dist_to_focus = vec3_length(point3_sub(look_from, look_at));
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double aperture = 2.0;
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double dist_to_focus = 10.0;
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double aperture = 0.1;
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Camera camera;
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camera_init(&camera, look_from, look_at, up, 20, aspect_ratio, aperture,
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@ -111,8 +154,7 @@ 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(
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pixel_color, ray_color(r, (const Hittable *)&world, max_depth));
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pixel_color = color_add(pixel_color, ray_color(r, 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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@ -120,8 +162,6 @@ int main(void) {
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fprintf(stderr, "\nDone.\n");
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hittable_list_free(&world);
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return 0;
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}
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