Add a simple camera and antialiasing
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23
camera.c
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23
camera.c
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@ -0,0 +1,23 @@
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#include "camera.h"
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void camera_init(Camera *camera, double aspect_ratio) {
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double viewport_height = 2;
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double viewport_width = aspect_ratio * viewport_height;
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double focal_length = 1.0;
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camera->origin = (Point3){0, 0, 0};
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camera->horizontal = (Vec3){viewport_width, 0, 0};
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camera->vertical = (Vec3){0, viewport_height, 0};
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Vec3 offset =
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vec3_add(vec3_div(camera->horizontal, 2), vec3_div(camera->vertical, 2));
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offset = vec3_add(offset, (Vec3){0, 0, focal_length});
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camera->lower_left_corner = point3_add(camera->origin, vec3_neg(offset));
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}
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Ray camera_get_ray(const Camera *camera, double u, double v) {
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Point3 screen_point = point3_add(
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camera->lower_left_corner,
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vec3_add(vec3_mul(u, camera->horizontal), vec3_mul(v, camera->vertical)));
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Vec3 direction = point3_sub(screen_point, camera->origin);
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return (Ray){camera->origin, direction};
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}
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19
camera.h
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19
camera.h
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@ -0,0 +1,19 @@
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#ifndef INCLUDED_CAMERA_H
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#define INCLUDED_CAMERA_H
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#include "point3.h"
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#include "ray.h"
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#include "vec3.h"
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typedef struct Camera {
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Point3 origin;
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Point3 lower_left_corner;
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Vec3 horizontal;
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Vec3 vertical;
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} Camera;
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void camera_init(Camera *camera, double aspect_ratio);
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Ray camera_get_ray(const Camera *camera, double u, double v);
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#endif /* INCLUDED_CAMERA_H */
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20
color.c
20
color.c
@ -1,6 +1,12 @@
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#include "color.h"
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#include "utils.h"
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#include <stdio.h>
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Color color_add(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_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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@ -9,7 +15,15 @@ Color color_lerp(Color c1, Color c2, double t) {
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};
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}
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void color_write(FILE *out, Color c) {
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fprintf(out, "%d %d %d\n", (int)(255.999 * c.r), (int)(255.999 * c.g),
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(int)(255.999 * c.b));
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void color_write(FILE *out, Color c, int samples_per_pixel) {
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double scale = 1.0 / samples_per_pixel;
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double r = c.r * scale;
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double g = c.g * scale;
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double b = c.b * scale;
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int ir = (int)(256 * clamp(r, 0.0, 0.999));
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int ig = (int)(256 * clamp(g, 0.0, 0.999));
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int ib = (int)(256 * clamp(b, 0.0, 0.999));
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fprintf(out, "%d %d %d\n", ir, ig, ib);
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}
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4
color.h
4
color.h
@ -7,8 +7,10 @@ typedef struct Color {
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double r, g, b;
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} Color;
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Color color_add(Color c1, Color c2);
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Color color_lerp(Color c1, Color c2, double t);
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void color_write(FILE *out, Color c);
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void color_write(FILE *out, Color c, int samples_per_pixel);
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#endif /* INCLUDED_COLOR_H */
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44
main.c
44
main.c
@ -3,10 +3,12 @@
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#include <stdbool.h>
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#include <stdio.h>
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#include "camera.h"
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#include "color.h"
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#include "hittable.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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Color ray_color(Ray r, Hittable world) {
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@ -27,54 +29,48 @@ int main(void) {
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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 int image_height = (int)(image_width / aspect_ratio);
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const int samples_per_pixel = 100;
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/* World */
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HittableList world = {0};
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hittable_list_add(&world, make_hittable_sphere(&(Sphere){
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HittableList object_list = {0};
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hittable_list_add(&object_list, make_hittable_sphere(&(Sphere){
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.center = (Point3){0, 0, -1},
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.radius = 0.5,
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}));
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hittable_list_add(&world, make_hittable_sphere(&(Sphere){
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hittable_list_add(&object_list, make_hittable_sphere(&(Sphere){
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.center = (Point3){0, -100.5, -1},
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.radius = 100,
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}));
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Hittable world = make_hittable_list(&object_list);
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/* Camera parameters */
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double viewport_height = 2;
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double viewport_width = aspect_ratio * viewport_height;
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double focal_length = 1.0;
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Point3 origin = {0};
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Vec3 horizontal = {viewport_width, 0, 0};
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Vec3 vertical = {0, viewport_height, 0};
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Vec3 offset = vec3_add(vec3_div(horizontal, 2), vec3_div(vertical, 2));
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offset = vec3_add(offset, (Vec3){0, 0, focal_length});
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Point3 lower_left_corner = point3_add(origin, vec3_neg(offset));
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/* Camera */
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Camera camera;
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camera_init(&camera, aspect_ratio);
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printf("P3\n%u %u\n255\n", image_width, image_height);
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for (int j = image_height - 1; j >= 0; --j) {
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fprintf(stderr, "\rScanlines remaining: %d ", j);
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for (int i = 0; i < image_width; ++i) {
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double u = (double)i / (image_width - 1);
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double v = (double)j / (image_height - 1);
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Point3 screen_point =
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point3_add(lower_left_corner,
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vec3_add(vec3_mul(u, horizontal), vec3_mul(v, vertical)));
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Vec3 direction = point3_sub(screen_point, origin);
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Ray r = {origin, direction};
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Color pixel_color = ray_color(r, make_hittable_list(&world));
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color_write(stdout, pixel_color);
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Color pixel_color = {0, 0, 0};
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for (int s = 0; s < samples_per_pixel; ++s) {
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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));
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}
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color_write(stdout, pixel_color, samples_per_pixel);
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}
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}
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fprintf(stderr, "\nDone.\n");
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hittable_list_free(&world);
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hittable_list_free(&object_list);
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return 0;
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}
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#include "camera.c"
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#include "color.c"
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#include "hittable.c"
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#include "point3.c"
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17
utils.c
17
utils.c
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#include "utils.h"
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#include <math.h>
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#include <stdlib.h>
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double degrees_to_radians(double degrees) {
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return degrees * M_PI / 180.0;
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double degrees_to_radians(double degrees) { return degrees * M_PI / 180.0; }
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double random_double(void) { return rand() / (RAND_MAX + 1.0); }
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double random_double_in_range(double min, double max) {
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return min + (max - min) * random_double();
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}
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double clamp(double x, double min, double max) {
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if (x < min)
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return min;
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if (x > max)
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return max;
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return x;
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}
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