#include #include #include #include #include "camera.h" #include "color.h" #include "hittable.h" #include "material.h" #include "point3.h" #include "ray.h" #include "utils.h" #include "vec3.h" Color ray_color(Ray r, 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}; } 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); } int main(void) { /* Image parameters */ const double aspect_ratio = 16.0 / 9.0; const int image_width = 256; const int image_height = (int)(image_width / aspect_ratio); const int samples_per_pixel = 100; const int max_depth = 50; /* World */ HittableList world = {.type = HITTABLE_LIST}; Lambertian material_ground = {.type = MATERIAL_LAMBERTIAN, .albedo = (Color){0.8, 0.8, 0.0}}; Lambertian material_center = {.type = MATERIAL_LAMBERTIAN, .albedo = (Color){0.1, 0.2, 0.5}}; Dielectric material_left = {.type = MATERIAL_DIELECTRIC, .eta = 1.5}; Metal material_right = {.type = MATERIAL_METAL, .albedo = (Color){0.8, 0.6, 0.2}, .fuzziness = 0.0}; Sphere sphere_ground = { .type = HITTABLE_SPHERE, .center = (Point3){0.0, -100.5, -1}, .radius = 100.0, .material = (const Material *)&material_ground, }; Sphere sphere_center = { .type = HITTABLE_SPHERE, .center = (Point3){0.0, 0.0, -1.0}, .radius = 0.5, .material = (const Material *)&material_center, }; Sphere sphere_left = { .type = HITTABLE_SPHERE, .center = (Point3){-1.0, 0.0, -1.0}, .radius = 0.5, .material = (const Material *)&material_left, }; Sphere sphere_inside_left = { .type = HITTABLE_SPHERE, .center = (Point3){-1.0, 0.0, -1.0}, .radius = -0.45, .material = (const Material *)&material_left, }; Sphere sphere_right = { .type = HITTABLE_SPHERE, .center = (Point3){1.0, 0.0, -1.0}, .radius = 0.5, .material = (const Material *)&material_right, }; hittable_list_add(&world, (const Hittable *)&sphere_ground); hittable_list_add(&world, (const Hittable *)&sphere_center); hittable_list_add(&world, (const Hittable *)&sphere_left); hittable_list_add(&world, (const Hittable *)&sphere_inside_left); hittable_list_add(&world, (const Hittable *)&sphere_right); /* Camera */ Point3 look_from = {3.0, 3.0, 2.0}; Point3 look_at = {0.0, 0.0, -1.0}; Vec3 up = {0.0, 1.0, 0.0}; double dist_to_focus = vec3_length(point3_sub(look_from, look_at)); double aperture = 2.0; Camera camera; camera_init(&camera, look_from, look_at, up, 20, aspect_ratio, aperture, dist_to_focus); printf("P3\n%u %u\n255\n", image_width, image_height); for (int j = image_height - 1; j >= 0; --j) { fprintf(stderr, "\rScanlines remaining: %d ", j); for (int i = 0; i < image_width; ++i) { Color pixel_color = {0, 0, 0}; for (int s = 0; s < samples_per_pixel; ++s) { 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, (const Hittable *)&world, max_depth)); } color_write(stdout, pixel_color, samples_per_pixel); } } fprintf(stderr, "\nDone.\n"); hittable_list_free(&world); return 0; } #include "camera.c" #include "color.c" #include "hittable.c" #include "material.c" #include "point3.c" #include "ray.c" #include "utils.c" #include "vec3.c"