#include #include #include #include #include #include "arena.h" #include "camera.h" #include "color.h" #include "hittable.h" #include "material.h" #include "point3.h" #include "ray.h" #include "utils.h" #include "vec3.h" static 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); } static const Hittable *generate_random_scene(Arena *arena) { HittableList *world = hittable_list_create(arena); const Lambertian *ground_material = lambertian_create((Color){0.5, 0.5, 0.5}, arena); const Sphere *ground_sphere = sphere_create((Point3){0.0, -1000.0, 0.0}, 1000.0, (const Material *)ground_material, arena); hittable_list_add(world, (const Hittable *)ground_sphere, arena); const Dielectric *glass = dielectric_create(1.5, arena); for (int a = -11; a < 11; ++a) { for (int b = -11; b < 11; ++b) { double choose_material = random_double(); Point3 center = {a + 0.9 * random_double(), 0.2, b + 0.9 * random_double()}; if (vec3_length(point3_sub(center, (Point3){4.0, 0.2, 0.0})) > 0.9) { if (choose_material < 0.8) { const Lambertian *material = lambertian_create( color_mul(color_random(), color_random()), arena); Point3 center2 = point3_add( center, (Vec3){0, random_double_in_range(0.0, 0.5), 0}); const MovingSphere *sphere = moving_sphere_create(center, center2, 0.0, 1.0, 0.2, (const Material *)material, arena); hittable_list_add(world, (const Hittable *)sphere, arena); } else if (choose_material < 0.95) { const Metal *material = metal_create(color_random_in_range(0.5, 1), random_double_in_range(0.5, 1.0), arena); const Sphere *sphere = sphere_create(center, 0.2, (const Material *)material, arena); hittable_list_add(world, (const Hittable *)sphere, arena); } else { const Sphere *sphere = sphere_create(center, 0.2, (const Material *)glass, arena); hittable_list_add(world, (const Hittable *)sphere, arena); } } } } const Lambertian *lambertian = lambertian_create((Color){0.4, 0.2, 0.1}, arena); const Metal *metal = metal_create((Color){0.7, 0.6, 0.5}, 0.0, arena); const Sphere *sphere1 = sphere_create((Point3){0.0, 1.0, 0.0}, 1.0, (const Material *)glass, arena); hittable_list_add(world, (const Hittable *)sphere1, arena); const Sphere *sphere2 = sphere_create((Point3){-4.0, 1.0, 0.0}, 1.0, (const Material *)lambertian, arena); hittable_list_add(world, (const Hittable *)sphere2, arena); const Sphere *sphere3 = sphere_create((Point3){4.0, 1.0, 0.0}, 1.0, (const Material *)metal, arena); hittable_list_add(world, (const Hittable *)sphere3, arena); BVHNode *bvh_root = bvh_node_create(world->objects, 0, world->size, 0.0, 1.0, arena); return (const Hittable *)bvh_root; } int main(void) { srand(42); /* Memory management */ const unsigned int buffer_size = 1 * 1024 * 1024; void *buffer = malloc(buffer_size); if (!buffer) abort(); Arena arena = {0}; arena_init(&arena, buffer, buffer_size); /* Image parameters */ 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 max_depth = 50; /* World */ const Hittable *world = generate_random_scene(&arena); /* Camera */ Point3 look_from = {13.0, 2.0, 3.0}; Point3 look_at = {0.0, 0.0, 0.0}; Vec3 up = {0.0, 1.0, 0.0}; double dist_to_focus = 10.0; double aperture = 0.1; Camera camera; camera_init(&camera, look_from, look_at, up, 20, aspect_ratio, aperture, dist_to_focus, 0.0, 1.0); 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, world, max_depth)); } color_write(stdout, pixel_color, samples_per_pixel); } } fprintf(stderr, "\nDone.\n"); free(buffer); return 0; } #include "aabb.c" #include "arena.c" #include "camera.c" #include "color.c" #include "hittable.c" #include "material.c" #include "point3.c" #include "ray.c" #include "utils.c" #include "vec3.c"