164 lines
5.2 KiB
C
164 lines
5.2 KiB
C
#include <float.h>
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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 "arena.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 "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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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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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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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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}
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static const Hittable *generate_random_scene(Arena *arena) {
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static HittableList world = {.type = HITTABLE_LIST};
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const Lambertian *ground_material =
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lambertian_create((Color){0.5, 0.5, 0.5}, arena);
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const Sphere *ground_sphere =
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sphere_create((Point3){0.0, -1000.0, 0.0}, 1000.0,
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(const Material *)ground_material, arena);
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hittable_list_add(&world, (const Hittable *)ground_sphere, arena);
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const Dielectric *glass = dielectric_create(1.5, arena);
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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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const Lambertian *material = lambertian_create(
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color_mul(color_random(), color_random()), arena);
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Point3 center2 = point3_add(
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center, (Vec3){0, random_double_in_range(0.0, 0.5), 0});
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const MovingSphere *sphere =
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moving_sphere_create(center, center2, 0.0, 1.0, 0.2,
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(const Material *)material, arena);
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hittable_list_add(&world, (const Hittable *)sphere, arena);
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} else if (choose_material < 0.95) {
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const Metal *material =
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metal_create(color_random_in_range(0.5, 1),
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random_double_in_range(0.5, 1.0), arena);
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const Sphere *sphere =
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sphere_create(center, 0.2, (const Material *)material, arena);
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hittable_list_add(&world, (const Hittable *)sphere, arena);
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} else {
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const Sphere *sphere =
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sphere_create(center, 0.2, (const Material *)glass, arena);
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hittable_list_add(&world, (const Hittable *)sphere, arena);
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}
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}
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}
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}
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const Lambertian *lambertian =
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lambertian_create((Color){0.4, 0.2, 0.1}, arena);
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const Metal *metal = metal_create((Color){0.7, 0.6, 0.5}, 0.0, arena);
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const Sphere *sphere1 = sphere_create((Point3){0.0, 1.0, 0.0}, 1.0,
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(const Material *)glass, arena);
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hittable_list_add(&world, (const Hittable *)sphere1, arena);
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const Sphere *sphere2 = sphere_create((Point3){-4.0, 1.0, 0.0}, 1.0,
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(const Material *)lambertian, arena);
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hittable_list_add(&world, (const Hittable *)sphere2, arena);
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const Sphere *sphere3 = sphere_create((Point3){4.0, 1.0, 0.0}, 1.0,
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(const Material *)metal, arena);
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hittable_list_add(&world, (const Hittable *)sphere3, arena);
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return (const Hittable *)&world;
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}
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int main(void) {
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/* Memory management */
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const unsigned int buffer_size = 1 * 1024 * 1024;
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void *buffer = malloc(buffer_size);
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if (!buffer)
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abort();
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Arena arena = {0};
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arena_init(&arena, buffer, buffer_size);
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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 = 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 max_depth = 50;
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/* World */
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const Hittable *world = generate_random_scene(&arena);
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/* Camera */
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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 = 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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dist_to_focus, 0.0, 1.0);
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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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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, 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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}
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fprintf(stderr, "\nDone.\n");
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free(buffer);
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return 0;
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}
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#include "arena.c"
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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 "material.c"
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#include "point3.c"
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#include "ray.c"
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#include "utils.c"
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#include "vec3.c"
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