2022-11-11 12:06:18 +01:00

123 lines
3.6 KiB
C

#include <float.h>
#include <math.h>
#include <stdbool.h>
#include <stdio.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"
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){0.7, 0.3, 0.3}};
Metal material_left = {.type = MATERIAL_METAL,
.albedo = (Color){0.8, 0.8, 0.8},
.fuzziness = 0.3};
Metal material_right = {.type = MATERIAL_METAL,
.albedo = (Color){0.8, 0.6, 0.2},
.fuzziness = 1.0};
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_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_right);
/* Camera */
Camera camera;
camera_init(&camera, aspect_ratio);
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"