188 lines
6.1 KiB
C

#include <float.h>
#include <math.h>
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#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) {
static HittableList world = {.type = HITTABLE_LIST};
static Lambertian ground_material = {.type = MATERIAL_LAMBERTIAN,
.albedo = (Color){0.5, 0.5, 0.5}};
Sphere *ground_sphere = arena_alloc(arena, sizeof(Sphere));
ground_sphere->type = HITTABLE_SPHERE;
ground_sphere->center = (Point3){0.0, -1000.0, 0.0};
ground_sphere->radius = 1000.0;
ground_sphere->material = (const Material *)&ground_material;
hittable_list_add(&world, (const Hittable *)ground_sphere, arena);
static Lambertian lambertian = {.type = MATERIAL_LAMBERTIAN,
.albedo = {0.4, 0.2, 0.1}};
static Metal metal = {
.type = MATERIAL_METAL, .albedo = {0.7, 0.6, 0.5}, .fuzziness = 0.0};
static Dielectric glass = {.type = MATERIAL_DIELECTRIC, .eta = 1.5};
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) {
Color albedo = color_mul(color_random(), color_random());
Lambertian *material = arena_alloc(arena, sizeof(Lambertian));
material->type = MATERIAL_LAMBERTIAN;
material->albedo = albedo;
Sphere *sphere = arena_alloc(arena, sizeof(Sphere));
sphere->type = HITTABLE_SPHERE;
sphere->center = center;
sphere->radius = 0.2;
sphere->material = (const Material *)material;
hittable_list_add(&world, (const Hittable *)sphere, arena);
} else if (choose_material < 0.95) {
Color albedo = color_random_in_range(0.5, 1);
double fuzziness = random_double_in_range(0.5, 1.0);
Metal *material = arena_alloc(arena, sizeof(Metal));
material->type = MATERIAL_METAL;
material->albedo = albedo;
material->fuzziness = fuzziness;
Sphere *sphere = arena_alloc(arena, sizeof(Sphere));
sphere->type = HITTABLE_SPHERE;
sphere->center = center;
sphere->radius = 0.2;
sphere->material = (const Material *)material;
hittable_list_add(&world, (const Hittable *)sphere, arena);
} else {
Sphere *sphere = arena_alloc(arena, sizeof(Sphere));
sphere->type = HITTABLE_SPHERE;
sphere->center = center;
sphere->radius = 0.2;
sphere->material = (const Material *)&glass;
hittable_list_add(&world, (const Hittable *)sphere, arena);
}
}
}
}
Sphere *sphere1 = arena_alloc(arena, sizeof(Sphere));
sphere1->type = HITTABLE_SPHERE;
sphere1->center = (Point3){0.0, 1.0, 0.0};
sphere1->radius = 1.0;
sphere1->material = (const Material *)&glass;
hittable_list_add(&world, (const Hittable *)sphere1, arena);
Sphere *sphere2 = arena_alloc(arena, sizeof(Sphere));
sphere2->type = HITTABLE_SPHERE;
sphere2->center = (Point3){-4.0, 1.0, 0.0};
sphere2->radius = 1.0;
sphere2->material = (const Material *)&lambertian;
hittable_list_add(&world, (const Hittable *)sphere2, arena);
Sphere *sphere3 = arena_alloc(arena, sizeof(Sphere));
sphere3->type = HITTABLE_SPHERE;
sphere3->center = (Point3){4.0, 1.0, 0.0};
sphere3->radius = 1.0;
sphere3->material = (const Material *)&metal;
hittable_list_add(&world, (const Hittable *)sphere3, arena);
return (const Hittable *)&world;
}
int main(void) {
/* 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 = 3.0 / 2.0;
const int image_width = 1200;
const int image_height = (int)(image_width / aspect_ratio);
const int samples_per_pixel = 500;
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);
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 "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"