169 lines
5.4 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) {
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"