235 lines
7.2 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 "perlin.h"
#include "point3.h"
#include "ray.h"
#include "texture.h"
#include "utils.h"
#include "vec3.h"
#define SCENE_RANDOM 0
#define SCENE_TWO_SPHERES 1
#define SCENE_TWO_PERLIN_SPHERES 2
#define SCENE_SELECT SCENE_TWO_PERLIN_SPHERES
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) {
Hittable *world = hittable_create_hittable_list(arena);
const Texture *checker = texture_create_checker_solid_color(
(Color){0.2, 0.3, 0.1}, (Color){0.9, 0.9, 0.9}, 10.0, arena);
const Material *ground_material = material_create_lambertian(checker, arena);
const Hittable *ground_sphere = hittable_create_sphere(
(Point3){0.0, -1000.0, 0.0}, 1000.0, ground_material, arena);
hittable_list_add(&world->list, ground_sphere, arena);
const Material *glass = material_create_dielectric(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 Material *material = material_create_lambertian_color(
color_mul(color_random(), color_random()), arena);
const Hittable *sphere =
hittable_create_sphere(center, 0.2, material, arena);
hittable_list_add(&world->list, sphere, arena);
} else if (choose_material < 0.95) {
const Material *material = material_create_metal_color(
color_random_in_range(0.5, 1), random_double_in_range(0.5, 1.0),
arena);
const Hittable *sphere =
hittable_create_sphere(center, 0.2, material, arena);
hittable_list_add(&world->list, sphere, arena);
} else {
const Hittable *sphere =
hittable_create_sphere(center, 0.2, glass, arena);
hittable_list_add(&world->list, sphere, arena);
}
}
}
}
const Material *lambertian =
material_create_lambertian_color((Color){0.4, 0.2, 0.1}, arena);
const Material *metal =
material_create_metal_color((Color){0.7, 0.6, 0.5}, 0.0, arena);
const Hittable *sphere1 =
hittable_create_sphere((Point3){0.0, 1.0, 0.0}, 1.0, glass, arena);
hittable_list_add(&world->list, sphere1, arena);
const Hittable *sphere2 =
hittable_create_sphere((Point3){-4.0, 1.0, 0.0}, 1.0, lambertian, arena);
hittable_list_add(&world->list, sphere2, arena);
const Hittable *sphere3 =
hittable_create_sphere((Point3){4.0, 1.0, 0.0}, 1.0, metal, arena);
hittable_list_add(&world->list, sphere3, arena);
Hittable *bvh_root = hittable_create_bvh_node(
world->list.objects, 0, world->list.size, 0.0, 1.0, arena);
return bvh_root;
}
static Hittable *two_spheres(Arena *arena) {
Hittable *world = hittable_create_hittable_list(arena);
Texture *checker = texture_create_checker_solid_color(
(Color){0.2, 0.3, 0.1}, (Color){0.9, 0.9, 0.9}, 10.0, arena);
hittable_list_add(
&world->list,
hittable_create_sphere((Point3){0.0, -10.0, 0.0}, 10.0,
material_create_lambertian(checker, arena), arena),
arena);
hittable_list_add(
&world->list,
hittable_create_sphere((Point3){0.0, 10.0, 0.0}, 10.0,
material_create_lambertian(checker, arena), arena),
arena);
return world;
}
static Hittable *two_perlin_spheres(Arena *arena) {
Hittable *world = hittable_create_hittable_list(arena);
Texture *perlin_texture =
texture_create_perlin_noise(4.0, PERLIN_DEFAULT_POINT_COUNT, arena);
hittable_list_add(
&world->list,
hittable_create_sphere((Point3){0.0, -1000.0, 0.0}, 1000.0,
material_create_lambertian(perlin_texture, arena),
arena),
arena);
hittable_list_add(
&world->list,
hittable_create_sphere((Point3){0.0, 2.0, 0.0}, 2.0,
material_create_lambertian(perlin_texture, arena),
arena),
arena);
return world;
}
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 */
Point3 look_from = {13.0, 2.0, 3.0};
Point3 look_at = {0.0, 0.0, 0.0};
double vfov = 40.0;
double aperture = 0.0;
double dist_to_focus = 10.0;
const Hittable *world = 0;
#if SCENE_SELECT == SCENE_RANDOM
world = generate_random_scene(&arena);
look_from = (Point3){13.0, 2.0, 3.0};
look_at = (Point3){0.0, 0.0, 0.0};
vfov = 20.0;
aperture = 0.1;
#elif SCENE_SELECT == SCENE_TWO_SPHERES
world = two_spheres(&arena);
look_from = (Point3){13.0, 2.0, 3.0};
look_at = (Point3){0.0, 0.0, 0.0};
vfov = 20.0;
#elif SCENE_SELECT == SCENE_TWO_PERLIN_SPHERES
world = two_perlin_spheres(&arena);
look_from = (Point3){13.0, 2.0, 3.0};
look_at = (Point3){0.0, 0.0, 0.0};
vfov = 20.0;
#endif
Vec3 up = {0.0, 1.0, 0.0};
Camera camera;
camera_init(&camera, look_from, look_at, up, vfov, 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 "perlin.c"
#include "point3.c"
#include "ray.c"
#include "texture.c"
#include "utils.c"
#include "vec3.c"