7 wip
This commit is contained in:
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15ac0aa031
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.gitignore
vendored
1
.gitignore
vendored
@ -10,6 +10,7 @@ test/test_rays
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test/test_lights
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test/test_materials
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test/test_spheres
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test/test_world
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raytracer
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*.ppm
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*.png
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114
intersections.h
114
intersections.h
@ -1,11 +1,14 @@
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#pragma once
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#include <stdarg.h>
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#include <assert.h>
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#include "spheres.h"
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#include "rays.h"
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struct intersection {
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float t;
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struct sphere const * const object;
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struct sphere const * object;
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};
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struct intersection intersection(float t, struct sphere const * const object)
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@ -13,32 +16,26 @@ struct intersection intersection(float t, struct sphere const * const object)
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return (struct intersection){ t, object };
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}
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#define MAX_INTERSECTIONS 1024
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struct intersections {
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int count;
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struct intersection i[];
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struct intersection i[MAX_INTERSECTIONS];
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};
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struct intersections2 {
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int count;
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struct intersection i[2];
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};
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struct intersections4 {
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int count;
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struct intersection i[4];
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};
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struct intersections2 intersections2(struct intersection a, struct intersection b)
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inline static void intersections(struct intersections * intersections, int count, ...)
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{
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return (struct intersections2){ 2, {a, b} };
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va_list ap;
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va_start(ap, count);
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for (int i = 0; i < count; i++) {
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intersections->i[i] = va_arg(ap, struct intersection);
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}
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va_end(ap);
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intersections->count = count;
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}
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struct intersections4 intersections4(struct intersection a, struct intersection b, struct intersection c, struct intersection d)
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{
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return (struct intersections4){ 4, {a, b, c, d} };
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}
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inline static struct intersections2 intersect(struct sphere const * const s, struct ray r)
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inline static void intersect(struct sphere const * const s, struct ray r, struct intersections * intersections)
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{
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struct mat4x4 m = mat4x4_inverse(&s->transform);
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struct ray r2 = ray_transform(r, &m);
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@ -51,15 +48,16 @@ inline static struct intersections2 intersect(struct sphere const * const s, str
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float discriminant = b * b - 4 * a * c;
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if (discriminant < 0) {
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return (struct intersections2) { 0 };
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return;
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} else {
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float root = sqrtf(discriminant);
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float t1 = (-b - root) / (2 * a);
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float t2 = (-b + root) / (2 * a);
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return
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intersections2(intersection(t1, s),
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intersection(t2, s));
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intersections->i[intersections->count++] = intersection(t1, s);
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intersections->i[intersections->count++] = intersection(t2, s);
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assert(intersections->count < MAX_INTERSECTIONS);
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return;
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}
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}
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@ -74,3 +72,71 @@ inline static struct intersection * hit(struct intersections * xs)
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}
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return i;
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}
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inline static void intersections_sort(struct intersections * xs)
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{
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#define left_child(i) (2 * i + 1)
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int start = xs->count / 2;
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int end = xs->count;
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while (end > 1) {
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if (start > 0) {
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start = start - 1;
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} else {
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end = end - 1;
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struct intersection tmp = xs->i[0];
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xs->i[0] = xs->i[end];
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xs->i[end] = tmp;
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}
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int root = start;
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while (left_child(root) < end) {
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int child = left_child(root);
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if (child + 1 < end && xs->i[child].t < xs->i[child+1].t) {
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child = child + 1;
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}
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if (xs->i[root].t < xs->i[child].t) {
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struct intersection tmp = xs->i[root];
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xs->i[root] = xs->i[child];
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xs->i[child] = tmp;
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root = child;
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} else {
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break;
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}
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}
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}
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#undef left_child
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}
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struct computations {
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float t;
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struct sphere const * object;
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struct tuple point;
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struct tuple eyev;
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struct tuple normalv;
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bool inside;
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};
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inline static struct computations prepare_computations(struct intersection intersection, struct ray ray)
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{
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struct tuple point = ray_position(ray, intersection.t);
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struct tuple eyev = tuple_neg(ray.direction);
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struct tuple normalv = sphere_normal_at(intersection.object, point);
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bool inside = false;
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if (tuple_dot(normalv, eyev) < 0.0f) {
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inside = true;
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normalv = tuple_neg(normalv);
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}
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return (struct computations){
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intersection.t,
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intersection.object,
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point,
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eyev,
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normalv,
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inside
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};
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}
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@ -2,7 +2,7 @@
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set -eux
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for name in tuples canvas matrices transformations rays intersections spheres lights materials; do
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for name in tuples canvas matrices transformations rays intersections spheres lights materials world; do
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gcc -g -gdwarf-5 \
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-Wall -Werror -Wfatal-errors \
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-I. \
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@ -18,12 +18,13 @@ static bool intersections_test_0(const char ** scenario)
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static bool intersections_test_1(const char ** scenario)
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{
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*scenario = "Aggregating intersections2";
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*scenario = "Aggregating intersections";
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struct sphere s = sphere();
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struct intersection i1 = intersection(1.0f, &s);
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struct intersection i2 = intersection(2.0f, &s);
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struct intersections2 xs = intersections2(i1, i2);
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struct intersections xs;
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intersections(&xs, 2, i1, i2);
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return
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xs.count == 2 &&
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@ -33,12 +34,13 @@ static bool intersections_test_1(const char ** scenario)
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static bool intersections_test_2(const char ** scenario)
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{
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*scenario = "The hit, when all intersections2 have positive t";
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*scenario = "The hit, when all intersections have positive t";
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struct sphere s = sphere();
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struct intersection i1 = intersection(1.0f, &s);
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struct intersection i2 = intersection(2.0f, &s);
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struct intersections2 xs = intersections2(i2, i1);
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struct intersections xs;
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intersections(&xs, 2, i2, i1);
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struct intersection * i = hit((struct intersections *)&xs);
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@ -50,12 +52,13 @@ static bool intersections_test_2(const char ** scenario)
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static bool intersections_test_3(const char ** scenario)
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{
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*scenario = "The hit, when some intersections2 have negative t";
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*scenario = "The hit, when some intersections have negative t";
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struct sphere s = sphere();
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struct intersection i1 = intersection(-1.0f, &s);
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struct intersection i2 = intersection( 1.0f, &s);
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struct intersections2 xs = intersections2(i2, i1);
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struct intersections xs;
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intersections(&xs, 2, i2, i1);
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struct intersection * i = hit((struct intersections *)&xs);
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@ -67,12 +70,13 @@ static bool intersections_test_3(const char ** scenario)
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static bool intersections_test_4(const char ** scenario)
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{
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*scenario = "The hit, when all intersections2 have negative t";
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*scenario = "The hit, when all intersections have negative t";
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struct sphere s = sphere();
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struct intersection i1 = intersection(-2.0f, &s);
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struct intersection i2 = intersection(-1.0f, &s);
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struct intersections2 xs = intersections2(i2, i1);
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struct intersections xs;
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intersections(&xs, 2, i2, i1);
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struct intersection * i = hit((struct intersections *)&xs);
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@ -88,7 +92,8 @@ static bool intersections_test_5(const char ** scenario)
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struct intersection i2 = intersection( 7.0f, &s);
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struct intersection i3 = intersection(-3.0f, &s);
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struct intersection i4 = intersection( 2.0f, &s);
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struct intersections4 xs = intersections4(i1, i2, i3, i4);
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struct intersections xs;
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intersections(&xs, 4, i1, i2, i3, i4);
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struct intersection * i = hit((struct intersections *)&xs);
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@ -98,6 +103,84 @@ static bool intersections_test_5(const char ** scenario)
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i->object == i4.object;
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}
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static bool intersections_test_6(const char ** scenario)
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{
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*scenario = "In-place ascending sort of intersections";
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struct sphere s1 = sphere();
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s1.material.ambient = 1.0f;
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struct sphere s2 = sphere();
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s2.material.ambient = 2.0f;
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struct sphere s3 = sphere();
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s3.material.ambient = 3.0f;
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struct sphere s4 = sphere();
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s4.material.ambient = 4.0f;
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struct intersection i1 = intersection( 5.0f, &s1);
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struct intersection i2 = intersection( 7.0f, &s2);
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struct intersection i3 = intersection(-3.0f, &s3);
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struct intersection i4 = intersection( 2.0f, &s4);
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struct intersections xs;
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intersections(&xs, 4, i1, i2, i3, i4);
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intersections_sort(&xs);
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return
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float_equal(xs.i[0].t, -3.0f) &&
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float_equal(xs.i[0].object->material.ambient, 3.0f) &&
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float_equal(xs.i[1].t, 2.0f) &&
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float_equal(xs.i[1].object->material.ambient, 4.0f) &&
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float_equal(xs.i[2].t, 5.0f) &&
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float_equal(xs.i[2].object->material.ambient, 1.0f) &&
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float_equal(xs.i[3].t, 7.0f) &&
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float_equal(xs.i[3].object->material.ambient, 2.0f);
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}
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static bool intersections_test_7(const char ** scenario)
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{
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*scenario = "Precomputing the state of an intersection";
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struct ray r = ray(point(0.0f, 0.0f, -5.0f), vector(0.0f, 0.0f, 1.0f));
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struct sphere shape = sphere();
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struct intersection i = intersection(4.0f, &shape);
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struct computations comps = prepare_computations(i, r);
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return
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float_equal(comps.t, i.t) &&
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comps.object == &shape &&
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tuple_equal(comps.point, point(0.0f, 0.0f, -1.0f)) &&
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tuple_equal(comps.eyev, vector(0.0f, 0.0f, -1.0f)) &&
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tuple_equal(comps.normalv, vector(0.0f, 0.0f, -1.0f));
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}
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static bool intersections_test_8(const char ** scenario)
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{
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*scenario = "The hit, when an intersection occurs on the outside";
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struct ray r = ray(point(0.0f, 0.0f, -5.0f), vector(0.0f, 0.0f, 1.0f));
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struct sphere shape = sphere();
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struct intersection i = intersection(4.0f, &shape);
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struct computations comps = prepare_computations(i, r);
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return
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comps.inside == false;
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}
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static bool intersections_test_9(const char ** scenario)
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{
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*scenario = "The hit, when an intersection occurs on the inside";
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struct ray r = ray(point(0.0f, 0.0f, 0.0f), vector(0.0f, 0.0f, 1.0f));
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struct sphere shape = sphere();
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struct intersection i = intersection(1.0f, &shape);
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struct computations comps = prepare_computations(i, r);
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return
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tuple_equal(comps.point, point(0.0f, 0.0f, 1.0f)) &&
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tuple_equal(comps.eyev, vector(0.0f, 0.0f, -1.0f)) &&
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comps.inside == true &&
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tuple_equal(comps.normalv, vector(0.0f, 0.0f, -1.0f));
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}
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test_t intersections_tests[] = {
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intersections_test_0,
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intersections_test_1,
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@ -105,6 +188,10 @@ test_t intersections_tests[] = {
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intersections_test_3,
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intersections_test_4,
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intersections_test_5,
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intersections_test_6,
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intersections_test_7,
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intersections_test_8,
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intersections_test_9,
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};
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RUNNER(intersections_tests);
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@ -14,7 +14,9 @@ static bool spheres_test_0(const char ** scenario)
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struct ray r = ray(point(0.0f, 0.0f, -5.0f), vector(0.0f, 0.0f, 1.0f));
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struct sphere s = sphere();
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struct intersections2 xs = intersect(&s, r);
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struct intersections xs;
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xs.count = 0;
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intersect(&s, r, &xs);
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return
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xs.count == 2 &&
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@ -28,7 +30,9 @@ static bool spheres_test_1(const char ** scenario)
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struct ray r = ray(point(0.0f, 1.0f, -5.0f), vector(0.0f, 0.0f, 1.0f));
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struct sphere s = sphere();
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struct intersections2 xs = intersect(&s, r);
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struct intersections xs;
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xs.count = 0;
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intersect(&s, r, &xs);
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return
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xs.count == 2 &&
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@ -42,7 +46,9 @@ static bool spheres_test_2(const char ** scenario)
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struct ray r = ray(point(0.0f, 2.0f, -5.0f), vector(0.0f, 0.0f, 1.0f));
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struct sphere s = sphere();
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struct intersections2 xs = intersect(&s, r);
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struct intersections xs;
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xs.count = 0;
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intersect(&s, r, &xs);
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return xs.count == 0;
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}
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@ -53,7 +59,9 @@ static bool spheres_test_3(const char ** scenario)
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struct ray r = ray(point(0.0f, 0.0f, 0.0f), vector(0.0f, 0.0f, 1.0f));
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struct sphere s = sphere();
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struct intersections2 xs = intersect(&s, r);
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struct intersections xs;
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xs.count = 0;
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intersect(&s, r, &xs);
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return
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xs.count == 2 &&
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@ -67,7 +75,9 @@ static bool spheres_test_4(const char ** scenario)
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struct ray r = ray(point(0.0f, 0.0f, 5.0f), vector(0.0f, 0.0f, 1.0f));
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struct sphere s = sphere();
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struct intersections2 xs = intersect(&s, r);
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struct intersections xs;
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xs.count = 0;
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intersect(&s, r, &xs);
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return
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xs.count == 2 &&
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@ -81,7 +91,9 @@ static bool spheres_test_5(const char ** scenario)
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struct ray r = ray(point(0.0f, 0.0f, -5.0f), vector(0.0f, 0.0f, 1.0f));
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struct sphere s = sphere();
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struct intersections2 xs = intersect(&s, r);
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struct intersections xs;
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xs.count = 0;
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intersect(&s, r, &xs);
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return
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xs.count == 2 &&
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@ -117,7 +129,9 @@ static bool spheres_test_8(const char ** scenario)
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struct ray r = ray(point(0.0f, 0.0f, -5.0f), vector(0.0f, 0.0f, 1.0f));
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struct sphere s = sphere();
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s.transform = scaling(2.0f, 2.0f, 2.0f);
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struct intersections2 xs = intersect(&s, r);
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struct intersections xs;
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xs.count = 0;
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intersect(&s, r, &xs);
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return
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xs.count == 2 &&
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@ -132,7 +146,9 @@ static bool spheres_test_9(const char ** scenario)
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struct ray r = ray(point(0.0f, 0.0f, 5.0f), vector(0.0f, 0.0f, 1.0f));
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struct sphere s = sphere();
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s.transform = translation(5.0f, 0.0f, 0.0f);
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struct intersections2 xs = intersect(&s, r);
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struct intersections xs;
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xs.count = 0;
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intersect(&s, r, &xs);
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return xs.count == 0;
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}
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135
test/test_world.c
Normal file
135
test/test_world.c
Normal file
@ -0,0 +1,135 @@
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#include <stdbool.h>
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#include <stdio.h>
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#include "world.h"
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#include "runner.h"
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static bool world_test_0(const char ** scenario)
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{
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*scenario = "Creating a world";
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struct world w = world();
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return
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w.object_count == 0 &&
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tuple_equal(w.light.intensity, tuple(0.0f, 0.0f, 0.0f, 0.0f));
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}
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static bool world_test_1(const char ** scenario)
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{
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*scenario = "The default world";
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struct light light = point_light(point(-10.0f, 10.0f, -10.0f), color(1.0f, 1.0f, 1.0f));
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struct sphere s1 = sphere();
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s1.material.color = color(0.8f, 1.0f, 0.6f);
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s1.material.diffuse = 0.7f;
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s1.material.specular = 0.2f;
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struct sphere s2 = sphere();
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s2.transform = scaling(0.5f, 0.5f, 0.5f);
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struct world w = default_world();
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return
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tuple_equal(w.light.position, light.position) &&
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tuple_equal(w.light.intensity, light.intensity) &&
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w.object_count == 2 &&
|
||||
tuple_equal(w.objects[0].material.color, s1.material.color) &&
|
||||
float_equal(w.objects[0].material.diffuse, s1.material.diffuse) &&
|
||||
float_equal(w.objects[0].material.specular, s1.material.specular) &&
|
||||
mat4x4_equal(&w.objects[1].transform, &s2.transform);
|
||||
}
|
||||
|
||||
static bool world_test_2(const char ** scenario)
|
||||
{
|
||||
*scenario = "Intersect a world with a ray";
|
||||
|
||||
struct world w = default_world();
|
||||
|
||||
struct ray r = ray(point(0.0f, 0.0f, -5.0f), vector(0.0f, 0.0f, 1.0f));
|
||||
struct intersections xs;
|
||||
intersect_world(&w, r, &xs);
|
||||
|
||||
return
|
||||
xs.count == 4 &&
|
||||
float_equal(xs.i[0].t, 4.0f) &&
|
||||
float_equal(xs.i[1].t, 4.5f) &&
|
||||
float_equal(xs.i[2].t, 5.5f) &&
|
||||
float_equal(xs.i[3].t, 6.0f);
|
||||
}
|
||||
|
||||
static bool world_test_3(const char ** scenario)
|
||||
{
|
||||
*scenario = "Shading an intersection";
|
||||
|
||||
struct world w = default_world();
|
||||
struct ray r = ray(point(0.0f, 0.0f, -5.0f), vector(0.0f, 0.0f, 1.0f));
|
||||
struct sphere * shape = &w.objects[0];
|
||||
struct intersection i = intersection(4.0f, shape);
|
||||
struct computations comps = prepare_computations(i, r);
|
||||
struct tuple c = shade_hit(&w, &comps);
|
||||
|
||||
return tuple_equal(c, color(0.38066, 0.47583, 0.2855));
|
||||
}
|
||||
|
||||
static bool world_test_4(const char ** scenario)
|
||||
{
|
||||
*scenario = "Shading an intersection from the inside";
|
||||
|
||||
struct world w = default_world();
|
||||
w.light = point_light(point(0.0f, 0.25f, 0.0f), color(1.0f, 1.0f, 1.0f));
|
||||
struct ray r = ray(point(0.0f, 0.0f, 0.0f), vector(0.0f, 0.0f, 1.0f));
|
||||
struct sphere * shape = &w.objects[1];
|
||||
struct intersection i = intersection(0.5f, shape);
|
||||
struct computations comps = prepare_computations(i, r);
|
||||
struct tuple c = shade_hit(&w, &comps);
|
||||
|
||||
return tuple_equal(c, color(0.90498, 0.90498, 0.90498));
|
||||
}
|
||||
|
||||
static bool world_test_5(const char ** scenario)
|
||||
{
|
||||
*scenario = "The color when a ray misses";
|
||||
|
||||
struct world w = default_world();
|
||||
struct ray r = ray(point(0.0f, 0.0f, -5.0f), vector(0.0f, 1.0f, 0.0f));
|
||||
struct tuple c = color_at(&w, r);
|
||||
|
||||
return tuple_equal(c, color(0.0f, 0.0f, 0.0f));
|
||||
}
|
||||
|
||||
static bool world_test_6(const char ** scenario)
|
||||
{
|
||||
*scenario = "The color when a ray hits";
|
||||
|
||||
struct world w = default_world();
|
||||
struct ray r = ray(point(0.0f, 0.0f, -5.0f), vector(0.0f, 0.0f, 1.0f));
|
||||
struct tuple c = color_at(&w, r);
|
||||
|
||||
return tuple_equal(c, color(0.38066f, 0.47583f, 0.2855f));
|
||||
}
|
||||
|
||||
static bool world_test_7(const char ** scenario)
|
||||
{
|
||||
*scenario = "The color with an intersection behind the ray";
|
||||
|
||||
struct world w = default_world();
|
||||
struct sphere * outer = &w.objects[0];
|
||||
outer->material.ambient = 1.0f;
|
||||
struct sphere * inner = &w.objects[1];
|
||||
inner->material.ambient = 1.0f;
|
||||
struct ray r = ray(point(0.0f, 0.0f, 0.75f), vector(0.0f, 0.0f, -1.0f));
|
||||
struct tuple c = color_at(&w, r);
|
||||
|
||||
return tuple_equal(c, inner->material.color);
|
||||
}
|
||||
|
||||
test_t world_tests[] = {
|
||||
world_test_0,
|
||||
world_test_1,
|
||||
world_test_2,
|
||||
world_test_3,
|
||||
world_test_4,
|
||||
world_test_5,
|
||||
world_test_6,
|
||||
world_test_7,
|
||||
};
|
||||
|
||||
RUNNER(world_tests)
|
73
world.h
Normal file
73
world.h
Normal file
@ -0,0 +1,73 @@
|
||||
#pragma once
|
||||
|
||||
#include "lights.h"
|
||||
#include "spheres.h"
|
||||
#include "transformations.h"
|
||||
#include "intersections.h"
|
||||
#include "rays.h"
|
||||
#include "materials.h"
|
||||
|
||||
#define WORLD_MAX_OBJECTS 128
|
||||
|
||||
struct world {
|
||||
struct light light;
|
||||
int object_count;
|
||||
struct sphere objects[WORLD_MAX_OBJECTS];
|
||||
};
|
||||
|
||||
inline static struct world world()
|
||||
{
|
||||
return (struct world){
|
||||
.light = (struct light){{{{0}}}},
|
||||
.object_count = 0,
|
||||
};
|
||||
}
|
||||
|
||||
inline static struct world default_world()
|
||||
{
|
||||
struct sphere s1 = sphere();
|
||||
s1.material.color = color(0.8f, 1.0f, 0.6f);
|
||||
s1.material.diffuse = 0.7f;
|
||||
s1.material.specular = 0.2f;
|
||||
struct sphere s2 = sphere();
|
||||
s2.transform = scaling(0.5f, 0.5f, 0.5f);
|
||||
|
||||
return (struct world){
|
||||
.light = point_light(point(-10.0f, 10.0f, -10.0f), color(1.0f, 1.0f, 1.0f)),
|
||||
.object_count = 2,
|
||||
.objects = { s1, s2 }
|
||||
};
|
||||
}
|
||||
|
||||
inline static void intersect_world(struct world * world, struct ray ray, struct intersections * intersections)
|
||||
{
|
||||
intersections->count = 0;
|
||||
for (int i = 0; i < world->object_count; i++) {
|
||||
intersect(&world->objects[i], ray, intersections);
|
||||
}
|
||||
intersections_sort(intersections);
|
||||
}
|
||||
|
||||
inline static struct tuple shade_hit(struct world * world, struct computations * computations)
|
||||
{
|
||||
struct tuple color = lighting(computations->object->material,
|
||||
world->light,
|
||||
computations->point,
|
||||
computations->eyev,
|
||||
computations->normalv);
|
||||
return color;
|
||||
}
|
||||
|
||||
inline static struct tuple color_at(struct world * world, struct ray ray)
|
||||
{
|
||||
struct intersections xs;
|
||||
intersect_world(world, ray, &xs);
|
||||
if (xs.count >= 1) {
|
||||
struct intersection i = *hit(&xs);
|
||||
struct computations computations = prepare_computations(i, ray);
|
||||
struct tuple color = shade_hit(world, &computations);
|
||||
return color;
|
||||
} else {
|
||||
return color(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user