This commit is contained in:
Zack Buhman 2024-08-07 23:10:00 -05:00
parent 15ac0aa031
commit f1b8b66c95
7 changed files with 420 additions and 42 deletions

1
.gitignore vendored
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@ -10,6 +10,7 @@ test/test_rays
test/test_lights
test/test_materials
test/test_spheres
test/test_world
raytracer
*.ppm
*.png

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@ -1,11 +1,14 @@
#pragma once
#include <stdarg.h>
#include <assert.h>
#include "spheres.h"
#include "rays.h"
struct intersection {
float t;
struct sphere const * const object;
struct sphere const * object;
};
struct intersection intersection(float t, struct sphere const * const object)
@ -13,32 +16,26 @@ struct intersection intersection(float t, struct sphere const * const object)
return (struct intersection){ t, object };
}
#define MAX_INTERSECTIONS 1024
struct intersections {
int count;
struct intersection i[];
struct intersection i[MAX_INTERSECTIONS];
};
struct intersections2 {
int count;
struct intersection i[2];
};
struct intersections4 {
int count;
struct intersection i[4];
};
struct intersections2 intersections2(struct intersection a, struct intersection b)
inline static void intersections(struct intersections * intersections, int count, ...)
{
return (struct intersections2){ 2, {a, b} };
va_list ap;
va_start(ap, count);
for (int i = 0; i < count; i++) {
intersections->i[i] = va_arg(ap, struct intersection);
}
va_end(ap);
intersections->count = count;
}
struct intersections4 intersections4(struct intersection a, struct intersection b, struct intersection c, struct intersection d)
{
return (struct intersections4){ 4, {a, b, c, d} };
}
inline static struct intersections2 intersect(struct sphere const * const s, struct ray r)
inline static void intersect(struct sphere const * const s, struct ray r, struct intersections * intersections)
{
struct mat4x4 m = mat4x4_inverse(&s->transform);
struct ray r2 = ray_transform(r, &m);
@ -51,15 +48,16 @@ inline static struct intersections2 intersect(struct sphere const * const s, str
float discriminant = b * b - 4 * a * c;
if (discriminant < 0) {
return (struct intersections2) { 0 };
return;
} else {
float root = sqrtf(discriminant);
float t1 = (-b - root) / (2 * a);
float t2 = (-b + root) / (2 * a);
return
intersections2(intersection(t1, s),
intersection(t2, s));
intersections->i[intersections->count++] = intersection(t1, s);
intersections->i[intersections->count++] = intersection(t2, s);
assert(intersections->count < MAX_INTERSECTIONS);
return;
}
}
@ -74,3 +72,71 @@ inline static struct intersection * hit(struct intersections * xs)
}
return i;
}
inline static void intersections_sort(struct intersections * xs)
{
#define left_child(i) (2 * i + 1)
int start = xs->count / 2;
int end = xs->count;
while (end > 1) {
if (start > 0) {
start = start - 1;
} else {
end = end - 1;
struct intersection tmp = xs->i[0];
xs->i[0] = xs->i[end];
xs->i[end] = tmp;
}
int root = start;
while (left_child(root) < end) {
int child = left_child(root);
if (child + 1 < end && xs->i[child].t < xs->i[child+1].t) {
child = child + 1;
}
if (xs->i[root].t < xs->i[child].t) {
struct intersection tmp = xs->i[root];
xs->i[root] = xs->i[child];
xs->i[child] = tmp;
root = child;
} else {
break;
}
}
}
#undef left_child
}
struct computations {
float t;
struct sphere const * object;
struct tuple point;
struct tuple eyev;
struct tuple normalv;
bool inside;
};
inline static struct computations prepare_computations(struct intersection intersection, struct ray ray)
{
struct tuple point = ray_position(ray, intersection.t);
struct tuple eyev = tuple_neg(ray.direction);
struct tuple normalv = sphere_normal_at(intersection.object, point);
bool inside = false;
if (tuple_dot(normalv, eyev) < 0.0f) {
inside = true;
normalv = tuple_neg(normalv);
}
return (struct computations){
intersection.t,
intersection.object,
point,
eyev,
normalv,
inside
};
}

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@ -2,7 +2,7 @@
set -eux
for name in tuples canvas matrices transformations rays intersections spheres lights materials; do
for name in tuples canvas matrices transformations rays intersections spheres lights materials world; do
gcc -g -gdwarf-5 \
-Wall -Werror -Wfatal-errors \
-I. \

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@ -18,12 +18,13 @@ static bool intersections_test_0(const char ** scenario)
static bool intersections_test_1(const char ** scenario)
{
*scenario = "Aggregating intersections2";
*scenario = "Aggregating intersections";
struct sphere s = sphere();
struct intersection i1 = intersection(1.0f, &s);
struct intersection i2 = intersection(2.0f, &s);
struct intersections2 xs = intersections2(i1, i2);
struct intersections xs;
intersections(&xs, 2, i1, i2);
return
xs.count == 2 &&
@ -33,12 +34,13 @@ static bool intersections_test_1(const char ** scenario)
static bool intersections_test_2(const char ** scenario)
{
*scenario = "The hit, when all intersections2 have positive t";
*scenario = "The hit, when all intersections have positive t";
struct sphere s = sphere();
struct intersection i1 = intersection(1.0f, &s);
struct intersection i2 = intersection(2.0f, &s);
struct intersections2 xs = intersections2(i2, i1);
struct intersections xs;
intersections(&xs, 2, i2, i1);
struct intersection * i = hit((struct intersections *)&xs);
@ -50,12 +52,13 @@ static bool intersections_test_2(const char ** scenario)
static bool intersections_test_3(const char ** scenario)
{
*scenario = "The hit, when some intersections2 have negative t";
*scenario = "The hit, when some intersections have negative t";
struct sphere s = sphere();
struct intersection i1 = intersection(-1.0f, &s);
struct intersection i2 = intersection( 1.0f, &s);
struct intersections2 xs = intersections2(i2, i1);
struct intersections xs;
intersections(&xs, 2, i2, i1);
struct intersection * i = hit((struct intersections *)&xs);
@ -67,12 +70,13 @@ static bool intersections_test_3(const char ** scenario)
static bool intersections_test_4(const char ** scenario)
{
*scenario = "The hit, when all intersections2 have negative t";
*scenario = "The hit, when all intersections have negative t";
struct sphere s = sphere();
struct intersection i1 = intersection(-2.0f, &s);
struct intersection i2 = intersection(-1.0f, &s);
struct intersections2 xs = intersections2(i2, i1);
struct intersections xs;
intersections(&xs, 2, i2, i1);
struct intersection * i = hit((struct intersections *)&xs);
@ -88,7 +92,8 @@ static bool intersections_test_5(const char ** scenario)
struct intersection i2 = intersection( 7.0f, &s);
struct intersection i3 = intersection(-3.0f, &s);
struct intersection i4 = intersection( 2.0f, &s);
struct intersections4 xs = intersections4(i1, i2, i3, i4);
struct intersections xs;
intersections(&xs, 4, i1, i2, i3, i4);
struct intersection * i = hit((struct intersections *)&xs);
@ -98,6 +103,84 @@ static bool intersections_test_5(const char ** scenario)
i->object == i4.object;
}
static bool intersections_test_6(const char ** scenario)
{
*scenario = "In-place ascending sort of intersections";
struct sphere s1 = sphere();
s1.material.ambient = 1.0f;
struct sphere s2 = sphere();
s2.material.ambient = 2.0f;
struct sphere s3 = sphere();
s3.material.ambient = 3.0f;
struct sphere s4 = sphere();
s4.material.ambient = 4.0f;
struct intersection i1 = intersection( 5.0f, &s1);
struct intersection i2 = intersection( 7.0f, &s2);
struct intersection i3 = intersection(-3.0f, &s3);
struct intersection i4 = intersection( 2.0f, &s4);
struct intersections xs;
intersections(&xs, 4, i1, i2, i3, i4);
intersections_sort(&xs);
return
float_equal(xs.i[0].t, -3.0f) &&
float_equal(xs.i[0].object->material.ambient, 3.0f) &&
float_equal(xs.i[1].t, 2.0f) &&
float_equal(xs.i[1].object->material.ambient, 4.0f) &&
float_equal(xs.i[2].t, 5.0f) &&
float_equal(xs.i[2].object->material.ambient, 1.0f) &&
float_equal(xs.i[3].t, 7.0f) &&
float_equal(xs.i[3].object->material.ambient, 2.0f);
}
static bool intersections_test_7(const char ** scenario)
{
*scenario = "Precomputing the state of an intersection";
struct ray r = ray(point(0.0f, 0.0f, -5.0f), vector(0.0f, 0.0f, 1.0f));
struct sphere shape = sphere();
struct intersection i = intersection(4.0f, &shape);
struct computations comps = prepare_computations(i, r);
return
float_equal(comps.t, i.t) &&
comps.object == &shape &&
tuple_equal(comps.point, point(0.0f, 0.0f, -1.0f)) &&
tuple_equal(comps.eyev, vector(0.0f, 0.0f, -1.0f)) &&
tuple_equal(comps.normalv, vector(0.0f, 0.0f, -1.0f));
}
static bool intersections_test_8(const char ** scenario)
{
*scenario = "The hit, when an intersection occurs on the outside";
struct ray r = ray(point(0.0f, 0.0f, -5.0f), vector(0.0f, 0.0f, 1.0f));
struct sphere shape = sphere();
struct intersection i = intersection(4.0f, &shape);
struct computations comps = prepare_computations(i, r);
return
comps.inside == false;
}
static bool intersections_test_9(const char ** scenario)
{
*scenario = "The hit, when an intersection occurs on the inside";
struct ray r = ray(point(0.0f, 0.0f, 0.0f), vector(0.0f, 0.0f, 1.0f));
struct sphere shape = sphere();
struct intersection i = intersection(1.0f, &shape);
struct computations comps = prepare_computations(i, r);
return
tuple_equal(comps.point, point(0.0f, 0.0f, 1.0f)) &&
tuple_equal(comps.eyev, vector(0.0f, 0.0f, -1.0f)) &&
comps.inside == true &&
tuple_equal(comps.normalv, vector(0.0f, 0.0f, -1.0f));
}
test_t intersections_tests[] = {
intersections_test_0,
intersections_test_1,
@ -105,6 +188,10 @@ test_t intersections_tests[] = {
intersections_test_3,
intersections_test_4,
intersections_test_5,
intersections_test_6,
intersections_test_7,
intersections_test_8,
intersections_test_9,
};
RUNNER(intersections_tests);

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@ -14,7 +14,9 @@ static bool spheres_test_0(const char ** scenario)
struct ray r = ray(point(0.0f, 0.0f, -5.0f), vector(0.0f, 0.0f, 1.0f));
struct sphere s = sphere();
struct intersections2 xs = intersect(&s, r);
struct intersections xs;
xs.count = 0;
intersect(&s, r, &xs);
return
xs.count == 2 &&
@ -28,7 +30,9 @@ static bool spheres_test_1(const char ** scenario)
struct ray r = ray(point(0.0f, 1.0f, -5.0f), vector(0.0f, 0.0f, 1.0f));
struct sphere s = sphere();
struct intersections2 xs = intersect(&s, r);
struct intersections xs;
xs.count = 0;
intersect(&s, r, &xs);
return
xs.count == 2 &&
@ -42,7 +46,9 @@ static bool spheres_test_2(const char ** scenario)
struct ray r = ray(point(0.0f, 2.0f, -5.0f), vector(0.0f, 0.0f, 1.0f));
struct sphere s = sphere();
struct intersections2 xs = intersect(&s, r);
struct intersections xs;
xs.count = 0;
intersect(&s, r, &xs);
return xs.count == 0;
}
@ -53,7 +59,9 @@ static bool spheres_test_3(const char ** scenario)
struct ray r = ray(point(0.0f, 0.0f, 0.0f), vector(0.0f, 0.0f, 1.0f));
struct sphere s = sphere();
struct intersections2 xs = intersect(&s, r);
struct intersections xs;
xs.count = 0;
intersect(&s, r, &xs);
return
xs.count == 2 &&
@ -67,7 +75,9 @@ static bool spheres_test_4(const char ** scenario)
struct ray r = ray(point(0.0f, 0.0f, 5.0f), vector(0.0f, 0.0f, 1.0f));
struct sphere s = sphere();
struct intersections2 xs = intersect(&s, r);
struct intersections xs;
xs.count = 0;
intersect(&s, r, &xs);
return
xs.count == 2 &&
@ -81,7 +91,9 @@ static bool spheres_test_5(const char ** scenario)
struct ray r = ray(point(0.0f, 0.0f, -5.0f), vector(0.0f, 0.0f, 1.0f));
struct sphere s = sphere();
struct intersections2 xs = intersect(&s, r);
struct intersections xs;
xs.count = 0;
intersect(&s, r, &xs);
return
xs.count == 2 &&
@ -117,7 +129,9 @@ static bool spheres_test_8(const char ** scenario)
struct ray r = ray(point(0.0f, 0.0f, -5.0f), vector(0.0f, 0.0f, 1.0f));
struct sphere s = sphere();
s.transform = scaling(2.0f, 2.0f, 2.0f);
struct intersections2 xs = intersect(&s, r);
struct intersections xs;
xs.count = 0;
intersect(&s, r, &xs);
return
xs.count == 2 &&
@ -132,7 +146,9 @@ static bool spheres_test_9(const char ** scenario)
struct ray r = ray(point(0.0f, 0.0f, 5.0f), vector(0.0f, 0.0f, 1.0f));
struct sphere s = sphere();
s.transform = translation(5.0f, 0.0f, 0.0f);
struct intersections2 xs = intersect(&s, r);
struct intersections xs;
xs.count = 0;
intersect(&s, r, &xs);
return xs.count == 0;
}

135
test/test_world.c Normal file
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@ -0,0 +1,135 @@
#include <stdbool.h>
#include <stdio.h>
#include "world.h"
#include "runner.h"
static bool world_test_0(const char ** scenario)
{
*scenario = "Creating a world";
struct world w = world();
return
w.object_count == 0 &&
tuple_equal(w.light.intensity, tuple(0.0f, 0.0f, 0.0f, 0.0f));
}
static bool world_test_1(const char ** scenario)
{
*scenario = "The default world";
struct light light = point_light(point(-10.0f, 10.0f, -10.0f), color(1.0f, 1.0f, 1.0f));
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);
struct world w = default_world();
return
tuple_equal(w.light.position, light.position) &&
tuple_equal(w.light.intensity, light.intensity) &&
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
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@ -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);
}
}