initial commit
This commit is contained in:
444
FIRMWARE/tinyraytracer.c
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444
FIRMWARE/tinyraytracer.c
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/* A port of Dmitry Sokolov's tiny raytracer to C and to FemtoRV32 */
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/* Displays on the small OLED display and/or HDMI */
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/* Bruno Levy, 2020 */
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/* Original tinyraytracer: https://github.com/ssloy/tinyraytracer */
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#include <stdint.h>
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#include <math.h>
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#include <stdlib.h>
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/*******************************************************************/
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typedef int BOOL;
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static inline float max(float x, float y) { return x>y?x:y; }
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static inline float min(float x, float y) { return x<y?x:y; }
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/*******************************************************************/
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// If you want to adapt tinyraytracer to your own platform, there are
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// mostly two macros and two functions to write:
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// graphics_width
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// graphics_height
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// graphics_init()
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// graphics_set_pixel()
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//
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// You can also write the following functions (or leave them empty if
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// you do not need them):
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// graphics_terminate()
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// stats_begin_frame()
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// stats_begin_pixel()
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// stats_end_pixel()
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// stats_end_frame()
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// Size of the screen
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// Replace with your own variables or values
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#define graphics_width 120
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#define graphics_height 60
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// Two pixels per character using UTF8 character set
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// (comment-out if terminal does not support it)
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#define graphics_double_lines
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// Replace with your own stuff to initialize graphics
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static inline void graphics_init() {
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printf("\033[48;5;16m" // set background color black
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"\033[H" // home
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"\033[2J"); // clear screen
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}
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// Replace with your own stuff to terminate graphics or leave empty
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// Here I send <ctrl><D> to the UART, to exit the simulation in Verilator,
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// it is captured by special code in RTL/DEVICES/uart.v
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static inline void graphics_terminate() {
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}
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// Replace with your own code.
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void graphics_set_pixel(int x, int y, float r, float g, float b) {
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r = max(0.0f, min(1.0f, r));
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g = max(0.0f, min(1.0f, g));
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b = max(0.0f, min(1.0f, b));
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uint8_t R = (uint8_t)(255.0f * r);
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uint8_t G = (uint8_t)(255.0f * g);
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uint8_t B = (uint8_t)(255.0f * b);
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#ifdef graphics_double_lines
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static uint8_t prev_R=0;
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static uint8_t prev_G=0;
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static uint8_t prev_B=0;
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if(y&1) {
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if((R == prev_R) && (G == prev_G) && (B == prev_B)) {
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printf("\033[48;2;%d;%d;%dm ",(int)R,(int)G,(int)B);
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} else {
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printf("\033[48;2;%d;%d;%dm",(int)prev_R,(int)prev_G,(int)prev_B);
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printf("\033[38;2;%d;%d;%dm",(int)R,(int)G,(int)B);
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// https://www.w3.org/TR/xml-entity-names/025.html
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// https://onlineunicodetools.com/convert-unicode-to-utf8
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printf("\xE2\x96\x83");
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}
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if(x == graphics_width-1) {
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printf("\033[38;2;0;0;0m");
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printf("\033[48;2;0;0;0m\n");
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}
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} else {
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prev_R = R;
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prev_G = G;
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prev_B = B;
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}
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#else
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printf("\033[48;2;%d;%d;%dm ",(int)R,(int)G,(int)B);
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if(x == graphics_width-1) {
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printf("\033[48;2;0;0;0m\n");
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}
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#endif
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}
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// Begins statistics collection for current frame.
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// Leave emtpy if not needed.
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static inline stats_begin_frame() {
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}
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// Begins statistics collection for current pixel
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// Leave emtpy if not needed.
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// There are these two levels because on some
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// femtorv32 cores (quark, tachyon), the clock tick counter does not
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// have sufficient bits and will wrap during the time taken by
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// rendering a frame (up to several minutes).
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static inline stats_begin_pixel() {
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}
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// Ends statistics collection for current pixel
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// Leave emtpy if not needed.
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static inline stats_end_pixel() {
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}
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// Ends statistics collection for current frame
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// and displays result.
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// Leave emtpy if not needed.
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static inline stats_end_frame() {
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}
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// Normally you will not need to modify anything beyond that point.
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/*******************************************************************/
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typedef struct { float x,y,z; } vec3;
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typedef struct { float x,y,z,w; } vec4;
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static inline vec3 make_vec3(float x, float y, float z) {
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vec3 V;
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V.x = x; V.y = y; V.z = z;
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return V;
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}
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static inline vec4 make_vec4(float x, float y, float z, float w) {
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vec4 V;
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V.x = x; V.y = y; V.z = z; V.w = w;
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return V;
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}
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static inline vec3 vec3_neg(vec3 V) {
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return make_vec3(-V.x, -V.y, -V.z);
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}
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static inline vec3 vec3_add(vec3 U, vec3 V) {
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return make_vec3(U.x+V.x, U.y+V.y, U.z+V.z);
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}
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static inline vec3 vec3_sub(vec3 U, vec3 V) {
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return make_vec3(U.x-V.x, U.y-V.y, U.z-V.z);
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}
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static inline float vec3_dot(vec3 U, vec3 V) {
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return U.x*V.x+U.y*V.y+U.z*V.z;
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}
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static inline vec3 vec3_scale(float s, vec3 U) {
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return make_vec3(s*U.x, s*U.y, s*U.z);
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}
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static inline float vec3_length(vec3 U) {
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return sqrtf(U.x*U.x+U.y*U.y+U.z*U.z);
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}
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static inline vec3 vec3_normalize(vec3 U) {
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return vec3_scale(1.0f/vec3_length(U),U);
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}
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/*************************************************************************/
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typedef struct Light {
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vec3 position;
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float intensity;
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} Light;
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Light make_Light(vec3 position, float intensity) {
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Light L;
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L.position = position;
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L.intensity = intensity;
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return L;
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}
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/*************************************************************************/
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typedef struct {
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float refractive_index;
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vec4 albedo;
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vec3 diffuse_color;
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float specular_exponent;
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} Material;
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Material make_Material(float r, vec4 a, vec3 color, float spec) {
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Material M;
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M.refractive_index = r;
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M.albedo = a;
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M.diffuse_color = color;
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M.specular_exponent = spec;
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return M;
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}
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Material make_Material_default() {
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Material M;
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M.refractive_index = 1;
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M.albedo = make_vec4(1,0,0,0);
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M.diffuse_color = make_vec3(0,0,0);
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M.specular_exponent = 0;
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return M;
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}
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/*************************************************************************/
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typedef struct {
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vec3 center;
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float radius;
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Material material;
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} Sphere;
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Sphere make_Sphere(vec3 c, float r, Material M) {
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Sphere S;
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S.center = c;
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S.radius = r;
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S.material = M;
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return S;
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}
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BOOL Sphere_ray_intersect(Sphere* S, vec3 orig, vec3 dir, float* t0) {
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vec3 L = vec3_sub(S->center, orig);
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float tca = vec3_dot(L,dir);
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float d2 = vec3_dot(L,L) - tca*tca;
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float r2 = S->radius*S->radius;
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if (d2 > r2) return 0;
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float thc = sqrtf(r2 - d2);
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*t0 = tca - thc;
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float t1 = tca + thc;
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if (*t0 < 0) *t0 = t1;
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if (*t0 < 0) return 0;
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return 1;
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}
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vec3 reflect(vec3 I, vec3 N) {
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return vec3_sub(I, vec3_scale(2.f*vec3_dot(I,N),N));
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}
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vec3 refract(vec3 I, vec3 N, float eta_t, float eta_i /* =1.f */) {
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// Snell's law
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float cosi = -max(-1.f, min(1.f, vec3_dot(I,N)));
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// if the ray comes from the inside the object, swap the air and the media
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if (cosi<0) return refract(I, vec3_neg(N), eta_i, eta_t);
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float eta = eta_i / eta_t;
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float k = 1 - eta*eta*(1 - cosi*cosi);
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// k<0 = total reflection, no ray to refract.
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// I refract it anyways, this has no physical meaning
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return k<0 ? make_vec3(1,0,0)
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: vec3_add(vec3_scale(eta,I),vec3_scale((eta*cosi - sqrtf(k)),N));
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}
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BOOL scene_intersect(
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vec3 orig, vec3 dir, Sphere* spheres, int nb_spheres,
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vec3* hit, vec3* N, Material* material
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) {
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float spheres_dist = 1e30;
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for(int i=0; i<nb_spheres; ++i) {
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float dist_i;
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if(
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Sphere_ray_intersect(&spheres[i], orig, dir, &dist_i) &&
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(dist_i < spheres_dist)
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) {
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spheres_dist = dist_i;
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*hit = vec3_add(orig,vec3_scale(dist_i,dir));
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*N = vec3_normalize(vec3_sub(*hit, spheres[i].center));
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*material = spheres[i].material;
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}
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}
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float checkerboard_dist = 1e30;
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if (fabs(dir.y)>1e-3) {
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float d = -(orig.y+4)/dir.y; // the checkerboard plane has equation y = -4
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vec3 pt = vec3_add(orig, vec3_scale(d,dir));
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if (d>0 && fabs(pt.x)<10 && pt.z<-10 && pt.z>-30 && d<spheres_dist) {
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checkerboard_dist = d;
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*hit = pt;
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*N = make_vec3(0,1,0);
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material->diffuse_color =
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(((int)(.5*hit->x+1000) + (int)(.5*hit->z)) & 1)
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? make_vec3(.3, .3, .3)
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: make_vec3(.3, .2, .1);
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}
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}
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return min(spheres_dist, checkerboard_dist)<1000;
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}
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vec3 cast_ray(
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vec3 orig, vec3 dir, Sphere* spheres, int nb_spheres,
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Light* lights, int nb_lights, int depth /* =0 */
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) {
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vec3 point,N;
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Material material = make_Material_default();
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if (
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depth>2 ||
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!scene_intersect(orig, dir, spheres, nb_spheres, &point, &N, &material)
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) {
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float s = 0.5*(dir.y + 1.0);
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return vec3_add(
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vec3_scale(s,make_vec3(0.2, 0.7, 0.8)),
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vec3_scale(s,make_vec3(0.0, 0.0, 0.5))
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);
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}
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vec3 reflect_dir=vec3_normalize(reflect(dir, N));
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vec3 refract_dir=vec3_normalize(refract(dir,N,material.refractive_index,1));
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// offset the original point to avoid occlusion by the object itself
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vec3 reflect_orig =
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vec3_dot(reflect_dir,N) < 0
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? vec3_sub(point,vec3_scale(1e-3,N))
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: vec3_add(point,vec3_scale(1e-3,N));
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vec3 refract_orig =
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vec3_dot(refract_dir,N) < 0
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? vec3_sub(point,vec3_scale(1e-3,N))
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: vec3_add(point,vec3_scale(1e-3,N));
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vec3 reflect_color = cast_ray(
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reflect_orig, reflect_dir, spheres, nb_spheres,
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lights, nb_lights, depth + 1
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);
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vec3 refract_color = cast_ray(
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refract_orig, refract_dir, spheres, nb_spheres,
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lights, nb_lights, depth + 1
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);
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float diffuse_light_intensity = 0, specular_light_intensity = 0;
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for (int i=0; i<nb_lights; i++) {
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vec3 light_dir = vec3_normalize(vec3_sub(lights[i].position,point));
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float light_distance = vec3_length(vec3_sub(lights[i].position,point));
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vec3 shadow_orig =
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vec3_dot(light_dir,N) < 0
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? vec3_sub(point,vec3_scale(1e-3,N))
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: vec3_add(point,vec3_scale(1e-3,N)) ;
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// checking if the point lies in the shadow of the lights[i]
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vec3 shadow_pt, shadow_N;
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Material tmpmaterial;
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if (
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scene_intersect(
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shadow_orig, light_dir, spheres, nb_spheres,
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&shadow_pt, &shadow_N, &tmpmaterial
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) && (
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vec3_length(vec3_sub(shadow_pt,shadow_orig)) < light_distance
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)
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) continue ;
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diffuse_light_intensity +=
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lights[i].intensity * max(0.f, vec3_dot(light_dir,N));
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float abc = max(
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0.f, vec3_dot(vec3_neg(reflect(vec3_neg(light_dir), N)),dir)
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);
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float def = material.specular_exponent;
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if(abc > 0.0f && def > 0.0f) {
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specular_light_intensity += powf(abc,def)*lights[i].intensity;
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}
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}
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vec3 result = vec3_scale(
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diffuse_light_intensity * material.albedo.x, material.diffuse_color
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);
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result = vec3_add(
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result, vec3_scale(specular_light_intensity * material.albedo.y,
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make_vec3(1,1,1))
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);
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result = vec3_add(result, vec3_scale(material.albedo.z, reflect_color));
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result = vec3_add(result, vec3_scale(material.albedo.w, refract_color));
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return result;
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}
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static inline void render_pixel(
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int i, int j, Sphere* spheres, int nb_spheres, Light* lights, int nb_lights
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) {
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const float fov = M_PI/3.;
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stats_begin_pixel();
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float dir_x = (i + 0.5) - graphics_width/2.;
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float dir_y = -(j + 0.5) + graphics_height/2.; // this flips the image.
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float dir_z = -graphics_height/(2.*tan(fov/2.));
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vec3 C = cast_ray(
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make_vec3(0,0,0), vec3_normalize(make_vec3(dir_x, dir_y, dir_z)),
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spheres, nb_spheres, lights, nb_lights, 0
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);
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graphics_set_pixel(i,j,C.x,C.y,C.z);
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stats_end_pixel();
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}
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void render(Sphere* spheres, int nb_spheres, Light* lights, int nb_lights) {
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stats_begin_frame();
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graphics_init();
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#ifdef graphics_double_lines
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for (int j = 0; j<graphics_height; j+=2) {
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for (int i = 0; i<graphics_width; i++) {
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render_pixel(i,j ,spheres,nb_spheres,lights,nb_lights);
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render_pixel(i,j+1,spheres,nb_spheres,lights,nb_lights);
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}
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}
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#else
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for (int j = 0; j<graphics_height; j++) {
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for (int i = 0; i<graphics_width; i++) {
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render_pixel(i,j ,spheres,nb_spheres,lights,nb_lights);
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}
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}
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#endif
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graphics_terminate();
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stats_end_frame();
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}
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int nb_spheres = 4;
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Sphere spheres[4];
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int nb_lights = 3;
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Light lights[3];
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void init_scene() {
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Material ivory = make_Material(
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1.0, make_vec4(0.6, 0.3, 0.1, 0.0), make_vec3(0.4, 0.4, 0.3), 50.
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);
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Material glass = make_Material(
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1.5, make_vec4(0.0, 0.5, 0.1, 0.8), make_vec3(0.6, 0.7, 0.8), 125.
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);
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Material red_rubber = make_Material(
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1.0, make_vec4(0.9, 0.1, 0.0, 0.0), make_vec3(0.3, 0.1, 0.1), 10.
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);
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Material mirror = make_Material(
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1.0, make_vec4(0.0, 10.0, 0.8, 0.0), make_vec3(1.0, 1.0, 1.0), 142.
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);
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spheres[0] = make_Sphere(make_vec3(-3, 0, -16), 2, ivory);
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spheres[1] = make_Sphere(make_vec3(-1.0, -1.5, -12), 2, glass);
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spheres[2] = make_Sphere(make_vec3( 1.5, -0.5, -18), 3, red_rubber);
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spheres[3] = make_Sphere(make_vec3( 7, 5, -18), 4, mirror);
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lights[0] = make_Light(make_vec3(-20, 20, 20), 1.5);
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lights[1] = make_Light(make_vec3( 30, 50, -25), 1.8);
|
||||
lights[2] = make_Light(make_vec3( 30, 20, 30), 1.7);
|
||||
}
|
||||
|
||||
int main() {
|
||||
init_scene();
|
||||
render(spheres, nb_spheres, lights, nb_lights);
|
||||
return 0;
|
||||
}
|
Reference in New Issue
Block a user