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#include <gtk/gtk.h>
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#include <math.h>
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#include "images/images.h"
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#include "marcher.h"
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#define SCENE_MOD 2
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/*
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Infinite circle scene object
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This circle repeats every SCENE_MOD units in all directions
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It has some basic shading, calculation the hit angle and making shallower impacts darker
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*/
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double circle_dist(Point x, SceneObject *self) {
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double r = self->args[0];
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return pt_dist(pt_mod(x, SCENE_MOD), self->location) - r;
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}
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Color circle_color(Point hit, Point direction, SceneObject *self) {
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Point obj_direction = self->location;
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pt_sub(&obj_direction, pt_mod(hit, SCENE_MOD));
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double angle = pt_angle(direction, obj_direction) / M_PI * 180;
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Color color = self->color;
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if (angle > 90) angle = 180 - angle ; // clamp angle to 0-90
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color = color_mix(color, color_new(0,0,0), 1 - (angle / (double) 120));
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return color;
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}
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// constructs the scene object
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SceneObject circle_new(Point loc, double radius) {
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SceneObject so;
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so.location = loc;
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so.args = malloc(sizeof(double) * 2);
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so.args[0] = radius;
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so.distance = circle_dist;
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so.get_color = circle_color;
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so.color = color_new(255,255,255);
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return so;
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}
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/*
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Mandelbulb scene object
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Currently cannot be set at a specific location, always resides at origin (0,0,0)
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Color function is just a flat shader, detail is displayed with ambient occlusion
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*/
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double mandelbulb_dist(Point pt, SceneObject *self) {
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int iters = self->args[0];
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double power = self->args[1];
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Point z = pt;
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float dr = 1.0;
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float r = 0.0;
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for (int i = 0; i < iters ; i++) {
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r = pt_length(z);
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if (r>2) break;
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// convert to polar coordinates
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float theta = acos(z.z/r);
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float phi = atan2(z.y,z.x);
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dr = pow(r, power-1.0)*power*dr + 1.0;
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// scale and rotate the point
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float zr = pow( r,power);
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theta = theta*power;
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phi = phi*power;
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// convert back to cartesian coordinates
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z = pt_mult(pt_new(sin(theta)*cos(phi), sin(phi)*sin(theta), cos(theta)), zr);
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pt_add(&z, pt);
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}
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return 0.5*log(r)*r/dr;
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}
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Color mandelbulb_color(Point hit, Point direction, SceneObject *self) {
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return self->color;
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}
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// constructs the scene object
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SceneObject mandelbulb_new(Point location, int iters, double power) {
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SceneObject so;
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so.location = location;
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so.args = malloc(sizeof(double) * 2);
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so.args[0] = iters; // iterations
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so.args[1] = power; // power
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so.distance = mandelbulb_dist;
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so.get_color = mandelbulb_color;
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so.color = color_new(255,255,255);
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return so;
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}
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int main(int argc, char* argv[]) {
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int threads = 1;
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Camera cam;
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cam.fov = 90;
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float cam_position = 1.2;
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camera_set_looking_at(&cam, pt_new(cam_position,cam_position,cam_position), pt_new(0,0,0));
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// get thread count from command line
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if (argc > 1) {
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threads = atoi(argv[1]);
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}
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printf("threads: %d\n", threads);
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// create basic scene with up to 10 objects
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Scene scene = scene_new(1000, 1000, 10);
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scene.max_steps = 1000;
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scene.threshold = 0.0001;
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//scene_add_obj(&scene, circle_new(pt_new(SCENE_MOD / 2.0, SCENE_MOD/ 2.0, SCENE_MOD / 2.0), .2));
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scene_add_obj(&scene, mandelbulb2_new(pt_new(1,1,1), 2000, 3));
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Image *img = render_scene(&scene, &cam, threads);
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image_save_bmp(*img, "render.bmp");
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image_destroy_shared(*img);
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scene_destroy(scene);
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return 0;
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}
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