Initial commit, basic shading
commit
66f483e920
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[submodule "images"]
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path = images
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url = gitlab@git.datenvorr.at:anton/images.h.git
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# Raymarching in C
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## Compiling:
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```fish
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# load requirements
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nix-shell
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# run gcc with flags
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gcc (pkg-config --cflags --libs gtk+-3.0 | string split " ") -lm -Wall -Wextra -o march.out main.c
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```
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with import <nixpkgs> {};
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stdenv.mkDerivation {
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name = "raymarcher-dev-env";
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buildInputs = [
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gtk3 pkgconfig gdb
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];
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}
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Subproject commit 0ab4ae2be9f993f26759fc03d3186a51d2770d45
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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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// this is the circle distance function definition
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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) 90));
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return color;
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}
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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(255,0,0);
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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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camera_set_looking_at(&cam, pt_new(-.6,0,0), pt_new(-.5,1,0));
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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(800, 600, 10);
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scene.max_steps = 64;
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scene.threshold = 0.02;
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scene_add_obj(&scene, circle_new(pt_new(0,1,0), .2));
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//scene_add_obj(&scene, circle_new(pt_new(0,2,0), 0.5));
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//scene_add_obj(&scene, circle_new(pt_new(0,-2,0), 0.5));
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//scene_add_obj(&scene, circle_new(pt_new(0,-4,0), 0.5));
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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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#ifndef __MARCHER_H__
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#define __MARCHER_H__
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#include "images/images.h"
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// define pi if not available
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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typedef struct __myvec {
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double x;
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double y;
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double z;
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} Point;
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typedef struct __mymtrx {
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double entries[9];
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} Matrix;
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inline Point pt_new(double x, double y, double z);
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Point pt_scale(Point pt, double length);
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inline Point pt_normalize(Point pt);
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inline double pt_length(Point pt);
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void pt_add(Point* pt, Point add);
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inline void pt_sub(Point* pt, Point sub);
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inline double pt_dist(Point p1, Point p2);
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inline Point pt_mod(Point pt, double mod);
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inline double pt_dot(Point a, Point b);
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inline Point pt_cross(Point a, Point b);
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inline double pt_angle(Point a, Point b);
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inline void pt_print(Point pt);
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inline void pt_print_n(const char* name, Point pt);
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typedef struct __mycam {
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Point location;
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Point direction;
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unsigned int fov;
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} Camera;
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Camera camera_new(Point direction, unsigned int fov);
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void camera_set_looking_at(Camera *cam, Point origin, Point thing);
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// Scene objects have a position, some args, and a distance calculation function
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// the distance calc function has the following signature:
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// double distanceTo(Point myLocation, double * myArgs, Point externalPoint)
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// where myLocation is this.location, myArgs is this.args and externalPoint is the point from wich we want to know the distance
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// the get_color function takes args: point_hit, direction_hit, myArgs, MyLocation, MyColor
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typedef struct __myobject {
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Point location;
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double * args;
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double (*distance)(Point, struct __myobject *);
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Color (*get_color)(Point, Point, struct __myobject *);
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Color color;
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} SceneObject;
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typedef struct __myscene {
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unsigned int width;
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unsigned int height;
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SceneObject * objects;
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int object_count;
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int allocated_space;
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// some other settings
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int max_steps;
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double threshold;
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// colors etc
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Color background;
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} Scene;
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Image* render_scene(Scene *scene, Camera *camera, unsigned int threads);
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Scene scene_new(unsigned int width, unsigned int height, int obj_count);
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void scene_add_obj(Scene* scene, SceneObject object);
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void scene_destroy(Scene scene);
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#include "src/point.c"
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#include "src/camera.c"
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#include "src/scene.c"
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#endif
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After Width: | Height: | Size: 1.4 MiB |
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#include "../marcher.h"
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#include <sys/wait.h>
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#include <sys/mman.h>
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Camera camera_new(Point direction, unsigned int fov) {
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Camera camera;
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camera.location = pt_new(0,0,0);
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camera.fov = fov;
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// normalize camera direction
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camera.direction = pt_normalize(direction);
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return camera;
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}
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void camera_set_looking_at(Camera *cam, Point origin, Point thing) {
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cam->location = origin;
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pt_sub(&thing, origin);
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cam->direction = pt_normalize(thing);
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}
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void camera_iterate_rays_const_angle(Camera camera, int width, int height, int threads, void (*callback)(Point, int, int)) {
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// negative threads => single threaded.
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if (threads < 0) threads = 0;
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Point span_z, span_xy;
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// get rotation axis
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pt_orthogonal_plane(camera.direction, &span_z, &span_xy);
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printf("rendering %ix%i px", width, height);
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pt_print_n("span_xy", span_xy);
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pt_print_n("span_z", span_z);
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// angle between rays
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double angle_step = camera.fov / (double) (width - 1);
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// rotation applied to reach the outmost end of the view
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double angle_start_h = - (camera.fov / 2.0);
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double angle_start_v = ((angle_step * (height - 1)) / 2) ;
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printf("step: %f\nstart_h: %f\nstart_v: %f\n", angle_step, angle_start_h, angle_start_v);
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// calculate both rotation matrices (expensive!)
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Matrix rot_z = mtrx_rotation(span_z, angle_step);
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Matrix rot_xy = mtrx_rotation(span_xy, -angle_step);
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// rotate vector to starting location (bot left of screen)
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// (very expensive!)
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Point starting_point = mtrx_mult(
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mtrx_rotation(span_xy, angle_start_v),
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mtrx_mult(
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mtrx_rotation(span_z, angle_start_h),
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camera.direction
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)
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);
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// initialize threads
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int thread_id = 0;
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for (int i = 0; i < threads - 1; i++) {
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if (fork() == 0) {
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thread_id = i + 1;
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break;
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}
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}
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printf("Thread %i reporting for duty\n", thread_id);
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// this point is rotated for every pixel
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Point curr_pt = starting_point;
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// (0,0) screenspace is bottom left corner
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for (int y = 0; y < height; y++) {
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curr_pt = mtrx_mult(rot_xy, starting_point);
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// move starting point one row down
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starting_point = curr_pt;
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if (y % threads != thread_id) continue;
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for (int x = 0; x < width; x++) {
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callback(curr_pt, x, y);
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curr_pt = mtrx_mult(rot_z, curr_pt); // rotate point
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}
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}
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if (thread_id != 0) {
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printf("Thread %i is finished\n", thread_id);
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exit(0);
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}
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int status;
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for (int i = 0; i < threads - 1; i++) {
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printf("Waiting for threads... %d/%d\n", i, threads);
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while(wait(&status) > 0) {}
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}
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printf("got threads\n");
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}
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void camera_iterate_rays_const_dist(Camera camera, int width, int height, int threads, void (*callback)(Point, int, int)) {
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// negative threads => single threaded.
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if (threads < 0) threads = 0;
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Point span_z, span_xy;
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// get rotation axis
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pt_orthogonal_plane(camera.direction, &span_z, &span_xy);
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printf("rendering %ix%i px\n", width, height);
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pt_print_n("span_xy", span_xy);
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pt_print_n("span_z", span_z);
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// distance each ray has from anothe on the ortogonal plane
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double step_dist = 2 / (double) (width - 1);
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// vectors to move on the projection plane
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Point move_right = pt_scale(span_xy, step_dist);
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Point move_up = pt_scale(span_z, step_dist);;
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printf("step: %f\n", step_dist);
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// set starting point
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Point starting_point = pt_normalize(camera.direction);
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// rotate starting point to (0,0)
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pt_add(&starting_point, pt_mult(move_right, - width / (double) 2));
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pt_add(&starting_point, pt_mult(move_up, - height / (double) 2));
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// initialize threads
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int thread_id = 0;
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for (int i = 0; i < threads - 1; i++) {
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if (fork() == 0) {
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thread_id = i + 1;
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break;
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}
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}
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printf("Thread %i reporting for duty\n", thread_id);
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// this point is moved for every pixel
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Point curr_pt = starting_point;
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// (0,0) screenspace is bottom left corner
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for (int y = 0; y < height; y++) {
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// move one row up (this has to be done in every thread!)
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pt_add(&starting_point, move_up);
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// only render the lines this thread is responsible for
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if (y % threads != thread_id) continue;
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// actually iterate this line
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curr_pt = starting_point;
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for (int x = 0; x < width; x++) {
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callback(curr_pt, x, y);
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pt_add(&curr_pt, move_right); // move pt right to next pt
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}
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}
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if (thread_id != 0) {
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printf("Thread %i is finished\n", thread_id);
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exit(0);
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}
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int status;
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for (int i = 0; i < threads - 1; i++) {
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printf("Waiting for threads... %d/%d\n", i, threads);
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while(wait(&status) > 0) {}
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}
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printf("got threads\n");
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}
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#include <math.h>
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#include <stdio.h>
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// basically a vector3
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inline Point pt_new(double x, double y, double z) {
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Point pt;
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pt.x = x;
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pt.y = y;
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pt.z = z;
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return pt;
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}
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// scale vector to length
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Point pt_scale(Point pt, double length) {
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double f = length / pt_length(pt);
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return pt_new(
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pt.x * f,
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pt.y * f,
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pt.z * f
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);
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}
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inline Point pt_mult(Point pt, double scalar) {
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return pt_new(
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pt.x * scalar,
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pt.y * scalar,
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pt.z * scalar
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);
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}
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// return internal angle between a and b
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inline double pt_angle(Point a, Point b) {
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return acos(pt_dot(
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pt_normalize(a),
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pt_normalize(b)
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));
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}
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// get the length of vector
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inline double pt_length(Point pt) {
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return sqrt((pt.x * pt.x) + (pt.y * pt.y) + (pt.z * pt.z));
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}
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// add the vector add to the vector pt
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void pt_add(Point* pt, Point add) {
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pt->x = pt->x + add.x;
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pt->y = pt->y + add.y;
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pt->z = pt->z + add.z;
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}
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// add the vector add to the vector pt
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inline void pt_sub(Point* pt, Point sub) {
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pt->x -= sub.x;
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pt->y -= sub.y;
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pt->z -= sub.z;
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}
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inline double pt_dist(Point p1, Point p2) {
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pt_sub(&p1, p2);
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return pt_length(p1);
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}
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// normalize a vector
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inline Point pt_normalize(Point pt) {
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return pt_scale(pt, 1);
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}
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// dot product of two vectors
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inline double pt_dot(Point a, Point b) {
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return a.x*b.x + a.y*b.y + a.z*b.z;
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}
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// cross product of two vectors
|
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inline Point pt_cross(Point a, Point b) {
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return pt_new(
|
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a.y*b.z - a.z*b.y,
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a.z*b.x - a.x*b.z,
|
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a.x*b.y - a.y*b.x
|
||||
);
|
||||
}
|
||||
|
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inline void pt_print(Point pt) {
|
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printf("(%f, %f, %f)\n", pt.x, pt.y, pt.z);
|
||||
}
|
||||
|
||||
inline void pt_print_n(const char* name, Point pt) {
|
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printf("%s: (%f, %f, %f)\n", name, pt.x, pt.y, pt.z);
|
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}
|
||||
|
||||
// find two vectors that span the orthogonal plane, where
|
||||
// span_xy is a vector lying on the xy-plane (and pointing left)
|
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// and span_z is orthogonal to span_xy pointing "upwards"
|
||||
void pt_orthogonal_plane(Point pt, Point *span_z, Point *span_xy) {
|
||||
pt = pt_normalize(pt);
|
||||
|
||||
// get the vector lying on the xy axis
|
||||
// this is done by
|
||||
*span_xy = pt_normalize(pt_cross(pt_new(0,0,1), pt)); // points to the "left" (of the viewing direction)
|
||||
|
||||
// now use this, to find the vector
|
||||
*span_z = pt_normalize(pt_cross(pt, *span_xy));
|
||||
}
|
||||
|
||||
inline Point pt_mod(Point pt, double mod) {
|
||||
return pt_new(
|
||||
fmod(pt.x, mod),
|
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fmod(pt.y, mod),
|
||||
fmod(pt.z, mod)
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////
|
||||
////// Matrix operations //////
|
||||
///////////////////////////////
|
||||
|
||||
|
||||
/* create a new matrix with entries:
|
||||
x1 x2 x3
|
||||
y1 y2 y3
|
||||
z1 z2 z3
|
||||
*/
|
||||
inline Matrix mtrx_new(double x1, double x2, double x3,
|
||||
double y1, double y2, double y3,
|
||||
double z1, double z2, double z3)
|
||||
{
|
||||
Matrix m;
|
||||
m.entries[0] = x1;
|
||||
m.entries[1] = y1;
|
||||
m.entries[2] = z1;
|
||||
m.entries[3] = x2;
|
||||
m.entries[4] = y2;
|
||||
m.entries[5] = z2;
|
||||
m.entries[6] = x3;
|
||||
m.entries[7] = y3;
|
||||
m.entries[8] = z3;
|
||||
return m;
|
||||
}
|
||||
|
||||
inline Point mtrx_mult(Matrix mtrx, Point pt) {
|
||||
Point result;
|
||||
|
||||
double *m = mtrx.entries;
|
||||
|
||||
result.x = m[0] * pt.x + m[3] * pt.y + m[6] * pt.z;
|
||||
result.y = m[1] * pt.x + m[4] * pt.y + m[7] * pt.z;
|
||||
result.z = m[2] * pt.x + m[5] * pt.y + m[8] * pt.z;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// create a rotation matrix around an axis given by the normalized axis vector (u)
|
||||
// taken from https://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_and_angle
|
||||
Matrix mtrx_rotation(Point u, double theta) {
|
||||
double theta_rad = theta * (M_PI / 180);
|
||||
double cost = cos(theta_rad);
|
||||
double sint = sin(theta_rad);
|
||||
|
||||
return mtrx_new(
|
||||
cost+u.x*u.x*(1-cost), u.x*u.y*(1-cost)-u.z*sint, u.x*u.z*(1-cost)+u.y*sint,
|
||||
u.y*u.x*(1-cost)+u.z*sint, cost+u.y*u.y*(1-cost), u.y*u.z*(1-cost)-u.x*sint,
|
||||
u.z*u.x*(1-cost)-u.y*sint, u.z*u.y*(1-cost)+u.x*sint, cost+u.z*u.z*(1-cost)
|
||||
);
|
||||
}
|
||||
|
||||
void mtrx_print(Matrix mtrx) {
|
||||
printf(" %8.2f %8.2f %8.2f\n %8.2f %8.2f %8.2f\n %8.2f %8.2f %8.2f\n",
|
||||
mtrx.entries[0], mtrx.entries[3], mtrx.entries[6],
|
||||
mtrx.entries[1], mtrx.entries[4], mtrx.entries[7],
|
||||
mtrx.entries[2], mtrx.entries[5], mtrx.entries[8]
|
||||
);
|
||||
}
|
||||
|
||||
inline Matrix mtrx_outer_prod(Point a, Point b) {
|
||||
return mtrx_new(
|
||||
a.x*b.x, a.x*b.y, a.x*b.z,
|
||||
a.y*b.x, a.y*b.y, a.y*b.z,
|
||||
a.z*b.x, a.z*b.y, a.z*b.z
|
||||
);
|
||||
}
|
@ -0,0 +1,121 @@
|
||||
#include "../marcher.h"
|
||||
#include "../images/images.h"
|
||||
|
||||
#include <limits.h>
|
||||
|
||||
static Image* current_image;
|
||||
static Scene* current_scene;
|
||||
static Camera* current_camera;
|
||||
|
||||
Color march_ray(Point origin, Point direction, Scene* scene);
|
||||
void camera_iter_callback(Point direction, int x, int y);
|
||||
|
||||
|
||||
Scene scene_new(unsigned int width, unsigned int height, int obj_count) {
|
||||
Scene scene;
|
||||
scene.height = height;
|
||||
scene.width = width;
|
||||
scene.max_steps = 32;
|
||||
scene.threshold = 0.02;
|
||||
scene.object_count = 0;
|
||||
scene.objects = malloc(obj_count * sizeof(SceneObject));
|
||||
scene.allocated_space = obj_count;
|
||||
scene.background = color_new(0,0,0);
|
||||
return scene;
|
||||
}
|
||||
|
||||
void scene_add_obj(Scene* scene, SceneObject object) {
|
||||
if (scene->object_count >= scene->allocated_space) return; // limit reached
|
||||
// TODO realloc
|
||||
|
||||
scene->objects[scene->object_count] = object;
|
||||
|
||||
scene->object_count++;
|
||||
}
|
||||
|
||||
// render out the scene with threads
|
||||
// creates a shared image, so destroy with image_destroy_shared then free struct with free_shared_memory
|
||||
Image* render_scene(Scene *scene, Camera *camera, unsigned int threads) {
|
||||
current_image = malloc(sizeof(Image));
|
||||
current_scene = scene;
|
||||
current_camera= camera;
|
||||
|
||||
// initialize shared pixel buffer
|
||||
image_new_shared(scene->width, scene->height, current_image);
|
||||
|
||||
// iterate over the rays
|
||||
camera_iterate_rays_const_dist(*camera, scene->width, scene->height, threads, camera_iter_callback);
|
||||
// or camera_iterate_rays_const_angle for lense distortion (this might not work correctly tho)
|
||||
|
||||
// return the drawn image
|
||||
return current_image;
|
||||
}
|
||||
|
||||
// march the ray, set the color. repeated for each direction generated by the camera
|
||||
void camera_iter_callback(Point direction, int x, int y) {
|
||||
Color c = march_ray(current_camera->location, direction, current_scene);
|
||||
image_set_px_c(*current_image, x, y, c);
|
||||
}
|
||||
|
||||
|
||||
|
||||
Color march_ray(Point origin, Point direction, Scene* scene) {
|
||||
// some local variables
|
||||
Point pos = origin;
|
||||
double closest_encounter = DBL_MAX;
|
||||
double dist = closest_encounter;
|
||||
// the closest object we have
|
||||
SceneObject* closest_obj = scene->objects;
|
||||
|
||||
// get steps, threshold from scene
|
||||
int steps = scene->max_steps;
|
||||
double threshold = scene->threshold;
|
||||
|
||||
// as long as we did not max out steps, or got very close to an object
|
||||
while (steps > 0 && dist > threshold) {
|
||||
dist = 100;
|
||||
|
||||
// find distance to closest object
|
||||
for(int i = 0; i < scene->object_count; i++) {
|
||||
// get pointer to scene obj
|
||||
SceneObject* obj = scene->objects + i;
|
||||
double curr_dist = scene->objects[i].distance(pos, obj);
|
||||
|
||||
// if we are close
|
||||
if (curr_dist < dist) {
|
||||
dist = curr_dist;
|
||||
closest_obj = obj;
|
||||
}
|
||||
}
|
||||
|
||||
// write down our closest encounter
|
||||
if (dist < closest_encounter) closest_encounter = dist;
|
||||
|
||||
// scale direction vector to distance, then add it to our position
|
||||
Point step_vector = pt_scale(direction, dist);
|
||||
pt_add(&pos, step_vector);
|
||||
|
||||
// one step taken...
|
||||
steps--;
|
||||
}
|
||||
|
||||
// check for a hit
|
||||
if (dist <= threshold) {
|
||||
// a hit!
|
||||
return closest_obj->get_color(pos, direction, closest_obj);
|
||||
|
||||
} else {
|
||||
// a miss :(
|
||||
// this should be 0!
|
||||
return scene->background;
|
||||
}
|
||||
}
|
||||
|
||||
void scene_destroy(Scene scene) {
|
||||
for (int i = 0; i < scene.object_count; i++) {
|
||||
// free args memory
|
||||
free(scene.objects[i].args);
|
||||
}
|
||||
free(scene.objects);
|
||||
|
||||
}
|
Loading…
Reference in New Issue