Fix naming in demo.c file
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@@ -22,20 +22,20 @@ typedef struct {
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float specular;
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} Sphere;
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static const float gRed[3] = {1.0f, 0.0f, 0.0f};
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static const float gGreen[3] = {0.0f, 1.0f, 0.0f};
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static const float gBlue[3] = {0.0f, 0.0f, 1.0f};
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static const float red[3] = {1.0f, 0.0f, 0.0f};
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static const float green[3] = {0.0f, 1.0f, 0.0f};
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static const float blue[3] = {0.0f, 0.0f, 1.0f};
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static const Sphere gSpheres[] = {
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{{-2.0f, 0.0f, -5.0f}, 1.0f, gRed, 0.1f, 20.0f, 0.5f},
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{{ 0.0f, 2.0f, -4.0f}, 1.0f, gGreen, 0.5f, 50.0f, 0.8f},
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{{ 2.0f, 0.0f, -5.0f}, 1.0f, gBlue, 0.95f, 100.0f, 1.0f}
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static const Sphere spheres[] = {
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{{-2.0f, 0.0f, -5.0f}, 1.0f, red, 0.1f, 20.0f, 0.5f},
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{{ 0.0f, 2.0f, -4.0f}, 1.0f, green, 0.5f, 50.0f, 0.8f},
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{{ 2.0f, 0.0f, -5.0f}, 1.0f, blue, 0.95f, 100.0f, 1.0f}
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};
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static const int gNumSpheres = 3;
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static const float gLightPos[3] = {0.0f, 3.0f, -2.0f};
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static const float gAmbient = 0.2f;
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static const float gOrigin[3] = {0.0f, 0.5f, 0.0f};
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static const int numSpheres = 3;
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static const float lightPos[3] = {0.0f, 3.0f, -2.0f};
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static const float ambient = 0.2f;
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static const float origin[3] = {0.0f, 0.5f, 0.0f};
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int traceRay(const float origin[3], const float direction[3], float *t,
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int *hitIndex, float hitPoint[3], float normal[3]) {
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@@ -46,22 +46,22 @@ int traceRay(const float origin[3], const float direction[3], float *t,
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closest = 1e10f;
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hit = -1;
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for (i = 0; i < gNumSpheres; i++) {
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if (CgeRay3fIntersectSphere(origin, direction, gSpheres[i].center, gSpheres[i].radius, &t0, p) == 1) {
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for (i = 0; i < numSpheres; i++) {
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if (CgeRay3fIntersectSphere(origin, direction, spheres[i].center, spheres[i].radius, &t0, p) == 1) {
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if (t0 > 0.001f && t0 < closest) {
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closest = t0;
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hit = i;
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CgeVec3fSub(p, gSpheres[i].center, normal);
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CgeVec3fSub(p, spheres[i].center, normal);
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CgeVec3fNormal(normal, normal);
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}
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}
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}
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if (direction[1] != 0.0f) {
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float t_plane;
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t_plane = (-1.0f - origin[1]) / direction[1];
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if (t_plane > 0.001f && t_plane < closest) {
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closest = t_plane;
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float tPlane;
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tPlane = (-1.0f - origin[1]) / direction[1];
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if (tPlane > 0.001f && tPlane < closest) {
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closest = tPlane;
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hit = -2;
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}
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}
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@@ -78,7 +78,7 @@ int traceRay(const float origin[3], const float direction[3], float *t,
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hitPoint[2] = origin[2] + closest * direction[2];
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if (hit >= 0) {
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CgeVec3fSub(hitPoint, gSpheres[hit].center, normal);
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CgeVec3fSub(hitPoint, spheres[hit].center, normal);
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CgeVec3fNormal(normal, normal);
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} else if (hit == -2) {
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normal[0] = 0.0f; normal[1] = 1.0f; normal[2] = 0.0f;
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@@ -103,12 +103,12 @@ void traceColor(const float origin[3], const float direction[3], float color[3],
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}
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if (traceRay(origin, direction, &t, &hitIndex, hitPoint, normal) >= 0) {
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CgeVec3fSub(gLightPos, hitPoint, toLight);
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CgeVec3fSub(lightPos, hitPoint, toLight);
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CgeVec3fNormal(toLight, lightDir);
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shadow = 1.0f;
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if (traceRay(hitPoint, lightDir, &tShadow, &dummyIdx, dummyPoint, dummyNormal) >= 0) {
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float lightDist = CgeVec3fDistance(gLightPos, hitPoint);
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float lightDist = CgeVec3fDistance(lightPos, hitPoint);
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if (tShadow < lightDist) {
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shadow = 0.0f;
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}
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@@ -119,7 +119,7 @@ void traceColor(const float origin[3], const float direction[3], float color[3],
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specular = 0.0f;
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if (hitIndex >= 0 && NdotL > 0.0f) {
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CgeVec3fSub(gOrigin, hitPoint, viewDir);
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CgeVec3fSub(origin, hitPoint, viewDir);
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CgeVec3fNormal(viewDir, viewDir);
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CgeVec3fAdd(viewDir, lightDir, halfVec);
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@@ -127,11 +127,11 @@ void traceColor(const float origin[3], const float direction[3], float color[3],
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NdotH = CgeVec3fDot(normal, halfVec);
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if (NdotH > 0.0f) {
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specular = powf(NdotH, gSpheres[hitIndex].shininess) * gSpheres[hitIndex].specular;
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specular = powf(NdotH, spheres[hitIndex].shininess) * spheres[hitIndex].specular;
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}
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}
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brightness = gAmbient + diffuse * shadow + specular * shadow;
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brightness = ambient + diffuse * shadow + specular * shadow;
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if (hitIndex == -2) {
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ix = (int)floorf(hitPoint[0]);
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@@ -139,13 +139,13 @@ void traceColor(const float origin[3], const float direction[3], float color[3],
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tile = ((ix + iz) % 2 == 0) ? 1.0f : 0.3f;
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localColor[0] = localColor[1] = localColor[2] = tile * brightness;
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} else {
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surf = gSpheres[hitIndex].color;
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surf = spheres[hitIndex].color;
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localColor[0] = surf[0] * brightness;
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localColor[1] = surf[1] * brightness;
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localColor[2] = surf[2] * brightness;
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}
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reflectivity = (hitIndex >= 0) ? gSpheres[hitIndex].reflectivity : 0.0f;
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reflectivity = (hitIndex >= 0) ? spheres[hitIndex].reflectivity : 0.0f;
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if (reflectivity > 0.0f) {
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CgeVec3fReflect(direction, normal, reflectDir);
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CgeVec3fScale(reflectDir, 0.001f, offset);
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@@ -187,7 +187,7 @@ int main() {
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direction[1] = v;
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direction[2] = -fov;
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CgeVec3fNormal(direction, direction);
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traceColor(gOrigin, direction, color, 0);
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traceColor(origin, direction, color, 0);
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if (color[0] < 0.0f) color[0] = 0.0f; else if (color[0] > 1.0f) color[0] = 1.0f;
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if (color[1] < 0.0f) color[1] = 0.0f; else if (color[1] > 1.0f) color[1] = 1.0f;
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