Add more functions, add example, fix ray collision detection
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205
examples/demo.c
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205
examples/demo.c
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#include <stdio.h>
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#include <math.h>
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#include "CgeMath.h"
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#define WIDTH 640
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#define HEIGHT 480
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#define BG_R 0.05f
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#define BG_G 0.05f
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#define BG_B 0.1f
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#define MAX_BOUNCES 7
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static int toInt(float x) {
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return (int)(x * 255.0f);
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}
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typedef struct {
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float center[3];
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float radius;
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const float *color;
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float reflectivity;
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float shininess;
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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 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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};
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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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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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float t0, closest;
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float p[3];
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int i, hit;
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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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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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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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hit = -2;
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}
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}
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if (closest == 1e10f) {
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return -1;
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}
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*t = closest;
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*hitIndex = hit;
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hitPoint[0] = origin[0] + closest * direction[0];
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hitPoint[1] = origin[1] + closest * direction[1];
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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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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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}
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return 1;
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}
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void traceColor(const float origin[3], const float direction[3], float color[3],
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int depth) {
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float viewDir[3], halfVec[3], reflectDir[3], offset[3], reflectOrigin[3];
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float hitPoint[3], normal[3], localColor[3], reflectColor[3];
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float toLight[3], lightDir[3], dummyPoint[3], dummyNormal[3];
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float t, NdotL, diffuse, specular, brightness, tile, NdotH, reflectivity;
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float shadow, tShadow;
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const float *surf;
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int hitIndex, dummyIdx, ix, iz;
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if (depth >= MAX_BOUNCES) {
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color[0] = color[1] = color[2] = 0.0f;
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return;
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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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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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if (tShadow < lightDist) {
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shadow = 0.0f;
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}
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}
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NdotL = CgeVec3fDot(normal, lightDir);
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diffuse = (NdotL > 0.0f) ? NdotL : 0.0f;
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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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CgeVec3fNormal(viewDir, viewDir);
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CgeVec3fAdd(viewDir, lightDir, halfVec);
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CgeVec3fNormal(halfVec, halfVec);
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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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}
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}
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brightness = gAmbient + diffuse * shadow + specular * shadow;
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if (hitIndex == -2) {
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ix = (int)floorf(hitPoint[0]);
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iz = (int)floorf(hitPoint[2]);
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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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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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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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CgeVec3fAdd(hitPoint, offset, reflectOrigin);
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traceColor(reflectOrigin, reflectDir, reflectColor, depth + 1);
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localColor[0] = localColor[0] * (1.0f - reflectivity) + reflectColor[0] * reflectivity;
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localColor[1] = localColor[1] * (1.0f - reflectivity) + reflectColor[1] * reflectivity;
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localColor[2] = localColor[2] * (1.0f - reflectivity) + reflectColor[2] * reflectivity;
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}
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color[0] = localColor[0];
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color[1] = localColor[1];
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color[2] = localColor[2];
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} else {
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color[0] = BG_R;
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color[1] = BG_G;
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color[2] = BG_B;
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}
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}
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int main() {
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int x, y;
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float u, v, aspect, fov;
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float direction[3], color[3];
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printf("P3\n%d %d\n255\n", WIDTH, HEIGHT);
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aspect = (float)WIDTH / (float)HEIGHT;
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fov = 1.0f;
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for (y = 0; y < HEIGHT; y++) {
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for (x = 0; x < WIDTH; x++) {
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u = (2.0f * (x + 0.5f) / (float)WIDTH - 1.0f) * aspect;
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v = (2.0f * (HEIGHT - y - 0.5f) / (float)HEIGHT - 1.0f);
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direction[0] = u;
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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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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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if (color[2] < 0.0f) color[2] = 0.0f; else if (color[2] > 1.0f) color[2] = 1.0f;
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color[0] = powf(color[0], 1.0f / 2.2f);
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color[1] = powf(color[1], 1.0f / 2.2f);
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color[2] = powf(color[2], 1.0f / 2.2f);
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printf("%d %d %d\n", toInt(color[0]), toInt(color[1]), toInt(color[2]));
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}
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}
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return 0;
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}
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