add Lambertian material

This commit is contained in:
Fabien Freling 2021-05-11 22:15:09 +02:00
parent 3296ea3e81
commit b3c47a914f
7 changed files with 85 additions and 19 deletions

View file

@ -30,7 +30,7 @@ pub const Camera = struct {
pub fn getRay(self: Camera, u: f32, v: f32) Ray {
return Ray{
.origin = self.origin,
.direction = self.lowerLeftCorner.add(self.horizontal.mul(u)).add(self.vertical.mul(v)).sub(self.origin),
.direction = self.lowerLeftCorner.add(self.horizontal.mul_s(u)).add(self.vertical.mul_s(v)).sub(self.origin),
};
}
};

View file

@ -1,12 +1,14 @@
const Point3 = @import("vec3.zig").Point3;
const Vec3 = @import("vec3.zig").Vec3;
const Ray = @import("ray.zig").Ray;
const Material = @import("material.zig").Material;
pub const HitRecord = struct {
p: Point3,
normal: Vec3,
t: f32,
front_face: bool,
material: Material,
pub fn setFaceNormal(hit: *HitRecord, ray: Ray, outward_normal: Vec3) void {
const front_face = Vec3.dot(ray.direction, outward_normal) < 0;

View file

@ -1,6 +1,7 @@
const std = @import("std");
const print = std.debug.print;
const Random = std.rand.Random;
const sdl = @import("sdl.zig");
const vec3 = @import("vec3.zig");
const Vec3 = vec3.Vec3;
@ -11,6 +12,10 @@ const Ray = @import("ray.zig").Ray;
const Sphere = @import("sphere.zig").Sphere;
const World = @import("world.zig").World;
const Camera = @import("camera.zig").Camera;
const material = @import("material.zig");
const Material = material.Material;
const MaterialType = material.MaterialType;
const scatter = @import("material.zig").scatter;
// From: https://github.com/Nelarius/weekend-raytracer-zig/blob/master/src/main.zig
// See https://github.com/zig-lang/zig/issues/565
@ -41,15 +46,16 @@ fn rayColor(ray: Ray, world: World, rng: *Random, depth: i32) Color {
}
if (world.hit(ray, 0.001, 99999)) |hit| {
const target = hit.p.add(vec3.random_in_hemisphere(rng, hit.normal));
const newRay = Ray{ .origin = hit.p, .direction = target.sub(hit.p)};
return rayColor(newRay, world, rng, depth - 1).div(2);
if (scatter(ray, hit, rng)) |sRay| {
return sRay.color.mul(rayColor(sRay.ray, world, rng, depth - 1));
}
return Color{ .x = 0, .y = 0, .z = 0 };
}
const unitDirection = vec3.unitVector(ray.direction);
const unitDirection = ray.direction.unit();
const t = 0.5 * (unitDirection.y + 1.0);
const white = Color{ .x = 1.0, .y = 1.0, .z = 1.0 };
const blue = Color{ .x = 0.5, .y = 0.7, .z = 1.0 };
return white.mul(1.0 - t).add(blue.mul(t));
return white.mul_s(1.0 - t).add(blue.mul_s(t));
}
fn setProgress(surface: *sdl.c.SDL_Surface, width: usize, height: usize, percent: f32) void {
@ -87,9 +93,18 @@ pub fn main() anyerror!void {
const maxDepth = 5;
// World
const materialGround = Material{
.materialType = MaterialType.Lambertian,
.color = Color{ .x = 0.8, .y = 0.8, .z = 0.0 },
};
const materialCenter = Material{
.materialType = MaterialType.Lambertian,
.color = Color{ .x = 0.7, .y = 0.3, .z = 0.3 },
};
const spheres = [_]Sphere{
Sphere{ .center = Point3{ .x = 0, .y = 0, .z = -1 }, .radius = 0.5 },
Sphere{ .center = Point3{ .x = 0, .y = -100.5, .z = -1 }, .radius = 100 },
Sphere{ .center = Point3{ .x = 0, .y = 0, .z = -1 }, .radius = 0.5, .material = materialCenter },
Sphere{ .center = Point3{ .x = 0, .y = -100.5, .z = -1 }, .radius = 100, .material = materialGround },
};
const world = World{ .spheres = spheres[0..spheres.len] };

View file

@ -0,0 +1,35 @@
const std = @import("std");
const Random = std.rand.Random;
const vec3 = @import("vec3.zig");
const Color = @import("color.zig").Color;
const Ray = @import("ray.zig").Ray;
const HitRecord = @import("hittable.zig").HitRecord;
pub const MaterialType = enum {
Lambertian,
};
pub const Material = struct {
materialType: MaterialType,
color: Color,
};
pub const ScatteredRay = struct {
ray: Ray,
color: Color,
};
pub fn scatter(ray: Ray, hit: HitRecord, rng: *Random) ?ScatteredRay {
var scatterDirection = hit.normal.add(vec3.random_unit_vector(rng));
// Catch degenerate scatter direction
if (scatterDirection.nearZero()) {
scatterDirection = hit.normal;
}
return ScatteredRay{
.ray = Ray{ .origin = hit.p, .direction = scatterDirection},
.color = hit.material.color,
};
}

View file

@ -6,6 +6,6 @@ pub const Ray = struct {
direction: Vec3,
pub fn at(self: Ray, t: f32) Point3 {
return self.origin.add(self.direction.mul(t));
return self.origin.add(self.direction.mul_s(t));
}
};

View file

@ -4,10 +4,12 @@ const Point3 = @import("vec3.zig").Point3;
const Vec3 = @import("vec3.zig").Vec3;
const HitRecord = @import("hittable.zig").HitRecord;
const Ray = @import("ray.zig").Ray;
const Material = @import("material.zig").Material;
pub const Sphere = struct {
center: Point3,
radius: f32,
material: Material,
pub fn hit(self: Sphere, ray: Ray, t_min: f32, t_max: f32) ?HitRecord {
const oc = ray.origin.sub(self.center);
@ -37,6 +39,7 @@ pub const Sphere = struct {
.p = rayAtRoot,
.normal = rayAtRoot.sub(self.center).div(self.radius),
.front_face = false,
.material = self.material,
};
const outwardNormal = hitLocal.p.sub(self.center).div(self.radius);
HitRecord.setFaceNormal(&hitLocal, ray, outwardNormal);

View file

@ -24,7 +24,15 @@ pub const Vec3 = packed struct {
};
}
pub fn mul(self: Vec3, scalar: f32) Vec3 {
pub fn mul(self: Vec3, v: Vec3) Vec3 {
return Vec3{
.x = self.x * v.x,
.y = self.y * v.y,
.z = self.z * v.z,
};
}
pub fn mul_s(self: Vec3, scalar: f32) Vec3 {
return Vec3{
.x = self.x * scalar,
.y = self.y * scalar,
@ -60,14 +68,17 @@ pub const Vec3 = packed struct {
};
}
// pub fn unit_vector() Vec3 {
// return
// }
};
pub fn unit(self: Vec3) Vec3 {
return self.div(self.length());
}
pub fn unitVector(vec: Vec3) Vec3 {
return vec.div(vec.length());
}
pub fn nearZero(self: Vec3) bool {
const t = 1e-8;
return math.absFloat(self.x) < t
and math.absFloat(self.y) < t
and math.absFloat(self.z) < t;
}
};
pub fn random(rng: *Random, min: f32, max: f32) Vec3 {
const range = max - min;
@ -88,7 +99,7 @@ pub fn random_in_unit_sphere(rng: *Random) Vec3 {
}
pub fn random_unit_vector(rng: *Random) Vec3 {
return unitVector(random_in_unit_sphere(rng));
return random_in_unit_sphere(rng).unit();
}
pub fn random_in_hemisphere(rng: *Random, normal: Vec3) Vec3 {
@ -97,7 +108,7 @@ pub fn random_in_hemisphere(rng: *Random, normal: Vec3) Vec3 {
// In the same hemisphere as the normal
return in_unit_sphere;
} else {
return in_unit_sphere.mul(-1);
return in_unit_sphere.mul_s(-1);
}
}