Use tabs instead of spaces, remove unused code, drop metallic materials
This commit is contained in:
+205
-121
@@ -15,14 +15,19 @@
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#include "sync.h"
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#include "mesh.h"
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typedef struct {
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Vector3 albedo;
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float metallic;
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float roughness;
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float reflectance;
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float emission_power;
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Vector3 emission_color;
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} Material;
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#ifndef M_PI
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#define M_PI 3.1415926538
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#endif
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int screen_w;
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int screen_h;
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@@ -321,27 +326,8 @@ bool intersect_object(Ray r, Object o, float *t, Vector3 *normal)
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return false;
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}
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unsigned int wang_hash(unsigned int seed)
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{
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seed = (seed ^ 61) ^ (seed >> 16);
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seed *= 9;
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seed = seed ^ (seed >> 4);
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seed *= 0x27d4eb2d;
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seed = seed ^ (seed >> 15);
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return seed;
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}
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unsigned int pcg_hash(unsigned int input)
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{
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unsigned int state = input * 747796405U + 2891336453U;
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unsigned int word = ((state >> ((state >> 28U) + 4U)) ^ state) * 277803737U;
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return (word >> 22U) ^ word;
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}
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float random_float(void)
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{
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// *seed = pcg_hash(*seed);
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// return (float) *seed / UINT_MAX;
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return (float) rand() / RAND_MAX;
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}
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@@ -418,105 +404,108 @@ HitInfo trace_ray(Ray ray)
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}
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}
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float clamp(float x, float min, float max)
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{
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assert(min <= max);
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if (x < min) return min;
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if (x > max) return max;
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return x;
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}
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Vector3 maxv(Vector3 a, Vector3 b)
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{
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return (Vector3) {
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max(a.x, b.x),
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max(a.y, b.y),
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max(a.z, b.z),
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};
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}
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Vector3 vec_from_scalar(float s)
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{
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return (Vector3) {s, s, s};
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}
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Vector3 fresnelSchlickRoughness(float cosTheta, Vector3 F0, float roughness)
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{
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return combine(F0, combine(maxv(vec_from_scalar(1.0 - roughness), F0), F0, 1, -1), 1, pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0));
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}
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float geometrySmith(float NoV, float NoL, float a) {
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float a2 = a * a;
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float GGXL = NoV * sqrt((-NoL * a2 + NoL) * NoL + a2);
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float GGXV = NoL * sqrt((-NoV * a2 + NoV) * NoV + a2);
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return 0.5 / (GGXV + GGXL);
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}
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float distribGGX(float NoH, float roughness) {
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float a = NoH * roughness;
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float k = roughness / (1.0 - NoH * NoH + a * a);
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return k * k * (1.0 / M_PI);
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}
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Vector3 pixel(float x, float y)
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{
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Ray original_ray = ray_through_screen_at(x, y, (float) screen_w/screen_h);
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Ray in_ray = ray_through_screen_at(x, y, (float) screen_w/screen_h);
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Vector3 sky_color = {0.6, 0.7, 0.9};
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//Vector3 sky_color = {0, 0, 0};
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//Vector3 sky_color = {1, 1, 1};
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int diffuse_rays = 1;
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int specular_rays = 1;
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Vector3 contrib = {1, 1, 1};
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Vector3 result = {0, 0, 0};
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for (int i = 0; i < 1000; i++) {
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Vector3 diffuse_contrib = {1, 1, 1};
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Vector3 diffuse_light = {0, 0, 0};
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Ray ray = original_ray;
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for (int j = 0; j < diffuse_rays; j++) {
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int bounces = 4;
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for (int i = 0; i < bounces; i++) {
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HitInfo hit = trace_ray(ray);
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HitInfo hit = trace_ray(in_ray);
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if (hit.object == -1) {
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diffuse_light = combine(diffuse_light, mulv(sky_color, diffuse_contrib), 1, 1);
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result = combine(result, mulv(sky_color, contrib), 1, 1);
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break;
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}
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Material material = objects[hit.object].material;
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diffuse_contrib = mulv(diffuse_contrib, material.albedo);
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diffuse_light = combine(diffuse_light, material.emission_color, 1, material.emission_power);
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float base_specular = 0.04; // Dielectrics
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Vector3 reflect_dir = reflect(in_ray.direction, scale(hit.normal, -1));
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float specular_ratio = base_specular * (1 - material.metallic) + material.metallic;
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float diffuse_ratio = 1 - specular_ratio;
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Vector3 rand_dir = random_direction();
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if (dotv(rand_dir, hit.normal) < 0)
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rand_dir = scale(rand_dir, -1);
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Vector3 out_dir = normalize(combine(rand_dir, reflect_dir, material.roughness, 1));
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Ray out_ray = (Ray) { combine(hit.point, out_dir, 1, 0.001), out_dir };
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Vector3 diffuse_dir;
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{
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diffuse_dir = random_direction();
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if (dotv(diffuse_dir, hit.normal) < 0)
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diffuse_dir = scale(diffuse_dir, -1);
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float perceptualRoughness = max(material.roughness, 0.089);
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float roughness = perceptualRoughness * perceptualRoughness;
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Vector3 v = scale(in_ray.direction, -1);
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Vector3 l = out_dir;
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Vector3 n = hit.normal;
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Vector3 h = normalize(combine(v, l, 1, 1));
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float NoH = dotv(n, v);
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float LoH = dotv(l, h);
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float NoV = dotv(n, v);
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float NoL = dotv(n, l);
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Vector3 f0 = vec_from_scalar(0.16 * material.reflectance * material.reflectance);
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float D = distribGGX(NoH, roughness);
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Vector3 F = fresnelSchlickRoughness(LoH, f0, roughness);
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float V = geometrySmith(NoV, NoL, roughness);
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Vector3 specular = scale(F, (D * V) / (4.0 * NoV * NoL + 0.0001));
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Vector3 diffuse = mulv(combine((Vector3) {1, 1, 1}, F, 1, -1), material.albedo);
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result = combine(result, mulv(contrib, material.emission_color), 1, material.emission_power);
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contrib = mulv(contrib, scale(combine(diffuse, specular, 1, 1), NoL));
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}
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Vector3 specular_dir;
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{
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Vector3 reflect_dir = reflect(ray.direction, scale(hit.normal, -1));
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Vector3 noise_dir = scale(random_direction(), material.roughness);
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if (dotv(noise_dir, reflect_dir) < 0)
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noise_dir = scale(noise_dir, -1);
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specular_dir = combine(noise_dir, reflect_dir, 1, 1);
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in_ray = out_ray;
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}
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Vector3 new_dir = combine(diffuse_dir, specular_dir, diffuse_ratio, specular_ratio);
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result.x = clamp(result.x, 0, 1);
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result.y = clamp(result.y, 0, 1);
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result.z = clamp(result.z, 0, 1);
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ray = (Ray) { combine(hit.point, new_dir, 1, 0.001), new_dir };
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}
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}
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diffuse_light = scale(diffuse_light, 1.0f / diffuse_rays);
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/*
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Vector3 specular_contrib = {1, 1, 1};
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Vector3 specular_light = {0, 0, 0};
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ray = original_ray;
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for (int j = 0; j < specular_rays; j++) {
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int bounces = 4;
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for (int i = 0; i < bounces; i++) {
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HitInfo hit = trace_ray(ray);
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if (hit.object == -1) {
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Vector3 sky_color = {0.6, 0.7, 0.9};
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//Vector3 sky_color = {0, 0, 0};
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specular_light = combine(specular_light, mulv(sky_color, specular_contrib), 1, 1);
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break;
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}
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Material material = objects[hit.object].material;
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specular_contrib = mulv(specular_contrib, material.albedo);
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specular_light = combine(specular_light, material.emission_color, 1, material.emission_power);
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Vector3 reflect_dir = reflect(ray.direction, scale(hit.normal, -1));
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float roughness = objects[hit.object].material.roughness;
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Vector3 noise_dir = scale(random_direction(), roughness);
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if (dotv(noise_dir, reflect_dir) < 0)
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noise_dir = scale(noise_dir, -1);
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Vector3 new_dir = combine(noise_dir, reflect_dir, roughness, 1 - roughness);
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ray = (Ray) { combine(hit.point, new_dir, 1, 0.001), new_dir };
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}
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}
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specular_light = scale(specular_light, 1.0f / specular_rays);
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float base_specular = 0.04; // Dielectrics
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float specilar_ratio = base_specular * ()
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light = scale(light, 1.0f/(specular_rays + diffuse_rays));
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*/
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Vector3 light = diffuse_light;
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return light;
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return result;
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}
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uint32_t accum_generation = 0;
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@@ -525,14 +514,14 @@ Vector3 *frame = NULL;
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int frame_w = 0;
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int frame_h = 0;
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unsigned int frame_texture;
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uint64_t accum_index = 1;
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uint64_t accum_count = 0;
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os_mutex_t frame_mutex;
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os_threadreturn worker(void*)
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{
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uint32_t local_accum_generation = 0;
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Vector3 *local_accum = NULL;
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uint64_t local_accum_index = 1;
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uint64_t local_accum_count = 0;
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int local_frame_w = 0;
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int local_frame_h = 0;
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@@ -544,7 +533,7 @@ os_threadreturn worker(void*)
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if (accum != NULL && local_accum != NULL && local_accum_generation == accum_generation) {
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for (int i = 0; i < frame_w * frame_h; i++)
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accum[i] = combine(accum[i], local_accum[i], 1, 1);
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accum_index += local_accum_index;
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accum_count += local_accum_count;
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}
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memset(local_accum, 0, sizeof(Vector3) * local_frame_w * local_frame_h);
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if (local_frame_w != frame_w || local_frame_h != frame_h)
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@@ -552,7 +541,7 @@ os_threadreturn worker(void*)
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local_accum_generation = accum_generation;
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local_frame_w = frame_w;
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local_frame_h = frame_h;
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local_accum_index = 1;
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local_accum_count = 0;
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os_mutex_unlock(&frame_mutex);
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if (resize) {
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@@ -585,7 +574,7 @@ os_threadreturn worker(void*)
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local_accum[pixel_index] = combine(local_accum[pixel_index], color, 1, 1);
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}
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local_accum_index++;
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local_accum_count++;
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}
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}
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}
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@@ -594,7 +583,7 @@ os_threadreturn worker(void*)
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void invalidate_accumulation(void)
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{
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os_mutex_lock(&frame_mutex);
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accum_index = 1;
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accum_count = 0;
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accum_generation++;
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os_mutex_unlock(&frame_mutex);
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}
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@@ -616,12 +605,10 @@ void update_frame_texture(float s)
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accum = malloc(sizeof(Vector3) * frame_w * frame_h);
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if (!accum) { printf("OUT OF MEMORY\n"); abort(); }
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accum_index = 1;
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accum_count = 0;
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}
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if (accum_index == 1) {
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//memset(accum, 0, sizeof(Vector3) * frame_w * frame_h);
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if (accum_count == 0) {
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for (int j = 0; j < frame_h; j++)
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for (int i = 0; i < frame_w; i++) {
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@@ -632,6 +619,8 @@ void update_frame_texture(float s)
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int pixel_index = j * frame_w + i;
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accum[pixel_index] = pixel(u, v);
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}
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accum_count++;
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}
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for (int j = 0; j < frame_h; j++)
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@@ -643,7 +632,7 @@ void update_frame_texture(float s)
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v = 1 - v;
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int pixel_index = j * frame_w + i;
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frame[pixel_index] = scale(accum[pixel_index], 1.0f / accum_index);
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frame[pixel_index] = scale(accum[pixel_index], 1.0f / accum_count);
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}
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glBindTexture(GL_TEXTURE_2D, frame_texture);
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@@ -655,14 +644,105 @@ void update_frame_texture(float s)
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int main(void)
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{
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add_object(cube((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .roughness=1, .albedo=(Vector3) {1, 0, 0}}, (Vector3) {0, 0, 0}, (Vector3) {10, 5, 0.1}));
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add_object(cube((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .roughness=1, .albedo=(Vector3) {1, 0, 0}}, (Vector3) {0, 0, 0}, (Vector3) {0.1, 5, 10}));
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add_object(cube((Material) {.emission_color={0}, .emission_power=0, .metallic=1, .roughness=0, .albedo=(Vector3) {0.4, 0.3, 0.9}}, (Vector3) {0, -0.1, 0}, (Vector3) {10, 0.1, 10}));
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#if 0
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float box_d = 3;
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float box_w = 3;
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float box_h = 5;
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float box_border = 0.1;
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add_object(cube((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .roughness=1, .albedo=(Vector3) {1, 0, 0}}, (Vector3) {7, 0, 8}, (Vector3) {1, 1, 1}));
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add_object(cube((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .roughness=1, .albedo=(Vector3) {1, 0, 1}}, (Vector3) {6, 0, 7}, (Vector3) {1, 1, 1}));
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add_object(sphere((Material) {.emission_color={1, 0.4, 0}, .emission_power=3, .metallic=0, .roughness=0, .albedo=(Vector3) {1, 0.4, 0}}, (Vector3) {3, 1, 3}, 1));
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add_object(sphere((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .roughness=0, .albedo=(Vector3) {0, 1, 0}}, (Vector3) {5, 1, 3}, 1));
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add_object(cube(
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(Material) {
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.emission_color={0},
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.emission_power=0,
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.roughness=1,
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.metallic=0,
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.albedo=(Vector3) {1, 1, 1}
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},
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(Vector3) {0, 0, 0},
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(Vector3) {box_w, box_border, box_d}
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));
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add_object(cube(
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(Material) {
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.emission_color={0},
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.emission_power=0,
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.metallic=0,
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.roughness=1,
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.albedo=(Vector3) {1, 1, 1}
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},
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(Vector3) {0, box_h, 0},
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(Vector3) {box_w, box_border, box_d}
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));
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add_object(cube(
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(Material) {
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.emission_color={0},
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.emission_power=0,
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.metallic=0,
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.roughness=0,
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.albedo=(Vector3) {1, 1, 1}
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},
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(Vector3) {0, 0, 0},
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(Vector3) {box_border, box_h, box_d}
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));
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add_object(cube(
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(Material) {
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.emission_color={0},
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.emission_power=0,
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.metallic=0,
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.roughness=0,
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.albedo=(Vector3) {1, 1, 1}
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},
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(Vector3) {box_w, 0, 0},
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(Vector3) {box_border, box_h, box_d}
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));
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add_object(cube(
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(Material) {
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.emission_color={0},
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.emission_power=0,
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.metallic=0,
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.roughness=1,
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.albedo=(Vector3) {1, 1, 1}
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},
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(Vector3) {0, 0, 0},
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(Vector3) {box_w, box_h, box_border}
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));
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add_object(cube(
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(Material) {
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.emission_color={1, 1, 1},
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.emission_power=10,
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.metallic=0,
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.roughness=1,
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.albedo=(Vector3) {1, 1, 1}
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},
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(Vector3) {box_w/3, box_h-box_border, box_d/3},
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(Vector3) {box_w/3, box_border, box_d/3}
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));
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add_object(sphere(
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(Material) {
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.emission_color={0},
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.emission_power=0,
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.metallic=0,
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.roughness=0,
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.albedo=(Vector3) {0, 1, 0}
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},
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(Vector3) {box_w/2, box_w/3, box_d/2},
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box_w/3
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));
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#elif 1
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add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .reflectance=1, .roughness=1, .albedo=(Vector3) {1, 0.3, 0.3}}, (Vector3) {0, 0, 0}, (Vector3) {10, 5, 0.1}));
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add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .reflectance=1, .roughness=0.5, .albedo=(Vector3) {0.3, 1, 0.3}}, (Vector3) {0, 0, 0}, (Vector3) {0.1, 5, 10}));
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add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .reflectance=1, .roughness=0, .albedo=(Vector3) {0.4, 0.3, 0.9}}, (Vector3) {0, -0.1, 0}, (Vector3) {10, 0.1, 10}));
|
||||
add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .reflectance=1, .roughness=1, .albedo=(Vector3) {1, 0, 0}}, (Vector3) {7, 0, 8}, (Vector3) {1, 1, 1}));
|
||||
add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .reflectance=1, .roughness=1, .albedo=(Vector3) {1, 0, 1}}, (Vector3) {6, 0, 7}, (Vector3) {1, 1, 1}));
|
||||
add_object(sphere((Material) {.emission_color={1, 0.4, 0.2}, .emission_power=3, .reflectance=1, .roughness=1, .albedo=(Vector3) {1, 0.4, 0}}, (Vector3) {3, 1, 3}, 1));
|
||||
add_object(sphere((Material) {.emission_color={0}, .emission_power=0, .reflectance=1, .roughness=0, .albedo=(Vector3) {0, 1, 0}}, (Vector3) {5, 1, 3}, 1));
|
||||
#endif
|
||||
|
||||
os_mutex_create(&frame_mutex);
|
||||
|
||||
@@ -683,7 +763,9 @@ int main(void)
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
GLFWwindow *window = glfwCreateWindow(640, 480, "Path Trace", NULL, NULL);
|
||||
int window_w = 2 * 640;
|
||||
int window_h = 2 * 480;
|
||||
GLFWwindow *window = glfwCreateWindow(window_w, window_h, "Path Trace", NULL, NULL);
|
||||
if (!window) {
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
@@ -741,8 +823,10 @@ int main(void)
|
||||
glBindTexture(GL_TEXTURE_2D, frame_texture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
|
||||
@@ -756,7 +840,7 @@ int main(void)
|
||||
|
||||
Vector3 clear_color = {1, 1, 1};
|
||||
|
||||
update_frame_texture(0.4);
|
||||
update_frame_texture(0.6);
|
||||
|
||||
glViewport(0, 0, screen_w, screen_h);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, 1.0f);
|
||||
|
||||
Reference in New Issue
Block a user