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main.c
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565 lines (431 loc) · 14.6 KB
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#include <netinet/in.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sys/socket.h>
#include <sys/types.h>
#include <asm-generic/mman.h>
#include <sys/mman.h>
#include <stdarg.h>
#include <stdbool.h>
#include <time.h>
#include <float.h>
typedef struct vec3 vec3;
struct vec3 {
double e[3];
};
typedef struct Arena Arena;
struct Arena {
uint64_t pos;
void* block;
};
typedef struct ray ray;
struct ray {
vec3 origin;
vec3 direction;
};
enum hittable_material {
METAL,
LAMBERTIAN,
DIELECTRIC
};
typedef struct hit_record hit_record;
struct hit_record {
vec3 p;
vec3 normal;
vec3 albedo;
double t;
double refraction_index;
int front_face;
enum hittable_material material;
};
enum hittable_type {
SPHERE,
};
typedef struct hittable hittable;
struct hittable {
vec3 center;
double radius;
vec3 albedo;
double refraction_index;
enum hittable_type type;
enum hittable_material material;
};
#define MAX_DIFFUSE_DEPTH 50
#define HITTABLES_LENGTH 500
hittable hittables[HITTABLES_LENGTH];
char *vec2str(Arena *arena, vec3 *vec);
Arena *arenaAlloc(size_t size) {
void *block = mmap(NULL, size, PROT_READ | PROT_WRITE | PROT_EXEC, MAP_ANONYMOUS | MAP_PRIVATE, -1, 0);
if (block == MAP_FAILED) {
perror("mmap: ");
exit(1);
}
Arena *arena = (Arena*) block;
arena->pos = sizeof(Arena);
arena->block = block;
return arena;
}
void* pushArray(Arena *arena, size_t size) {
void *result = (arena->block + arena->pos);
arena->pos = arena->pos + size;
return result;
}
ray newRay(vec3 origin, vec3 direction) {
ray result;
result.origin = origin;
result.direction = direction;
return result;
}
vec3 newVec3(double r, double g, double b) {
vec3 newVec;
newVec.e[0] = r;
newVec.e[1] = g;
newVec.e[2] = b;
return newVec;
}
double length_squared(vec3 v) {
return v.e[0]*v.e[0] + v.e[1]*v.e[1] + v.e[2]*v.e[2];
}
double length(vec3 v) {
return sqrt(length_squared(v));
}
vec3 mul(double t, vec3 vec) {
vec3 result;
result.e[0] = t * vec.e[0];
result.e[1] = t * vec.e[1];
result.e[2] = t * vec.e[2];
return result;
}
vec3 vec_div(vec3 vec, double t) {
vec3 result;
result.e[0] = vec.e[0] / t;
result.e[1] = vec.e[1] / t;
result.e[2] = vec.e[2] / t;
return result;
}
vec3 unit_vector(vec3 v) {
return vec_div(v, length(v));
}
vec3 plus(vec3 a, vec3 b) {
vec3 result;
result.e[0] = a.e[0] + b.e[0];
result.e[1] = a.e[1] + b.e[1];
result.e[2] = a.e[2] + b.e[2];
return result;
}
vec3 at(ray r, double t) {
vec3 mulResult = mul(t, r.direction);
return plus(r.origin, mulResult);
}
vec3 plus_vararg(int count, vec3 first, ...) {
vec3 result;
result.e[0] = 0;
result.e[1] = 0;
result.e[2] = 0;
va_list args;
va_start(args, first);
vec3 vec = first;
for (int i = 0; i < count; ++i) {
result.e[0] += vec.e[0];
result.e[1] += vec.e[1];
result.e[2] += vec.e[2];
vec = va_arg(args, vec3);
}
va_end(args);
return result;
}
vec3 minus_vararg(int count, vec3 first, ...) {
vec3 result;
result.e[0] = 0;
result.e[1] = 0;
result.e[2] = 0;
va_list args;
va_start(args, first);
vec3 vec = first;
for (int i = 0; i < count; ++i) {
result.e[0] -= vec.e[0];
result.e[1] -= vec.e[1];
result.e[2] -= vec.e[2];
vec = va_arg(args, vec3);
}
va_end(args);
return result;
}
vec3 minus(vec3 a, vec3 b) {
vec3 result;
result.e[0] = a.e[0] - b.e[0];
result.e[1] = a.e[1] - b.e[1];
result.e[2] = a.e[2] - b.e[2];
return result;
}
double x(vec3 v) {
return v.e[0];
}
double y(vec3 v) {
return v.e[1];
}
double z(vec3 v) {
return v.e[2];
}
void write_color(vec3 pixel_color) {
double r = pixel_color.e[0];
double g = pixel_color.e[1];
double b = pixel_color.e[2];
int rbyte = (int)(255.999 * r);
int gbyte = (int)(255.999 * g);
int bbyte = (int)(255.999 * b);
printf("%d %d %d\n", rbyte, gbyte, bbyte);
}
char *vec2str(Arena *arena, vec3 *vec) {
char *result = pushArray(arena, 100*sizeof(char));
sprintf(result, "%lf %lf %lf", vec->e[0], vec->e[1], vec->e[2]);
return result;
}
char *vec2str_noArena(vec3 vec) {
char *result = malloc(100*sizeof(char));
sprintf(result, "%lf %lf %lf", vec.e[0], vec.e[1], vec.e[2]);
return result;
}
double dot(vec3 u, vec3 v) {
return u.e[0] * v.e[0]
+ u.e[1] * v.e[1]
+ u.e[2] * v.e[2];
}
double hit_sphere_alt(vec3 center, double radius, ray r, double ray_tmin, double ray_tmax, hit_record *rec) {
double a = dot(r.direction, r.direction);
double b = 2 * (dot(r.direction, r.origin) - dot(center, r.direction));
vec3 cv0 = minus(center, r.origin);
double cv0_squared = dot(cv0, cv0);
double c = cv0_squared - radius * radius;
double root = (-1 * b - sqrt(b*b - 4 * a * c)) / (2 * a);
if (isnan(root) || root < 0.001 || root > ray_tmax) {
root = (-1 * b + sqrt(b*b - 4 * a * c)) / (2 * a);
if (isnan(root) || root < 0.001|| root > ray_tmax) {
return false;
}
}
rec->t = root;
rec->p = at(r, rec->t);
vec3 outward_normal = vec_div(minus(rec->p, center), radius);
vec3 normal;
if (dot(r.direction, outward_normal) > 0.0) {
rec->front_face = 1;
normal = mul(-1.0, outward_normal);
} else {
rec->front_face = 0;
normal = outward_normal;
}
rec->normal = normal;
return true;
}
int worldHit(ray r, double ray_tmin, double ray_tmax, hit_record *rec) {
hit_record temp_rec;
int hit_anything = false;
double closest_so_far = ray_tmax;
for (int i = 0; i < HITTABLES_LENGTH; ++i) {
hittable object = hittables[i];
if (object.type == SPHERE) {
if (hit_sphere_alt(object.center, object.radius, r, ray_tmin, closest_so_far, &temp_rec)) {
hit_anything = true;
closest_so_far = temp_rec.t;
*rec = temp_rec;
rec->material = object.material;
rec->albedo = object.albedo;
rec->refraction_index = object.refraction_index;
}
} else {
fprintf(stderr, "UNRECOGNIZED OBJECT TYPE\n");
}
}
return hit_anything;
}
double random_double() {
return rand() / (RAND_MAX + 1.0);
}
double random_double_range(double min, double max) {
return min + (max - min)*random_double();
}
vec3 random_vec3() {
return newVec3(random_double(), random_double(), random_double());
}
vec3 random_range_vec3(double min, double max) {
return newVec3(random_double_range(min,max), random_double_range(min,max), random_double_range(min,max));
}
vec3 random_unit_vector() {
while (true) {
vec3 p = random_range_vec3( -1.0, 1.0);
double lensq = length_squared(p);
if (1e-160 <= lensq <= 1) {
return vec_div(p, sqrt(lensq));
}
}
}
vec3 reflect(vec3 incoming, vec3 n) {
vec3 L = mul( -1.0, incoming);
double NL = 2 * dot(n, L);
vec3 comp_a = mul(NL, n);
return minus(comp_a, L);
}
vec3 refract(vec3 uv, vec3 n, double etai_over_etat) {
double uvn = dot(mul(-1.0, uv), n);
double cos_theta = uvn;
if (cos_theta > 1.0) {
cos_theta = 1.0;
}
vec3 r_out_perp = mul(etai_over_etat, plus(uv, mul(cos_theta, n)));
double r_out_parallel_mul = -1.0 * sqrt(fabs(1.0 - length_squared(r_out_perp)));
vec3 r_out_parallel = mul(r_out_parallel_mul, n);
return plus(r_out_perp, r_out_parallel);
}
vec3 vec_mul(vec3 a, vec3 b) {
return newVec3(a.e[0]*b.e[0], a.e[1]*b.e[1], a.e[2]*b.e[2]);
}
bool near_zero(vec3 *v) {
double s = 1e-8;
return (fabs(v->e[0]) < s) && (fabs(v->e[1]) < s) && (fabs(v->e[2]) < s);
}
vec3 ray_color(ray r, int depth) {
if (depth <= 0) {
return newVec3(0, 0, 0);
}
hit_record rec;
if (worldHit(r, 0.001, DBL_MAX, &rec)) {
if (rec.material == LAMBERTIAN) {
vec3 random_uv = random_unit_vector();
vec3 direction = plus(random_uv, rec.normal);
vec3 minus_direction = plus(random_uv, rec.normal);
if (near_zero(&direction)) {
direction = rec.normal;
}
double direction_magnitude = sqrt(x(direction) * x(direction) + y(direction) * y(direction) + z(direction) * z(direction));
ray ray_new = newRay(rec.p, direction);
return vec_mul(rec.albedo, ray_color(ray_new, depth -1));
} else if (rec.material == DIELECTRIC) {
vec3 attenuation = newVec3(1.0, 1.0, 1.0);
double ri = rec.front_face ? rec.refraction_index : (1.0/rec.refraction_index);
vec3 unit_direction = unit_vector(r.direction);
double cos_theta = dot(mul(-1.0, unit_direction), rec.normal);
if (cos_theta > 1.0) cos_theta = 1.0;
double sin_theta = sqrt(1.0 - cos_theta * cos_theta);
vec3 direction;
if (ri * sin_theta > 1.0) {
direction = reflect(unit_direction, rec.normal);
} else {
direction = refract(unit_direction, rec.normal, ri);
}
ray scattered = newRay(rec.p, direction);
return ray_color(scattered, depth - 1);
} else {
vec3 reflected = reflect(r.direction, rec.normal);
ray scattered = newRay(rec.p, reflected);
return vec_mul(rec.albedo, ray_color(scattered, depth -1));
}
}
vec3 unit_direction = unit_vector(r.direction);
double a = 0.5 * (y(unit_direction) + 1.0);
return plus(mul((1.0 - a), newVec3(1.0, 1.0, 1.0)), mul(a, newVec3(0.5, 0.7, 1.0)));
}
const double pi = 3.1415926535897932385;
double degrees_to_radians(double degrees) {
return degrees * pi / 180.0;
}
vec3 cross(vec3 u, vec3 v) {
return newVec3(u.e[1] * v.e[2] - u.e[2] * v.e[1],
u.e[2] * v.e[0] - u.e[0] * v.e[2],
u.e[0] * v.e[1] - u.e[1] * v.e[0]);
}
int main() {
srand(time(NULL));
size_t arena_size = (1 << 30); // 1 GB
Arena *arena = arenaAlloc(arena_size);
hittables[0].center = newVec3(0, -1000, 0);
hittables[0].radius = 1000;
hittables[0].type = SPHERE;
hittables[0].material = LAMBERTIAN;
hittables[0].albedo = newVec3(0.5, 0.5, 0.5);
int hittables_index = 1;
for (int a = -11; a < 11; ++a) {
for (int b = -11; b < 11; ++b) {
double choose_mat = random_double();
vec3 center = newVec3(a + 0.9*random_double(), 0.2, b + 0.9*random_double());
if (length(minus(center, newVec3(4, 0.2, 0))) > 0.9) {
hittables[hittables_index].center = center;
hittables[hittables_index].radius = 0.2;
if (choose_mat < 0.8) {
vec3 albedo = vec_mul(random_vec3(), random_vec3());
hittables[hittables_index].material = LAMBERTIAN;
hittables[hittables_index].albedo = albedo;
} else if (choose_mat < 0.95) {
vec3 albedo = random_range_vec3(0.5, 1);
hittables[hittables_index].material = METAL;
hittables[hittables_index].albedo = albedo;
} else {
hittables[hittables_index].refraction_index = 1.5;
hittables[hittables_index].material = DIELECTRIC;
hittables[hittables_index].albedo = newVec3(0.7, 0.6, 0.5);
}
hittables_index++;
}
}
}
hittables[hittables_index].center = newVec3(0, 1, 0);
hittables[hittables_index].radius = 1;
hittables[hittables_index].material = DIELECTRIC;
hittables[hittables_index].refraction_index = 1.5;
hittables[hittables_index].albedo = newVec3(0.7, 0.6, 0.5);
hittables_index++;
hittables[hittables_index].center = newVec3(-4, 1, 0);
hittables[hittables_index].radius = 1;
hittables[hittables_index].material = LAMBERTIAN;
hittables[hittables_index].albedo = newVec3(0.4, 0.2, 0.1);
hittables_index++;
hittables[hittables_index].center = newVec3(4, 1, 0);
hittables[hittables_index].radius = 1;
hittables[hittables_index].material = METAL;
hittables[hittables_index].albedo = newVec3(0.7, 0.6, 0.5);
double aspect_ratio = 16.0/9.0;
int image_width = 1200;
int image_height = (int)(image_width / aspect_ratio);
vec3 lookfrom = newVec3(13,2,3);
vec3 lookat = newVec3(0, 0, 0);
vec3 vup = newVec3(0, 1, 0);
vec3 camera_center = lookfrom;
double focal_length = length(minus(lookfrom, lookat));
double vfov = 90;
double theta = degrees_to_radians(vfov);
double h = tan(theta/2);
double viewport_height = 2 * h * focal_length;
double viewport_width = viewport_height * (((double)image_width) / image_height);
fprintf(stderr, "Rendering...\n");
fprintf(stderr, "Viewport height is %lf\n", viewport_height);
fprintf(stderr, "Viewport width is %lf\n", viewport_width);
vec3 w = unit_vector(minus(lookfrom, lookat));
vec3 u = unit_vector(cross(vup, w));
vec3 v = cross(w, u);
vec3 viewport_u = mul(viewport_width, u);
vec3 viewport_v = mul(viewport_height, mul(-1.0, v));
vec3 pixel_delta_u = vec_div(viewport_u, image_width);
vec3 pixel_delta_v = vec_div(viewport_v, image_height);
vec3 viewport_upper_left = minus_vararg(4, camera_center, mul(focal_length, w), vec_div(viewport_u, 2), vec_div(viewport_v, 2));
vec3 pixel00_loc = plus(viewport_upper_left, mul(0.5, plus(pixel_delta_u, pixel_delta_v)));
// fprintf(stderr, "Viewport upper left is %s\n", vec2str(arena, &viewport_upper_left));
// fprintf(stderr, "Pixel 0,0 location is %s\n", vec2str(arena, &pixel00_loc));
printf("P3\n%d %d\n255\n", image_width, image_height);
int samples_per_pixel = 500;
double scale = 1.0/samples_per_pixel;
for (int j = 0; j < image_height; j++) {
for (int i = 0; i < image_width; i++) {
vec3 pixel_color = newVec3(0, 0, 0);
int arg_count = 3;
vec3 pixel_center = plus_vararg(arg_count, pixel00_loc, mul(i, pixel_delta_u), mul(j, pixel_delta_v));
for (int sample = 0; sample < samples_per_pixel; sample++) {
vec3 ray_direction = minus(pixel_center, camera_center);
ray r = newRay(camera_center, ray_direction);
pixel_color = plus(pixel_color, ray_color(r, MAX_DIFFUSE_DEPTH));
}
write_color(mul(scale, pixel_color));
}
}
}