#include "utils.hpp" #include #include #include #include "material.hpp" std::vector get_shader_code(const char* path) { FILE* f = fopen(path, "rb"); if (f == nullptr) { std::cerr << "Cannot open compute shader file !" << std::endl; return {}; } if (fseek(f, 0, SEEK_END) != 0) { return {}; } std::vector shader_code(ftell(f)); if (fseek(f, 0, SEEK_SET) != 0) { return {}; } if (fread(shader_code.data(), sizeof(uint8_t), shader_code.size(), f) != shader_code.size()) { std::cerr << "Reading shader code failed" << std::endl; return {}; } return shader_code; } color ground_color { 1.0, 1.0, 1.0 }; color sky_color { 0.5, 0.7, 1.0 }; void random_scene(sphere *world) { material ground_material = { { 0.5, 0.5, 0.5 } }; ground_material.type = MATERIAL_TYPE::LAMBERTIAN; world[0] = sphere{ { 0,-1000,0 }, ground_material, 1000 }; uint32_t world_sphere_index = 1; int32_t spheres_count = 11; for (int a = -spheres_count; a < spheres_count; a++) { for (int b = -spheres_count; b < spheres_count; b++) { auto choose_mat = randd(); point3 center(a + 0.9 * randd(), 0.2, b + 0.9 * randd()); if ((center - point3{ 4, 0.2, 0 }).length() > 0.9) { material sphere_material = {}; if (choose_mat < 0.8) { // diffuse sphere_material.albedo = color::random() * color::random(); sphere_material.type = MATERIAL_TYPE::LAMBERTIAN; } else if (choose_mat < 0.95) { // metal sphere_material.albedo = color::random(0.5, 1); sphere_material.fuzz = randd(0, 0.5); sphere_material.type = MATERIAL_TYPE::METAL; } else { // glass sphere_material.ior = 1.5; sphere_material.type = MATERIAL_TYPE::DIELECTRIC; } world[world_sphere_index] = { center, sphere_material, 0.2 }; world_sphere_index++; } } } material material1 = {}; material1.ior = 1.5; material1.type = MATERIAL_TYPE::DIELECTRIC; world[world_sphere_index] = { { 0, 1, 0 }, material1, 1.0 }; material material2 = {}; material2.albedo = color{ 0.4, 0.2, 0.1 }; material2.type = MATERIAL_TYPE::LAMBERTIAN; world[world_sphere_index + 1] = { { -4, 1, 0 }, material2, 1.0 }; material material3 = {}; material3.albedo = color{ 0.7, 0.6, 0.5 }; material3.fuzz = 0.0; material3.type = MATERIAL_TYPE::METAL; world[world_sphere_index + 2] = { { 4, 1, 0 }, material3, 1.0 }; } struct input_data create_inputs(uint32_t width, uint32_t height) { // Image dimensions // const float aspect_ratio = 16.0 / 9.0; const float aspect_ratio = 1; const uint32_t samples_per_pixel = 1; const uint32_t max_depth = 2; const vec3 camera_position{ 13.0, 2.0, 3.0 }; const vec3 camera_target{ 0.0, 0.0, 0.0 }; const float aperture = 0.1; const float distance_to_focus = 10; camera camera { camera_position, camera_target, 20.0, aspect_ratio, aperture, distance_to_focus }; struct input_data inputs = { .sky_color = sky_color, .ground_color = ground_color, .cam = camera, .spheres = {}, .max_bounce = max_depth, .samples_per_pixel = samples_per_pixel, .width = width, .height = height }; // Random numbers pools for (size_t rand_number_index = 0; rand_number_index < 1000; rand_number_index += 2) { inputs.random_offset[rand_number_index] = randd(); inputs.random_offset[rand_number_index + 1] = randd(); } for (size_t rand_number_index = 0; rand_number_index < 1000; rand_number_index += 2) { vec3 random_unit_disk = random_in_unit_disk(); inputs.random_disk[rand_number_index] = random_unit_disk.x; inputs.random_disk[rand_number_index + 1] = random_unit_disk.y; } for (size_t rand_number_index = 0; rand_number_index < 1000; rand_number_index++) { inputs.random_in_sphere[rand_number_index] = random_in_unit_sphere(); } // World hittable objects random_scene(inputs.spheres); return inputs; }