Split scene definition to use it in both raytracer and rasteriser
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69
src/scene/scene.c
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69
src/scene/scene.c
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#include "scene/scene.h"
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#include "c_cpp_aliases/aliases.h"
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#define ARR_LEN(ARR) sizeof(ARR) / sizeof(ARR[0])
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internal const sphere_t spheres[] = {
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(sphere_t){
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.radius = 1.0f,
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.centre = (vec3f_t){.x = 0.0f, .y = -1.0f, .z = 3.0f},
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.colour =
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(colour_t){
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.rgba.r = 245, .rgba.g = 238, .rgba.b = 158, .rgba.a = 255},
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.specular = 500.0f,
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.reflective = 0.3f,
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},
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(sphere_t){
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.radius = 1.0f,
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.centre = (vec3f_t){.x = -2.0f, .y = 0.0f, .z = 4.0f},
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.colour =
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(colour_t){
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.rgba.r = 59, .rgba.g = 142, .rgba.b = 165, .rgba.a = 255},
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.specular = 10.0f,
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.reflective = 0.1f,
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},
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(sphere_t){
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.radius = 1.0f,
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.centre = (vec3f_t){.x = 2.0f, .y = 0.0f, .z = 4.0f},
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.colour =
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(colour_t){
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.rgba.r = 171, .rgba.g = 52, .rgba.b = 40, .rgba.a = 255},
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.specular = 500.0f,
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.reflective = 0.4f,
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},
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(sphere_t){
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.radius = 5000.0f,
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.centre = (vec3f_t){.x = 0.0f, .y = -5001.0f, .z = 0.0f},
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.colour =
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(colour_t){
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.rgba.r = 255, .rgba.g = 255, .rgba.b = 0, .rgba.a = 255},
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.specular = 1000.0f,
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.reflective = 0.5f,
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},
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};
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internal const light_t lights[] = {
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(light_t){
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.type = LIGHT_TYPE_AMBIENT,
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.intensity = 0.2f,
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},
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(light_t){
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.type = LIGHT_TYPE_POINT,
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.intensity = 0.6f,
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.position = (vec3f_t){.x = 2.0f, .y = 1.0f, .z = 0.0f},
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},
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(light_t){
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.type = LIGHT_TYPE_DIRECTIONAL,
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.intensity = 0.2f,
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.direction = (vec3f_t){.x = 1.0f, .y = 4.0f, .z = 4.0f},
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},
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};
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internal scene_t scene = (scene_t){
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.spheres = spheres,
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.lights = lights,
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.spheres_count = ARR_LEN(spheres),
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.lights_count = ARR_LEN(lights),
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};
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const scene_t *build_test_scene(void) { return &scene; }
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