Split scene definition to use it in both raytracer and rasteriser
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@ -6,6 +6,7 @@ LIBS="$(pkg-config --libs sdl2) -lm"
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RAYTRACER_SRC="src/window/*.c \
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src/vector/*.c \
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src/scene/*.c \
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src/raytracer/*.c \
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src/math/*.c \
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"
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@ -2,41 +2,10 @@
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#define RAYTRACER_H
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#include "c_cpp_aliases/aliases.h"
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#include "scene/scene.h"
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#include "vector/vec.h"
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#include "window/window.h"
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typedef struct {
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f32 radius;
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vec3f_t centre;
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colour_t colour;
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f32 specular;
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f32 reflective;
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} sphere_t;
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typedef enum {
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LIGHT_TYPE_POINT,
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LIGHT_TYPE_DIRECTIONAL,
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LIGHT_TYPE_AMBIENT,
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COUNT_LIGHT_TYPE,
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} light_type_t;
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typedef struct {
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light_type_t type;
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f32 intensity;
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union {
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vec3f_t position;
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vec3f_t direction;
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};
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} light_t;
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typedef struct {
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sphere_t *spheres;
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light_t *lights;
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u32 spheres_count;
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u32 lights_count;
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} scene_t;
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typedef struct {
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f32 t1;
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f32 t2;
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@ -44,7 +13,7 @@ typedef struct {
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typedef struct {
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f32 closest_t;
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sphere_t *closest_sphere;
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const sphere_t *closest_sphere;
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} intersection_t;
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colour_t trace_ray(vec3f_t origin, vec3f_t direction, f32 t_min, f32 t_max,
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41
include/scene/scene.h
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41
include/scene/scene.h
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@ -0,0 +1,41 @@
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#ifndef SCENE_H
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#define SCENE_H
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#include "c_cpp_aliases/aliases.h"
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#include "window/window.h"
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typedef struct {
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f32 radius;
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vec3f_t centre;
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colour_t colour;
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f32 specular;
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f32 reflective;
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} sphere_t;
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typedef enum {
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LIGHT_TYPE_POINT,
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LIGHT_TYPE_DIRECTIONAL,
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LIGHT_TYPE_AMBIENT,
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COUNT_LIGHT_TYPE,
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} light_type_t;
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typedef struct {
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light_type_t type;
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f32 intensity;
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union {
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vec3f_t position;
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vec3f_t direction;
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};
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} light_t;
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typedef struct {
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const sphere_t *spheres;
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const light_t *lights;
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u32 spheres_count;
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u32 lights_count;
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} scene_t;
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const scene_t *build_test_scene(void);
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#endif // !SCENE_H
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@ -1,5 +1,6 @@
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#include "c_cpp_aliases/aliases.h"
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#include "raytracer/raytracer.h"
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#include "scene/scene.h"
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#include "vector/vec.h"
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#include "window/window.h"
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#include <SDL2/SDL_events.h>
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@ -8,7 +9,6 @@
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#include <stdbool.h>
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#include <stdlib.h>
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#define ARR_LEN(ARR) sizeof(ARR) / sizeof(ARR[0])
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#define RECURSION_DEPTH 3
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typedef struct {
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@ -31,72 +31,11 @@ i32 main(i32 argc, char *argv[]) {
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return EXIT_FAILURE;
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}
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const scene_t *scene = build_test_scene();
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bool running = true;
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SDL_Event event = {0};
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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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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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scene_t scene = {
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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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i32 w_min = ((i32)window.half_width) * -1;
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i32 w_max = (i32)window.half_width;
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i32 h_min = ((i32)window.half_height) * -1;
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@ -118,7 +57,7 @@ i32 main(i32 argc, char *argv[]) {
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vec3f_t direction = window_to_viewport(&window, x, y, viewport);
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vec3f_t rotated = vec_rotate_vec3f_t(direction, camera.rotation);
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colour_t colour = trace_ray(camera.position, rotated, 1, INFINITY,
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&scene, bg, RECURSION_DEPTH);
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scene, bg, RECURSION_DEPTH);
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set_pixel(&window, x, y, colour);
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}
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}
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69
src/scene/scene.c
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69
src/scene/scene.c
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@ -0,0 +1,69 @@
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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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