Refactor and add reflections
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8
include/math/math_utils.h
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8
include/math/math_utils.h
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@@ -0,0 +1,8 @@
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#ifndef MATH_UTILS_H
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#define MATH_UTILS_H
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#include "c_cpp_aliases/aliases.h"
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f32 clamp(f32 value, f32 min, f32 max);
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#endif // !MATH_UTILS_H
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54
include/raytracer/raytracer.h
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54
include/raytracer/raytracer.h
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@@ -0,0 +1,54 @@
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#ifndef RAYTRACER_H
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#define RAYTRACER_H
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#include "c_cpp_aliases/aliases.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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} solutions_t;
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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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} 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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const scene_t *scene, colour_t default_colour,
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u32 recursion_depth);
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#endif // !RAYTRACER_H
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@@ -40,4 +40,7 @@ void swap_buffers(window_t *wnd);
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vec3f_t window_to_viewport(window_t *wnd, i32 x, i32 y, vec3f_t viewport);
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colour_t colour_add_colour(colour_t a, colour_t b);
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colour_t colour_mul(colour_t colour, f32 scalar);
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#endif // !WINDOW_H
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