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hhh

place-stuff
alistair 4 years ago
parent
commit
f170ac407e
  1. 2
      camera.c
  2. 6
      distfuncs.c
  3. 8
      main.c

2
camera.c

@ -293,7 +293,7 @@ process_pixel(int i, int j) @@ -293,7 +293,7 @@ process_pixel(int i, int j)
// p.col.b -= p.iterations;
}
double fade_intensity = 50;
double fade_intensity = 10;
if (p.travel_dist < DRAW_DIST) {
p.col.r -= fade_intensity * p.travel_dist / DRAW_DIST;

6
distfuncs.c

@ -183,7 +183,7 @@ double sdf_box(struct vec *x) { @@ -183,7 +183,7 @@ double sdf_box(struct vec *x) {
struct colour yeet_pho(struct ray *ray, struct object *o) {
double specular = 0.8;
double diffuse = 0.55;
double ambient = 0.2;
double ambient = 0.3;
double shin = 51;
int light_type = SOFT_LIGHT;
@ -203,7 +203,7 @@ struct colour yeet_pho(struct ray *ray, struct object *o) { @@ -203,7 +203,7 @@ struct colour yeet_pho(struct ray *ray, struct object *o) {
// struct vec *light_vec = normalise_vec_ip(subtract_vec(ray->pos, light));
struct vec *light_vec = normalise_vec_ip(subtract_vec_ip(scalar_multiply_vec(light, -1), ray->pos));
double diffuse_val = dot_product_vec(light_vec, surf_norm) * diffuse;
double diffuse_val = clamp(dot_product_vec(light_vec, surf_norm) * diffuse, 0, 1);
// r = 2 * (l . n) * n - L
@ -354,7 +354,7 @@ struct object* new_tree(struct vec* position, double rotation, double scale) { @@ -354,7 +354,7 @@ struct object* new_tree(struct vec* position, double rotation, double scale) {
struct vec* leaf_pos = add_vec_ip(new_vec3(0, -1.5, 0), position);
struct object leaves = new_object(leaf_pos, rotation, scale, sdf_3ellipsoid, yeet_pho);
leaves.base_col = (struct colour){.r = 0, .g = 255, .b = 0, .sp = CS_RGB};
leaves.base_col = (struct colour){.r = random() % 20, .g = 50 + random() % 100, .b = random() % 20, .sp = CS_RGB};
leaves.base_col = (struct colour){.r = 30 + random() % 20, .g = 155 + random() % 100, .b = random() % 90, .sp = CS_RGB};
tree[0] = trunk;
tree[1] = leaves;

8
main.c

@ -146,7 +146,7 @@ void setup_camera_scene() @@ -146,7 +146,7 @@ void setup_camera_scene()
camera->y->elements[1] = 1;
camera->z->elements[2] = 1;
camera->light = new_vec4(0, 0, 0, 0);
camera->light = new_vec4(0, 1000, -1000, 0);
// struct object white_sphere = new_box(new_vec3(-0.75, 0, 8), 0, 1);
// struct object other_white_sphere = new_sphere(new_vec3(0.75, 0, 8), 0, 1);
@ -155,12 +155,12 @@ void setup_camera_scene() @@ -155,12 +155,12 @@ void setup_camera_scene()
const double upper_pos_bound = 5;
//const double upper_pos_bound = 5;
const int num_trees = 4;
int lastelem = 0;
int lastelem = 1;
struct object* scene_objects = malloc((lastelem + 2 * num_trees) * sizeof(struct object));
// struct vec *plane_pos = new_vec4(0,1,-5,0);
// scene_objects[0] = new_plane(plane_pos, 1, 1);
struct vec *plane_pos = new_vec4(0,2,-5,0);
scene_objects[0] = new_plane(plane_pos, 1, 1);
for (int i = lastelem; i < lastelem + 2 * num_trees; i+=2) {
struct vec* random_pos = new_random_vec(3, lower_pos_bound, upper_pos_bound);

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