raytracing/in_one_weekend/src/main.zig

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const std = @import("std");
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const print = std.debug.print;
const sdl = @import("sdl.zig");
const vec3 = @import("vec3.zig");
const Vec3 = vec3.Vec3;
const Color = vec3.Color;
const Point3 = vec3.Point3;
const Ray = @import("ray.zig").Ray;
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const Sphere = @import("sphere.zig").Sphere;
const World = @import("world.zig").World;
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// From: https://github.com/Nelarius/weekend-raytracer-zig/blob/master/src/main.zig
// See https://github.com/zig-lang/zig/issues/565
// SDL_video.h:#define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0)
// SDL_video.h:#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X))
// SDL_video.h:#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u
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const SDL_WINDOWPOS_UNDEFINED = @bitCast(c_int, sdl.c.SDL_WINDOWPOS_UNDEFINED_MASK);
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const fps = 60;
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fn hitSphere(center: Point3, radius: f32, ray: Ray) f32 {
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const ssr = ray.origin.sub(center); // Sphere-space ray, (A - C) in book
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const a = ray.direction.length_squared();
const half_b = Vec3.dot(ssr, ray.direction);
const c = ssr.length_squared() - (radius * radius);
const discriminant = half_b * half_b - a * c;
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if (discriminant < 0) {
return -1;
} else {
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return (-half_b - std.math.sqrt(discriminant)) / a;
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}
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}
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fn rayColor(ray: Ray, world: World) Color {
if (world.hit(ray, 0, 99999)) |hit| {
return hit.normal.add(Vec3{ .x = 1, .y = 1, .z = 1}).div(2);
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}
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const unitDirection = vec3.unitVector(ray.direction);
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const t = 0.5 * (unitDirection.y + 1.0);
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const white = Color{ .x = 1.0, .y = 1.0, .z = 1.0 };
const blue = Color{ .x = 0.5, .y = 0.7, .z = 1.0 };
return white.mul(1.0 - t).add(blue.mul(t));
}
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pub fn main() anyerror!void {
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if (sdl.c.SDL_Init(sdl.c.SDL_INIT_VIDEO) != 0) {
std.log.err("Unable to initialize SDL: {}", .{sdl.c.SDL_GetError()});
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return error.SDLInitializationFailed;
}
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defer sdl.c.SDL_Quit();
// Image
const aspectRatio: f32 = 16.0 / 9.0;
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const imageWidth = 600;
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const imageHeight = @floatToInt(usize, imageWidth / aspectRatio);
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// World
const spheres = [_]Sphere{
Sphere{ .center = Point3{ .x = 0, .y = 0, .z = -1 }, .radius = 0.5 },
Sphere{ .center = Point3{ .x = 0, .y = -100.5, .z = -1 }, .radius = 100 },
};
const world = World{ .spheres = spheres[0..spheres.len] };
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// Camera
const viewportHeight = 2.0;
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const viewportWidth = viewportHeight * aspectRatio;
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const focalLength = 1.0;
const origin = Vec3{};
const horizontal = Vec3{ .x = viewportWidth };
const vertical = Vec3{ .y = viewportHeight };
const lowerLeftCorner = origin.sub(horizontal.div(2)).sub(vertical.div(2)).sub(Vec3{ .z = focalLength });
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const window = sdl.c.SDL_CreateWindow(
"Raytracing in One Weekend",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
imageWidth,
imageHeight,
sdl.c.SDL_WINDOW_OPENGL
) orelse {
std.log.err("Unable to create window: {}", .{sdl.c.SDL_GetError()});
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return error.SDLInitializationFailed;
};
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const surface = sdl.c.SDL_GetWindowSurface(window) orelse {
std.log.err("Unable to get window surface: {}", .{sdl.c.SDL_GetError()});
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return error.SDLInitializationFailed;
};
{
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_ = sdl.c.SDL_LockSurface(surface);
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var j: usize = 0;
while (j < imageHeight) {
var i: usize = 0;
while (i < imageWidth) {
const u = @intToFloat(f32, i) / @intToFloat(f32, (imageWidth - 1));
// SDL coordinate system is flipped compared to the raytracer
const v = @intToFloat(f32, (imageHeight - 1) - j) / @intToFloat(f32, (imageHeight - 1));
const r = Ray{
.origin = origin,
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.direction = lowerLeftCorner.add(horizontal.mul(u)).add(vertical.mul(v)).sub(origin),
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};
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const pixelColor = rayColor(r, world);
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sdl.setSurfacePixel(surface, i, j, pixelColor);
i += 1;
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}
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j += 1;
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}
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defer sdl.c.SDL_UnlockSurface(surface);
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}
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if (sdl.c.SDL_UpdateWindowSurface(window) != 0) {
std.log.err("Error updating window surface: {}", .{sdl.c.SDL_GetError()});
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return error.SDLUpdateWindowFailed;
}
var running = true;
while (running) {
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var event: sdl.c.SDL_Event = undefined;
while (sdl.c.SDL_PollEvent(&event) != 0) {
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switch (event.@"type") {
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sdl.c.SDL_QUIT => {
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running = false;
},
else => {},
}
}
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sdl.c.SDL_Delay(1000 / fps);
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}
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}