add defocus blur
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d6ba8e354c
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@ -1,5 +1,6 @@
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const std = @import("std");
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const math = std.math;
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const Random = std.rand.Random;
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const Point3 = @import("vec3.zig").Point3;
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const Vec3 = @import("vec3.zig").Vec3;
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@ -9,11 +10,23 @@ fn degreesToRadians(degrees: f32) f32 {
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return degrees * math.pi / 180.0;
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}
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fn random_in_unit_disk(rng: *Random) Vec3 {
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while (true) {
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const p = Vec3{ .x = rng.float(f32) * 2 - 1, .y = rng.float(f32) * 2 - 1, .z = 0 };
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if (p.length_squared() >= 1) continue;
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return p;
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}
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}
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pub const Camera = struct {
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origin: Point3,
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lowerLeftCorner: Point3,
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horizontal: Vec3,
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vertical: Vec3,
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u: Vec3,
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v: Vec3,
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w: Vec3,
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lensRadius: f32,
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pub fn init(
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lookFrom: Point3,
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@ -21,6 +34,8 @@ pub const Camera = struct {
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vup: Vec3,
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vfov: f32,
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aspectRatio: f32,
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aperture: f32,
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focusDist: f32,
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) Camera {
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const theta = degreesToRadians(vfov);
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const h = math.tan(theta / 2);
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@ -33,22 +48,29 @@ pub const Camera = struct {
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const v = w.cross(u);
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const origin = lookFrom;
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const horizontal = u.mul_s(viewportWidth);
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const vertical = v.mul_s(viewportHeight);
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const lowerLeftCorner = origin.sub(horizontal.div(2)).sub(vertical.div(2)).sub(w);
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const horizontal = u.mul_s(viewportWidth).mul_s(focusDist);
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const vertical = v.mul_s(viewportHeight).mul_s(focusDist);
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const lowerLeftCorner = origin.sub(horizontal.div(2)).sub(vertical.div(2)).sub(w.mul_s(focusDist));
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return Camera {
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.origin = origin,
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.horizontal = horizontal,
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.vertical = vertical,
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.lowerLeftCorner = lowerLeftCorner,
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.u = u,
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.v = v,
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.w = w,
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.lensRadius = aperture / 2,
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};
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}
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pub fn getRay(self: Camera, s: f32, t: f32) Ray {
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pub fn getRay(self: Camera, s: f32, t: f32, rng: *Random) Ray {
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const rd = random_in_unit_disk(rng).mul_s(self.lensRadius);
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const offset = self.u.mul_s(rd.x).add(self.v.mul_s(rd.y));
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return Ray{
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.origin = self.origin,
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.direction = self.lowerLeftCorner.add(self.horizontal.mul_s(s)).add(self.vertical.mul_s(t)).sub(self.origin),
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.origin = self.origin.add(offset),
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.direction = self.lowerLeftCorner.add(self.horizontal.mul_s(s)).add(self.vertical.mul_s(t)).sub(self.origin).sub(offset),
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};
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}
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};
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@ -123,12 +123,19 @@ pub fn main() anyerror!void {
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const world = World{ .spheres = spheres[0..spheres.len] };
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// Camera
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const lookFrom = Point3{ .x = 3, .y = 3, .z = 2 };
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const lookAt = Point3{ .x = 0, .y = 0, .z = -1 };
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const vup = Vec3{ .x = 0, .y = 1, .z = 0 };
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const distToFocus = lookFrom.sub(lookAt).length();
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const aperture = 2.0;
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const camera = Camera.init(
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Point3{ .x = -2, .y = 2, .z = 1 },
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Point3{ .x = 0, .y = 0, .z = -1 },
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Vec3{ .x = 0, .y = 1, .z = 0 },
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lookFrom,
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lookAt,
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vup,
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20.0,
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aspectRatio
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aspectRatio,
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aperture,
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distToFocus
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);
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const window = sdl.c.SDL_CreateWindow(
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@ -186,7 +193,7 @@ pub fn main() anyerror!void {
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const u = (@intToFloat(f32, i) + prng.random.float(f32)) / @intToFloat(f32, (imageWidth - 1));
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const v = (@intToFloat(f32, j) + prng.random.float(f32)) / @intToFloat(f32, (imageHeight - 1));
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const r = camera.getRay(u, v);
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const r = camera.getRay(u, v, &prng.random);
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const sample = rayColor(r, world, &prng.random, maxDepth);
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pixelColor.* = pixelColor.*.add(sample);
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