bounce rays around
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@ -9,9 +9,13 @@ pub fn averageColor(pixelColor: *Color, samplesPerPixel: i32) Color {
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// const scale = 1.0 / @intToFloat(f32, samplesPerPixel);
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var scaledColor = pixelColor.*.div(@intToFloat(f32, samplesPerPixel));
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const r = math.sqrt(scaledColor.x);
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const g = math.sqrt(scaledColor.y);
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const b = math.sqrt(scaledColor.z);
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return Color{
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.x = math.clamp(scaledColor.x, 0, 0.999),
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.y = math.clamp(scaledColor.y, 0, 0.999),
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.z = math.clamp(scaledColor.z, 0, 0.999),
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.x = math.clamp(r, 0, 0.999),
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.y = math.clamp(g, 0, 0.999),
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.z = math.clamp(b, 0, 0.999),
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};
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}
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@ -1,5 +1,6 @@
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const std = @import("std");
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const print = std.debug.print;
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const Random = std.rand.Random;
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const sdl = @import("sdl.zig");
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const vec3 = @import("vec3.zig");
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const Vec3 = vec3.Vec3;
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@ -33,9 +34,16 @@ fn hitSphere(center: Point3, radius: f32, ray: Ray) f32 {
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}
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}
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fn rayColor(ray: Ray, world: World) Color {
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if (world.hit(ray, 0, 99999)) |hit| {
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return hit.normal.add(Vec3{ .x = 1, .y = 1, .z = 1}).div(2);
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fn rayColor(ray: Ray, world: World, rng: *Random, depth: i32) Color {
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// If we've exceeded the ray bounce limit, no more light is gathered.
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if (depth <= 0) {
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return Color{ .x = 0, .y = 0, .z = 0 };
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}
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if (world.hit(ray, 0.001, 99999)) |hit| {
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const target = hit.p.add(hit.normal).add(vec3.random_in_unit_sphere(rng));
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const newRay = Ray{ .origin = hit.p, .direction = target.sub(hit.p)};
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return rayColor(newRay, world, rng, depth - 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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@ -76,6 +84,7 @@ pub fn main() anyerror!void {
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const imageWidth = 600;
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const imageHeight = @floatToInt(usize, imageWidth / aspectRatio);
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const samplesPerPixel = 100;
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const maxDepth = 5;
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// World
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const spheres = [_]Sphere{
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@ -143,7 +152,7 @@ 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 sample = rayColor(r, world);
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const sample = rayColor(r, world, &prng.random, maxDepth);
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pixelColor.* = pixelColor.*.add(sample);
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const averageColor = color.averageColor(pixelColor, @intCast(i32, k));
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@ -1,4 +1,7 @@
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const math = @import("std").math;
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const std = @import("std");
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const print = std.debug.print;
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const math = std.math;
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const Random = std.rand.Random;
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pub const Vec3 = packed struct {
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x: f32 = 0.0,
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@ -66,6 +69,24 @@ pub fn unitVector(vec: Vec3) Vec3 {
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return vec.div(vec.length());
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}
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pub fn random(rng: *Random, min: f32, max: f32) Vec3 {
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const range = max - min;
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return Vec3{
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.x = rng.*.float(f32) * range + min,
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.y = rng.*.float(f32) * range + min,
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.z = rng.*.float(f32) * range + min,
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};
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}
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pub fn random_in_unit_sphere(rng: *Random) Vec3 {
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while (true) {
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const v = random(rng, -1, 1);
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if (v.length_squared() < 1) {
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return v;
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}
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}
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}
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pub const Point3 = Vec3;
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const assert = @import("std").debug.assert;
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