display normal on sphere
This commit is contained in:
		
							parent
							
								
									14c91ed8e5
								
							
						
					
					
						commit
						6a0e48a006
					
				
					 2 changed files with 15 additions and 9 deletions
				
			
		|  | @ -16,21 +16,27 @@ const SDL_WINDOWPOS_UNDEFINED = @bitCast(c_int, sdl.c.SDL_WINDOWPOS_UNDEFINED_MA | |||
| 
 | ||||
| const fps = 60; | ||||
| 
 | ||||
| fn hitSphere(center: Point3, radius: f32, ray: Ray) bool { | ||||
| fn hitSphere(center: Point3, radius: f32, ray: Ray) f32 { | ||||
|     const ssr = ray.origin.sub(center); // Sphere-space ray, (A - C) in book | ||||
|     const a = Vec3.dot(ray.direction, ray.direction); | ||||
|     const b = 2.0 * Vec3.dot(ssr, ray.direction); | ||||
|     const c = Vec3.dot(ssr, ssr) - (radius * radius); | ||||
|     const discriminant = b * b - 4 * a * c; | ||||
|     return discriminant > 0; | ||||
|     if (discriminant < 0) { | ||||
|         return -1; | ||||
|     } else { | ||||
|         return (-b - std.math.sqrt(discriminant)) / (2 * a); | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| fn rayColor(ray: Ray) Color { | ||||
|     if (hitSphere(Point3{ .x = 0, .y = 0, .z = -1 }, 0.5, ray)) { | ||||
|         return Color{ .x = 1, .y = 0, .z = 0 }; | ||||
|     var t = hitSphere(Point3{ .x = 0, .y = 0, .z = -1 }, 0.5, ray); | ||||
|     if (t > 0) { | ||||
|         const normal = vec3.unitVector(ray.at(t).sub(Vec3{ .z = -1 })); | ||||
|         return normal.add(Vec3{ .x = 1, .y = 1, .z = 1}).div(2); | ||||
|     } | ||||
|     const unitDirection = vec3.unitVector(ray.direction); | ||||
|     const t = 0.5 * (unitDirection.y + 1.0); | ||||
|     t = 0.5 * (unitDirection.y + 1.0); | ||||
|     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)); | ||||
|  | @ -45,7 +51,7 @@ pub fn main() anyerror!void { | |||
| 
 | ||||
|     // Image | ||||
|     const aspectRatio: f32 = 16.0 / 9.0; | ||||
|     const imageWidth = 400; | ||||
|     const imageWidth = 600; | ||||
|     const imageHeight = @floatToInt(usize, imageWidth / aspectRatio); | ||||
| 
 | ||||
|     // Camera | ||||
|  | @ -87,7 +93,7 @@ pub fn main() anyerror!void { | |||
|                 const v = @intToFloat(f32, (imageHeight - 1) - j) / @intToFloat(f32, (imageHeight - 1)); | ||||
|                 const r = Ray{ | ||||
|                     .origin = origin, | ||||
|                     .direction = lowerLeftCorner.add(horizontal.mul(u).add(vertical.mul(v).sub(origin))), | ||||
|                     .direction = lowerLeftCorner.add(horizontal.mul(u)).add(vertical.mul(v)).sub(origin), | ||||
|                 }; | ||||
|                 const pixelColor = rayColor(r); | ||||
|                 sdl.setSurfacePixel(surface, i, j, pixelColor); | ||||
|  |  | |||
|  | @ -5,7 +5,7 @@ pub const Ray = struct { | |||
|     origin: Point3, | ||||
|     direction: Vec3, | ||||
| 
 | ||||
|     pub fn at(t: f32) Point3 { | ||||
|         return origin.add(direction.mul(t)); | ||||
|     pub fn at(self: Ray, t: f32) Point3 { | ||||
|         return self.origin.add(self.direction.mul(t)); | ||||
|     } | ||||
| }; | ||||
|  |  | |||
		Loading…
	
	Add table
		Add a link
		
	
		Reference in a new issue