display normal on sphere
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					 2 changed files with 15 additions and 9 deletions
				
			
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			@ -16,21 +16,27 @@ const SDL_WINDOWPOS_UNDEFINED = @bitCast(c_int, sdl.c.SDL_WINDOWPOS_UNDEFINED_MA
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const fps = 60;
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fn hitSphere(center: Point3, radius: f32, ray: Ray) bool {
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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 = Vec3.dot(ray.direction, ray.direction);
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    const b = 2.0 * Vec3.dot(ssr, ray.direction);
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    const c = Vec3.dot(ssr, ssr) - (radius * radius);
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    const discriminant = b * b - 4 * a * c;
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    return discriminant > 0;
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    if (discriminant < 0) {
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        return -1;
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    } else {
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        return (-b - std.math.sqrt(discriminant)) / (2 * a);
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    }
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}
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fn rayColor(ray: Ray) Color {
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    if (hitSphere(Point3{ .x = 0, .y = 0, .z = -1 }, 0.5, ray)) {
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        return Color{ .x = 1, .y = 0, .z = 0 };
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    var t = hitSphere(Point3{ .x = 0, .y = 0, .z = -1 }, 0.5, ray);
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    if (t > 0) {
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        const normal = vec3.unitVector(ray.at(t).sub(Vec3{ .z = -1 }));
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        return 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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    t = 0.5 * (unitDirection.y + 1.0);
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    const white = Color{ .x = 1.0, .y = 1.0, .z = 1.0 };
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    const blue = Color{ .x = 0.5, .y = 0.7, .z = 1.0 };
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    return white.mul(1.0 - t).add(blue.mul(t));
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			@ -45,7 +51,7 @@ pub fn main() anyerror!void {
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    // Image
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    const aspectRatio: f32 = 16.0 / 9.0;
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    const imageWidth = 400;
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    const imageWidth = 600;
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    const imageHeight = @floatToInt(usize, imageWidth / aspectRatio);
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    // Camera
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			@ -87,7 +93,7 @@ pub fn main() anyerror!void {
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                const v = @intToFloat(f32, (imageHeight - 1) - j) / @intToFloat(f32, (imageHeight - 1));
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                const r = Ray{
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                    .origin = origin,
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                    .direction = lowerLeftCorner.add(horizontal.mul(u).add(vertical.mul(v).sub(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);
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                sdl.setSurfacePixel(surface, i, j, pixelColor);
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			@ -5,7 +5,7 @@ pub const Ray = struct {
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    origin: Point3,
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    direction: Vec3,
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    pub fn at(t: f32) Point3 {
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        return origin.add(direction.mul(t));
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    pub fn at(self: Ray, t: f32) Point3 {
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        return self.origin.add(self.direction.mul(t));
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    }
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};
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