add hittable spheres

master
Fabien Freling 2021-04-24 19:24:28 +02:00
parent 4c271103b3
commit 79772c0df4
4 changed files with 101 additions and 7 deletions

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@ -0,0 +1,21 @@
const Point3 = @import("vec3.zig").Point3;
const Vec3 = @import("vec3.zig").Vec3;
const Ray = @import("ray.zig").Ray;
pub const HitRecord = struct {
p: Point3,
normal: Vec3,
t: f32,
front_face: bool,
pub fn setFaceNormal(hit: *HitRecord, ray: Ray, outward_normal: Vec3) void {
const front_face = Vec3.dot(ray.direction, outward_normal) < 0;
hit.*.front_face = front_face;
if (front_face) {
hit.*.normal = outward_normal;
} else {
const origin = Vec3{};
hit.*.normal = origin.sub(outward_normal);
}
}
};

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@ -6,6 +6,8 @@ const Vec3 = vec3.Vec3;
const Color = vec3.Color;
const Point3 = vec3.Point3;
const Ray = @import("ray.zig").Ray;
const Sphere = @import("sphere.zig").Sphere;
const World = @import("world.zig").World;
// From: https://github.com/Nelarius/weekend-raytracer-zig/blob/master/src/main.zig
// See https://github.com/zig-lang/zig/issues/565
@ -29,14 +31,12 @@ fn hitSphere(center: Point3, radius: f32, ray: Ray) f32 {
}
}
fn rayColor(ray: Ray) Color {
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);
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);
}
const unitDirection = vec3.unitVector(ray.direction);
t = 0.5 * (unitDirection.y + 1.0);
const 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));
@ -54,6 +54,13 @@ pub fn main() anyerror!void {
const imageWidth = 600;
const imageHeight = @floatToInt(usize, imageWidth / aspectRatio);
// 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] };
// Camera
const viewportHeight = 2.0;
const viewportWidth = viewportHeight * aspectRatio;
@ -95,7 +102,7 @@ pub fn main() anyerror!void {
.origin = origin,
.direction = lowerLeftCorner.add(horizontal.mul(u)).add(vertical.mul(v)).sub(origin),
};
const pixelColor = rayColor(r);
const pixelColor = rayColor(r, world);
sdl.setSurfacePixel(surface, i, j, pixelColor);
i += 1;
}

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@ -0,0 +1,45 @@
const math = @import("std").math;
const Point3 = @import("vec3.zig").Point3;
const Vec3 = @import("vec3.zig").Vec3;
const HitRecord = @import("hittable.zig").HitRecord;
const Ray = @import("ray.zig").Ray;
pub const Sphere = struct {
center: Point3,
radius: f32,
pub fn hit(self: Sphere, ray: Ray, t_min: f32, t_max: f32) ?HitRecord {
const oc = ray.origin.sub(self.center);
const a = ray.direction.length_squared();
const half_b = Vec3.dot(oc, ray.direction);
const c = oc.length_squared() - self.radius * self.radius;
const discriminant = half_b * half_b - a * c;
if (discriminant < 0) {
return null;
}
const sqrtd = math.sqrt(discriminant);
// Find the nearest root that lies in the acceptable range.
var root = (-half_b - sqrtd) / a;
if (root < t_min or t_max < root) {
root = (-half_b + sqrtd) / a;
if (root < t_min or t_max < root) {
return null;
}
}
const rayAtRoot = ray.at(root);
var hitLocal = HitRecord{
.t = root,
.p = rayAtRoot,
.normal = rayAtRoot.sub(self.center).div(self.radius),
.front_face = false,
};
const outwardNormal = hitLocal.p.sub(self.center).div(self.radius);
HitRecord.setFaceNormal(&hitLocal, ray, outwardNormal);
return hitLocal;
}
};

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@ -0,0 +1,21 @@
const Sphere = @import("sphere.zig").Sphere;
const HitRecord = @import("hittable.zig").HitRecord;
const Ray = @import("ray.zig").Ray;
pub const World = struct {
spheres: []const Sphere,
pub fn hit(self: World, ray: Ray, t_min: f32, t_max: f32) ?HitRecord {
var hitRecord: ?HitRecord = null;
var closest = t_max;
for (self.spheres) |sphere| {
if (sphere.hit(ray, t_min, closest)) |localHit| {
closest = localHit.t;
hitRecord = localHit;
}
}
return hitRecord;
}
};