add hittable spheres
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4c271103b3
commit
79772c0df4
21
in_one_weekend/src/hittable.zig
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21
in_one_weekend/src/hittable.zig
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@ -0,0 +1,21 @@
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const Point3 = @import("vec3.zig").Point3;
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const Vec3 = @import("vec3.zig").Vec3;
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const Ray = @import("ray.zig").Ray;
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pub const HitRecord = struct {
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p: Point3,
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normal: Vec3,
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t: f32,
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front_face: bool,
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pub fn setFaceNormal(hit: *HitRecord, ray: Ray, outward_normal: Vec3) void {
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const front_face = Vec3.dot(ray.direction, outward_normal) < 0;
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hit.*.front_face = front_face;
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if (front_face) {
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hit.*.normal = outward_normal;
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} else {
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const origin = Vec3{};
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hit.*.normal = origin.sub(outward_normal);
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}
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}
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};
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@ -6,6 +6,8 @@ const Vec3 = vec3.Vec3;
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const Color = vec3.Color;
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const Point3 = vec3.Point3;
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const Ray = @import("ray.zig").Ray;
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const Sphere = @import("sphere.zig").Sphere;
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const World = @import("world.zig").World;
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// From: https://github.com/Nelarius/weekend-raytracer-zig/blob/master/src/main.zig
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// See https://github.com/zig-lang/zig/issues/565
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@ -29,14 +31,12 @@ 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) Color {
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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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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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}
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const unitDirection = vec3.unitVector(ray.direction);
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t = 0.5 * (unitDirection.y + 1.0);
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const 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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@ -54,6 +54,13 @@ 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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// World
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const spheres = [_]Sphere{
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Sphere{ .center = Point3{ .x = 0, .y = 0, .z = -1 }, .radius = 0.5 },
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Sphere{ .center = Point3{ .x = 0, .y = -100.5, .z = -1 }, .radius = 100 },
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};
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const world = World{ .spheres = spheres[0..spheres.len] };
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// Camera
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const viewportHeight = 2.0;
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const viewportWidth = viewportHeight * aspectRatio;
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@ -95,7 +102,7 @@ pub fn main() anyerror!void {
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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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};
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const pixelColor = rayColor(r);
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const pixelColor = rayColor(r, world);
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sdl.setSurfacePixel(surface, i, j, pixelColor);
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i += 1;
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}
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45
in_one_weekend/src/sphere.zig
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45
in_one_weekend/src/sphere.zig
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@ -0,0 +1,45 @@
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const math = @import("std").math;
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const Point3 = @import("vec3.zig").Point3;
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const Vec3 = @import("vec3.zig").Vec3;
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const HitRecord = @import("hittable.zig").HitRecord;
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const Ray = @import("ray.zig").Ray;
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pub const Sphere = struct {
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center: Point3,
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radius: f32,
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pub fn hit(self: Sphere, ray: Ray, t_min: f32, t_max: f32) ?HitRecord {
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const oc = ray.origin.sub(self.center);
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const a = ray.direction.length_squared();
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const half_b = Vec3.dot(oc, ray.direction);
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const c = oc.length_squared() - self.radius * self.radius;
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const discriminant = half_b * half_b - a * c;
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if (discriminant < 0) {
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return null;
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}
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const sqrtd = math.sqrt(discriminant);
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// Find the nearest root that lies in the acceptable range.
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var root = (-half_b - sqrtd) / a;
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if (root < t_min or t_max < root) {
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root = (-half_b + sqrtd) / a;
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if (root < t_min or t_max < root) {
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return null;
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}
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}
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const rayAtRoot = ray.at(root);
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var hitLocal = HitRecord{
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.t = root,
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.p = rayAtRoot,
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.normal = rayAtRoot.sub(self.center).div(self.radius),
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.front_face = false,
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};
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const outwardNormal = hitLocal.p.sub(self.center).div(self.radius);
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HitRecord.setFaceNormal(&hitLocal, ray, outwardNormal);
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return hitLocal;
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}
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};
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21
in_one_weekend/src/world.zig
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21
in_one_weekend/src/world.zig
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@ -0,0 +1,21 @@
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const Sphere = @import("sphere.zig").Sphere;
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const HitRecord = @import("hittable.zig").HitRecord;
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const Ray = @import("ray.zig").Ray;
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pub const World = struct {
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spheres: []const Sphere,
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pub fn hit(self: World, ray: Ray, t_min: f32, t_max: f32) ?HitRecord {
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var hitRecord: ?HitRecord = null;
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var closest = t_max;
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for (self.spheres) |sphere| {
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if (sphere.hit(ray, t_min, closest)) |localHit| {
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closest = localHit.t;
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hitRecord = localHit;
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}
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}
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return hitRecord;
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}
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};
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