display progress bar

This commit is contained in:
Fabien Freling 2021-04-27 08:30:24 +02:00
parent 61627fb76c
commit 80fed125b4

View file

@ -44,6 +44,26 @@ fn rayColor(ray: Ray, world: World) Color {
return white.mul(1.0 - t).add(blue.mul(t));
}
fn setProgress(surface: *sdl.c.SDL_Surface, width: usize, height: usize, percent: f32) void {
if (percent == 1.0) {
return;
}
const progressBarHeight = 3;
const progressWidth = @floatToInt(usize, @intToFloat(f32, width) * percent);
const progressColor = Color{ .x = 1.0 };
var j: usize = 0;
while (j < progressBarHeight) {
var i: usize = 0;
while (i < progressWidth) {
sdl.setSurfacePixel(surface, i, j, progressColor);
i += 1;
}
j += 1;
}
}
pub fn main() anyerror!void {
if (sdl.c.SDL_Init(sdl.c.SDL_INIT_VIDEO) != 0) {
std.log.err("Unable to initialize SDL: {}", .{sdl.c.SDL_GetError()});
@ -90,46 +110,13 @@ pub fn main() anyerror!void {
pixel.* = Color{};
}
{
_ = sdl.c.SDL_LockSurface(surface);
var k: usize = 0;
while (k < samplesPerPixel) {
_ = sdl.c.SDL_LockSurface(surface);
var j: usize = 0;
while (j < imageHeight) {
var i: usize = 0;
while (i < imageWidth) {
var imageIndex = i + j * imageWidth;
var pixelColor = &pixelAccu[imageIndex];
const u = (@intToFloat(f32, i) + prng.random.float(f32)) / @intToFloat(f32, (imageWidth - 1));
const v = (@intToFloat(f32, j) + prng.random.float(f32)) / @intToFloat(f32, (imageHeight - 1));
const r = camera.getRay(u, v);
const sample = rayColor(r, world);
pixelColor.* = pixelColor.*.add(sample);
const averageColor = color.averageColor(pixelColor, @intCast(i32, k));
// SDL coordinate system is flipped compared to the raytracer
sdl.setSurfacePixel(surface, i, imageHeight - 1 - j, averageColor);
i += 1;
}
j += 1;
}
sdl.c.SDL_UnlockSurface(surface);
_ = sdl.c.SDL_UpdateWindowSurface(window);
k += 1;
}
}
if (sdl.c.SDL_UpdateWindowSurface(window) != 0) {
std.log.err("Error updating window surface: {}", .{sdl.c.SDL_GetError()});
return error.SDLUpdateWindowFailed;
}
var running = true;
var k: usize = 0;
while (running) {
var event: sdl.c.SDL_Event = undefined;
while (sdl.c.SDL_PollEvent(&event) != 0) {
@ -140,6 +127,44 @@ pub fn main() anyerror!void {
else => {},
}
}
sdl.c.SDL_Delay(1000 / fps);
// Render
{
while (k < samplesPerPixel) {
_ = sdl.c.SDL_LockSurface(surface);
var j: usize = 0;
while (j < imageHeight) {
var i: usize = 0;
while (i < imageWidth) {
var imageIndex = i + j * imageWidth;
var pixelColor = &pixelAccu[imageIndex];
const u = (@intToFloat(f32, i) + prng.random.float(f32)) / @intToFloat(f32, (imageWidth - 1));
const v = (@intToFloat(f32, j) + prng.random.float(f32)) / @intToFloat(f32, (imageHeight - 1));
const r = camera.getRay(u, v);
const sample = rayColor(r, world);
pixelColor.* = pixelColor.*.add(sample);
const averageColor = color.averageColor(pixelColor, @intCast(i32, k));
// SDL coordinate system is flipped compared to the raytracer
sdl.setSurfacePixel(surface, i, imageHeight - 1 - j, averageColor);
i += 1;
}
j += 1;
}
setProgress(surface, imageWidth, imageHeight, @intToFloat(f32, k + 1) / @intToFloat(f32, samplesPerPixel));
sdl.c.SDL_UnlockSurface(surface);
_ = sdl.c.SDL_UpdateWindowSurface(window);
k += 1;
}
}
if (k >= samplesPerPixel) {
sdl.c.SDL_Delay(1000 / fps);
}
}
}