only render 1 sample per event loop
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					 1 changed files with 29 additions and 29 deletions
				
			
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			@ -128,43 +128,43 @@ pub fn main() anyerror!void {
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            }
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        }
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        // Render
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        {
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            while (k < samplesPerPixel) {
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                _ = sdl.c.SDL_LockSurface(surface);
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        if (k < samplesPerPixel) {
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                var j: usize = 0;
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                while (j < imageHeight) {
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                    var i: usize = 0;
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                    while (i < imageWidth) {
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                        var imageIndex = i + j * imageWidth;
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                        var pixelColor = &pixelAccu[imageIndex];
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            // Render
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            _ = sdl.c.SDL_LockSurface(surface);
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                        const u = (@intToFloat(f32, i) + prng.random.float(f32)) / @intToFloat(f32, (imageWidth - 1));
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                        const v = (@intToFloat(f32, j) + prng.random.float(f32)) / @intToFloat(f32, (imageHeight - 1));
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                        const r = camera.getRay(u, v);
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                        const sample = rayColor(r, world);
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                        pixelColor.* = pixelColor.*.add(sample);
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            var j: usize = 0;
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            while (j < imageHeight) {
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                var i: usize = 0;
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                while (i < imageWidth) {
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                    var imageIndex = i + j * imageWidth;
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                    var pixelColor = &pixelAccu[imageIndex];
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                        const averageColor = color.averageColor(pixelColor, @intCast(i32, k));
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                        // SDL coordinate system is flipped compared to the raytracer
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                        sdl.setSurfacePixel(surface, i, imageHeight - 1 - j, averageColor);
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                    const u = (@intToFloat(f32, i) + prng.random.float(f32)) / @intToFloat(f32, (imageWidth - 1));
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                    const v = (@intToFloat(f32, j) + prng.random.float(f32)) / @intToFloat(f32, (imageHeight - 1));
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                    const r = camera.getRay(u, v);
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                    const sample = rayColor(r, world);
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                    pixelColor.* = pixelColor.*.add(sample);
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                        i += 1;
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                    }
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                    j += 1;
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                    const averageColor = color.averageColor(pixelColor, @intCast(i32, k));
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                    // SDL coordinate system is flipped compared to the raytracer
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                    sdl.setSurfacePixel(surface, i, imageHeight - 1 - j, averageColor);
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                    i += 1;
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                }
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                setProgress(surface, imageWidth, imageHeight, @intToFloat(f32, k + 1) / @intToFloat(f32, samplesPerPixel));
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                sdl.c.SDL_UnlockSurface(surface);
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                _ = sdl.c.SDL_UpdateWindowSurface(window);
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                k += 1;
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                j += 1;
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            }
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        }
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        if (k >= samplesPerPixel) {
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            setProgress(surface, imageWidth, imageHeight, @intToFloat(f32, k + 1) / @intToFloat(f32, samplesPerPixel));
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            sdl.c.SDL_UnlockSurface(surface);
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            _ = sdl.c.SDL_UpdateWindowSurface(window);
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            k += 1;
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        } else {
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            sdl.c.SDL_Delay(1000 / fps);
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        }
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    }
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}
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