only render 1 sample per event loop
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80fed125b4
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a3df9a7707
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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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