only render 1 sample per event loop
This commit is contained in:
parent
80fed125b4
commit
a3df9a7707
|
@ -128,43 +128,43 @@ pub fn main() anyerror!void {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Render
|
if (k < samplesPerPixel) {
|
||||||
{
|
|
||||||
while (k < samplesPerPixel) {
|
|
||||||
_ = sdl.c.SDL_LockSurface(surface);
|
|
||||||
|
|
||||||
var j: usize = 0;
|
// Render
|
||||||
while (j < imageHeight) {
|
_ = sdl.c.SDL_LockSurface(surface);
|
||||||
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));
|
var j: usize = 0;
|
||||||
const v = (@intToFloat(f32, j) + prng.random.float(f32)) / @intToFloat(f32, (imageHeight - 1));
|
while (j < imageHeight) {
|
||||||
const r = camera.getRay(u, v);
|
var i: usize = 0;
|
||||||
const sample = rayColor(r, world);
|
while (i < imageWidth) {
|
||||||
pixelColor.* = pixelColor.*.add(sample);
|
var imageIndex = i + j * imageWidth;
|
||||||
|
var pixelColor = &pixelAccu[imageIndex];
|
||||||
|
|
||||||
const averageColor = color.averageColor(pixelColor, @intCast(i32, k));
|
const u = (@intToFloat(f32, i) + prng.random.float(f32)) / @intToFloat(f32, (imageWidth - 1));
|
||||||
// SDL coordinate system is flipped compared to the raytracer
|
const v = (@intToFloat(f32, j) + prng.random.float(f32)) / @intToFloat(f32, (imageHeight - 1));
|
||||||
sdl.setSurfacePixel(surface, i, imageHeight - 1 - j, averageColor);
|
const r = camera.getRay(u, v);
|
||||||
|
const sample = rayColor(r, world);
|
||||||
|
pixelColor.* = pixelColor.*.add(sample);
|
||||||
|
|
||||||
i += 1;
|
const averageColor = color.averageColor(pixelColor, @intCast(i32, k));
|
||||||
}
|
// SDL coordinate system is flipped compared to the raytracer
|
||||||
j += 1;
|
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) {
|
setProgress(surface, imageWidth, imageHeight, @intToFloat(f32, k + 1) / @intToFloat(f32, samplesPerPixel));
|
||||||
|
|
||||||
|
sdl.c.SDL_UnlockSurface(surface);
|
||||||
|
_ = sdl.c.SDL_UpdateWindowSurface(window);
|
||||||
|
k += 1;
|
||||||
|
|
||||||
|
} else {
|
||||||
|
|
||||||
sdl.c.SDL_Delay(1000 / fps);
|
sdl.c.SDL_Delay(1000 / fps);
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue