setup random world
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@ -76,6 +76,94 @@ fn setProgress(surface: *sdl.c.SDL_Surface, width: usize, height: usize, percent
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}
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}
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fn setupWorld(world: *World, rng: *Random) !void {
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try world.spheres.append(Sphere{
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.center = Point3{ .x = 0, .y = -1000, .z = 0 },
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.radius = 1000,
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.material = Material{ .lambertian = material.Lambertian{
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.color = Color{ .x = 0.5, .y = 0.5, .z = 0.5 }
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}}
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});
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var a: f32 = -11;
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while (a < 11) : (a += 1) {
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var b: f32 = -11;
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while (b < 11) : (b += 1) {
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const chooseMat = rng.float(f32);
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const center = Point3{
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.x = a + 0.9 * rng.float(f32),
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.y = 0.2,
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.z = b + 0.9 * rng.float(f32),
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};
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if (center.sub(Point3{ .x = 4, .y = 0.2 }).length() > 0.9) {
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if (chooseMat < 0.8) {
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// diffuse
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try world.spheres.append(Sphere{
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.center = center,
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.radius = 0.2,
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.material = Material{ .lambertian = material.Lambertian{
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.color = Color{
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.x = rng.float(f32) * rng.float(f32),
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.y = rng.float(f32) * rng.float(f32),
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.z = rng.float(f32) * rng.float(f32),
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}
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}},
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});
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} else if (chooseMat < 0.95) {
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// metal
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try world.spheres.append(Sphere{
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.center = center,
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.radius = 0.2,
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.material = Material{ .metal = material.Metal{
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.color = Color{
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.x = 0.5 + rng.float(f32) / 2,
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.y = 0.5 + rng.float(f32) / 2,
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.z = 0.5 + rng.float(f32) / 2,
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},
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.fuzz = rng.float(f32) / 2,
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}},
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});
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} else {
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// glass
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try world.spheres.append(Sphere{
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.center = center,
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.radius = 0.2,
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.material = Material{ .dielectric = material.Dielectric{
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.refraction_index = 1.5,
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}},
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});
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}
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}
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}
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}
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try world.spheres.append(Sphere{
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.center = Point3{ .x = 0, .y = 1, .z = 0 },
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.radius = 1,
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.material = Material{ .dielectric = material.Dielectric{
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.refraction_index = 1.5
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}},
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});
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try world.spheres.append(Sphere{
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.center = Point3{ .x = -4, .y = 1, .z = 0 },
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.radius = 1,
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.material = Material{ .lambertian = material.Lambertian{
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.color = Color{ .x = 0.4, .y = 0.2, .z = 0.1 }
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}},
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});
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try world.spheres.append(Sphere{
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.center = Point3{ .x = 4, .y = 1, .z = 0 },
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.radius = 1,
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.material = Material{ .metal = material.Metal{
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.color = Color{ .x = 0.7, .y = 0.6, .z = 0.5 },
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.fuzz = 0.0
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}},
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});
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}
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pub fn main() anyerror!void {
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if (sdl.c.SDL_Init(sdl.c.SDL_INIT_VIDEO) != 0) {
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std.log.err("Unable to initialize SDL: {}", .{sdl.c.SDL_GetError()});
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@ -83,6 +171,9 @@ pub fn main() anyerror!void {
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}
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defer sdl.c.SDL_Quit();
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var prng = std.rand.DefaultPrng.init(42);
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// Image
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const aspectRatio: f32 = 16.0 / 9.0;
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const imageWidth = 600;
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@ -91,43 +182,16 @@ pub fn main() anyerror!void {
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const maxDepth = 50;
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// World
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const materialGround = Material{
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.lambertian = material.Lambertian{
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.color = Color{ .x = 0.8, .y = 0.8, .z = 0.0 },
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}
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};
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const materialCenter = Material{
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.lambertian = material.Lambertian{
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.color = Color{ .x = 0.1, .y = 0.2, .z = 0.5 },
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}
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};
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const materialLeft = Material{
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.dielectric = material.Dielectric{
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.refraction_index = 1.5,
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}
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};
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const materialRight = Material{
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.metal = material.Metal{
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.color = Color{ .x = 0.8, .y = 0.6, .z = 0.2 },
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.fuzz = 1.0,
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}
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};
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const spheres = [_]Sphere{
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Sphere{ .center = Point3{ .x = 0, .y = -100.5, .z = -1 }, .radius = 100, .material = materialGround },
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Sphere{ .center = Point3{ .x = 0, .y = 0, .z = -1 }, .radius = 0.5, .material = materialCenter },
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Sphere{ .center = Point3{ .x = -1, .y = 0, .z = -1 }, .radius = 0.5, .material = materialLeft },
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Sphere{ .center = Point3{ .x = -1, .y = 0, .z = -1 }, .radius = -0.45, .material = materialLeft },
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Sphere{ .center = Point3{ .x = 1, .y = 0, .z = -1 }, .radius = 0.5, .material = materialRight },
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};
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const world = World{ .spheres = spheres[0..spheres.len] };
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var world = World.init();
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defer world.deinit();
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try setupWorld(&world, &prng.random);
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// Camera
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const lookFrom = Point3{ .x = 3, .y = 3, .z = 2 };
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const lookAt = Point3{ .x = 0, .y = 0, .z = -1 };
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const lookFrom = Point3{ .x = 13, .y = 2, .z = 3 };
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const lookAt = Point3{ .x = 0, .y = 0, .z = 0 };
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const vup = Vec3{ .x = 0, .y = 1, .z = 0 };
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const distToFocus = lookFrom.sub(lookAt).length();
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const aperture = 2.0;
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const distToFocus = 10;
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const aperture = 0.1;
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const camera = Camera.init(
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lookFrom,
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lookAt,
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@ -155,7 +219,6 @@ pub fn main() anyerror!void {
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return error.SDLInitializationFailed;
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};
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var prng = std.rand.DefaultPrng.init(42);
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var pixelAccu: [imageWidth * imageHeight]Color = undefined;
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for (pixelAccu) |*pixel| {
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pixel.* = Color{};
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@ -1,15 +1,28 @@
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const std = @import("std");
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const ArrayList = std.ArrayList;
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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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spheres: ArrayList(Sphere),
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pub fn hit(self: World, ray: Ray, t_min: f32, t_max: f32) ?HitRecord {
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pub fn init() World {
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return World {
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.spheres = ArrayList(Sphere).init(std.testing.allocator)
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};
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}
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pub fn deinit(self: *World) void {
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self.spheres.deinit();
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}
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pub fn hit(self: *const 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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for (self.spheres.items) |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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