implement Material as tagged union
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@ -14,8 +14,6 @@ const World = @import("world.zig").World;
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const Camera = @import("camera.zig").Camera;
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const material = @import("material.zig");
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const Material = material.Material;
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const MaterialType = material.MaterialType;
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const scatter = @import("material.zig").scatter;
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// From: https://github.com/Nelarius/weekend-raytracer-zig/blob/master/src/main.zig
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// See https://github.com/zig-lang/zig/issues/565
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@ -46,7 +44,7 @@ fn rayColor(ray: Ray, world: World, rng: *Random, depth: i32) Color {
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}
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if (world.hit(ray, 0.001, 99999)) |hit| {
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if (scatter(ray, hit, rng)) |sRay| {
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if (material.scatter(ray, hit, rng)) |sRay| {
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return sRay.color.mul(rayColor(sRay.ray, world, rng, depth - 1));
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}
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return Color{ .x = 0, .y = 0, .z = 0 };
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@ -94,20 +92,24 @@ pub fn main() anyerror!void {
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// World
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const materialGround = Material{
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.materialType = .Lambertian,
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.color = Color{ .x = 0.8, .y = 0.8, .z = 0.0 },
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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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.materialType = .Lambertian,
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.color = Color{ .x = 0.7, .y = 0.3, .z = 0.3 },
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.lambertian = material.Lambertian{
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.color = Color{ .x = 0.7, .y = 0.3, .z = 0.3 }
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}
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};
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const materialLeft = Material{
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.materialType = .Metal,
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.color = Color{ .x = 0.8, .y = 0.8, .z = 0.8 },
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.metal = material.Metal{
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.color = Color{ .x = 0.8, .y = 0.8, .z = 0.8 }
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}
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};
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const materialRight = Material{
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.materialType = .Metal,
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.color = Color{ .x = 0.8, .y = 0.6, .z = 0.2 },
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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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}
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};
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const spheres = [_]Sphere{
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@ -7,13 +7,41 @@ const Ray = @import("ray.zig").Ray;
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const HitRecord = @import("hittable.zig").HitRecord;
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pub const MaterialType = enum {
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Lambertian,
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Metal,
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lambertian,
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metal,
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};
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pub const Material = struct {
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materialType: MaterialType,
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pub const Lambertian = struct {
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color: Color,
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pub fn scatter(self: Lambertian, ray: Ray, hit: HitRecord, rng: *Random) ?ScatteredRay {
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var scatterDirection = hit.normal.add(vec3.random_unit_vector(rng));
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// Catch degenerate scatter direction
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if (scatterDirection.nearZero()) {
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scatterDirection = hit.normal;
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}
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return ScatteredRay{
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.ray = Ray{ .origin = hit.p, .direction = scatterDirection},
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.color = self.color,
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};
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}
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};
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pub const Metal = struct {
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color: Color,
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// fuzzy: f32,
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pub fn scatter(self: Metal, ray: Ray, hit: HitRecord, rng: *Random) ?ScatteredRay {
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const reflected = ray.direction.unit().reflect(hit.normal);
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const scattered = Ray{ .origin = hit.p, .direction = reflected };
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if (scattered.direction.dot(hit.normal) <= 0) {
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return null;
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}
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return ScatteredRay{
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.ray = scattered,
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.color = self.color,
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};
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}
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};
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pub const ScatteredRay = struct {
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@ -21,35 +49,14 @@ pub const ScatteredRay = struct {
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color: Color,
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};
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pub const Material = union(MaterialType) {
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lambertian: Lambertian,
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metal: Metal,
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};
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pub fn scatter(ray: Ray, hit: HitRecord, rng: *Random) ?ScatteredRay {
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const scatteredDirection = switch (hit.material.materialType) {
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.Lambertian => blk: {
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var scatterDirection = hit.normal.add(vec3.random_unit_vector(rng));
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// Catch degenerate scatter direction
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if (scatterDirection.nearZero()) {
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scatterDirection = hit.normal;
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}
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break :blk scatterDirection;
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},
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.Metal => blk: {
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const reflected = ray.direction.unit().reflect(hit.normal);
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const scattered = Ray{ .origin = hit.p, .direction = reflected };
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if (scattered.direction.dot(hit.normal) <= 0) {
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break :blk null;
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}
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break :blk scattered.direction;
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},
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return switch (hit.material) {
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.lambertian => |m| m.scatter(ray, hit, rng),
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.metal => |m| m.scatter(ray, hit, rng),
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};
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if (scatteredDirection) |dir| {
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return ScatteredRay{
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.ray = Ray{ .origin = hit.p, .direction = dir},
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.color = hit.material.color,
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};
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}
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return null;
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}
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