raytracing/in_one_weekend/src/main.zig

108 lines
3.7 KiB
Zig

const std = @import("std");
const print = std.debug.print;
const sdl = @import("sdl.zig");
const vec3 = @import("vec3.zig");
const Vec3 = vec3.Vec3;
const Color = vec3.Color;
const Point3 = vec3.Point3;
const Ray = @import("ray.zig").Ray;
// From: https://github.com/Nelarius/weekend-raytracer-zig/blob/master/src/main.zig
// See https://github.com/zig-lang/zig/issues/565
// SDL_video.h:#define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0)
// SDL_video.h:#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X))
// SDL_video.h:#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u
const SDL_WINDOWPOS_UNDEFINED = @bitCast(c_int, sdl.c.SDL_WINDOWPOS_UNDEFINED_MASK);
const fps = 60;
fn rayColor(ray: Ray) Color {
const unitDirection = vec3.unitVector(ray.direction);
const t = 0.5 * (unitDirection.y + 1.0);
const white = Color{ .x = 1.0, .y = 1.0, .z = 1.0 };
const blue = Color{ .x = 0.5, .y = 0.7, .z = 1.0 };
return white.mul(1.0 - t).add(blue.mul(t));
}
pub fn main() anyerror!void {
if (sdl.c.SDL_Init(sdl.c.SDL_INIT_VIDEO) != 0) {
std.log.err("Unable to initialize SDL: {}", .{sdl.c.SDL_GetError()});
return error.SDLInitializationFailed;
}
defer sdl.c.SDL_Quit();
// Image
const aspectRatio: f32 = 16.0 / 9.0;
const imageWidth = 400;
const imageHeight = @floatToInt(usize, imageWidth / aspectRatio);
// Camera
const viewportHeight = 2.0;
const viewportWidth = @floatToInt(usize, viewportHeight * aspectRatio);
const focalLength = 1.0;
const origin = Vec3{};
const horizontal = Vec3{ .x = viewportWidth };
const vertical = Vec3{ .y = viewportHeight };
const lowerLeftCorner = origin.sub(horizontal.div(2)).sub(vertical.div(2)).sub(Vec3{ .z = focalLength });
const window = sdl.c.SDL_CreateWindow(
"Raytracing in One Weekend",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
imageWidth,
imageHeight,
sdl.c.SDL_WINDOW_OPENGL
) orelse {
std.log.err("Unable to create window: {}", .{sdl.c.SDL_GetError()});
return error.SDLInitializationFailed;
};
const surface = sdl.c.SDL_GetWindowSurface(window) orelse {
std.log.err("Unable to get window surface: {}", .{sdl.c.SDL_GetError()});
return error.SDLInitializationFailed;
};
{
_ = sdl.c.SDL_LockSurface(surface);
var j: usize = 0;
while (j < imageHeight) {
var i: usize = 0;
while (i < imageWidth) {
const u = @intToFloat(f32, i) / @intToFloat(f32, (imageWidth - 1));
// SDL coordinate system is flipped compared to the raytracer
const v = @intToFloat(f32, (imageHeight - 1) - j) / @intToFloat(f32, (imageHeight - 1));
const r = Ray{
.origin = origin,
.direction = lowerLeftCorner.add(horizontal.mul(u).add(vertical.mul(v).sub(origin))),
};
const pixelColor = rayColor(r);
sdl.setSurfacePixel(surface, i, j, pixelColor);
i += 1;
}
j += 1;
}
defer sdl.c.SDL_UnlockSurface(surface);
}
if (sdl.c.SDL_UpdateWindowSurface(window) != 0) {
std.log.err("Error updating window surface: {}", .{sdl.c.SDL_GetError()});
return error.SDLUpdateWindowFailed;
}
var running = true;
while (running) {
var event: sdl.c.SDL_Event = undefined;
while (sdl.c.SDL_PollEvent(&event) != 0) {
switch (event.@"type") {
sdl.c.SDL_QUIT => {
running = false;
},
else => {},
}
}
sdl.c.SDL_Delay(1000 / fps);
}
}