208 lines
7.0 KiB
Zig
208 lines
7.0 KiB
Zig
const std = @import("std");
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const print = std.debug.print;
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const Random = std.rand.Random;
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const sdl = @import("sdl.zig");
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const vec3 = @import("vec3.zig");
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const Vec3 = vec3.Vec3;
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const Point3 = vec3.Point3;
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const color = @import("color.zig");
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const Color = color.Color;
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const Ray = @import("ray.zig").Ray;
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const Sphere = @import("sphere.zig").Sphere;
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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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// 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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// SDL_video.h:#define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0)
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// SDL_video.h:#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X))
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// SDL_video.h:#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u
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const SDL_WINDOWPOS_UNDEFINED = @bitCast(c_int, sdl.c.SDL_WINDOWPOS_UNDEFINED_MASK);
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const fps = 60;
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fn hitSphere(center: Point3, radius: f32, ray: Ray) f32 {
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const ssr = ray.origin.sub(center); // Sphere-space ray, (A - C) in book
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const a = ray.direction.length_squared();
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const half_b = Vec3.dot(ssr, ray.direction);
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const c = ssr.length_squared() - (radius * radius);
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const discriminant = half_b * half_b - a * c;
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if (discriminant < 0) {
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return -1;
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} else {
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return (-half_b - std.math.sqrt(discriminant)) / a;
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}
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}
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fn rayColor(ray: Ray, world: World, rng: *Random, depth: i32) Color {
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// If we've exceeded the ray bounce limit, no more light is gathered.
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if (depth <= 0) {
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return Color{ .x = 0, .y = 0, .z = 0 };
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}
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if (world.hit(ray, 0.001, 99999)) |hit| {
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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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}
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const unitDirection = ray.direction.unit();
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const t = 0.5 * (unitDirection.y + 1.0);
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const white = Color{ .x = 1.0, .y = 1.0, .z = 1.0 };
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const blue = Color{ .x = 0.5, .y = 0.7, .z = 1.0 };
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return white.mul_s(1.0 - t).add(blue.mul_s(t));
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}
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fn setProgress(surface: *sdl.c.SDL_Surface, width: usize, height: usize, percent: f32) void {
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if (percent == 1.0) {
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return;
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}
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const progressBarHeight = 3;
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const progressWidth = @floatToInt(usize, @intToFloat(f32, width) * percent);
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const progressColor = Color{ .x = 1.0 };
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var j: usize = 0;
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while (j < progressBarHeight) {
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var i: usize = 0;
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while (i < progressWidth) {
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sdl.setSurfacePixel(surface, i, j, progressColor);
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i += 1;
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}
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j += 1;
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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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return error.SDLInitializationFailed;
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}
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defer sdl.c.SDL_Quit();
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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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const imageHeight = @floatToInt(usize, imageWidth / aspectRatio);
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const samplesPerPixel = 100;
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const maxDepth = 5;
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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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.dielectric = material.Dielectric{
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.refraction_index = 1.5,
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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 = 0.5, .material = materialRight },
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};
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const world = World{ .spheres = spheres[0..spheres.len] };
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// Camera
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const camera = Camera.init();
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const window = sdl.c.SDL_CreateWindow(
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"Raytracing in One Weekend",
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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imageWidth,
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imageHeight,
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sdl.c.SDL_WINDOW_OPENGL
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) orelse {
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std.log.err("Unable to create window: {}", .{sdl.c.SDL_GetError()});
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return error.SDLInitializationFailed;
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};
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const surface = sdl.c.SDL_GetWindowSurface(window) orelse {
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std.log.err("Unable to get window surface: {}", .{sdl.c.SDL_GetError()});
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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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}
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if (sdl.c.SDL_UpdateWindowSurface(window) != 0) {
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std.log.err("Error updating window surface: {}", .{sdl.c.SDL_GetError()});
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return error.SDLUpdateWindowFailed;
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}
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var running = true;
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var k: usize = 0;
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while (running) {
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var event: sdl.c.SDL_Event = undefined;
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while (sdl.c.SDL_PollEvent(&event) != 0) {
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switch (event.@"type") {
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sdl.c.SDL_QUIT => {
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running = false;
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},
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else => {},
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}
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}
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if (k < samplesPerPixel) {
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// Render
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_ = sdl.c.SDL_LockSurface(surface);
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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 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, &prng.random, maxDepth);
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pixelColor.* = pixelColor.*.add(sample);
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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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j += 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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} 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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