zigrtiow: shoot child rays for diffuse shading.
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@ -15,18 +15,18 @@ const Point3 = vec.Point3;
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const Ray = ray.Ray;
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const Sphere = sphere.Sphere;
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const Vec3 = vec.Vec3;
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const random_in_unit_sphere = vec.random_in_unit_sphere;
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const info = std.log.info;
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const write_color = color.write_color;
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fn ray_color(r: Ray, world: Hittable) Color {
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fn ray_color(r: Ray, world: Hittable, depth: isize) 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) return Color.init(0, 0, 0);
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var hit = world.hit(r, 0, std.math.inf(f32));
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if (hit) |rec| {
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const n = rec.normal;
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return Color.init(
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n.x() + 1,
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n.y() + 1,
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n.z() + 1,
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).scale(0.5);
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const target = rec.p.add(rec.normal.add(random_in_unit_sphere()));
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return ray_color(Ray.init(rec.p, target.sub(rec.p)), world, depth - 1);
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}
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var unit_direction = r.direction().unit();
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const t = 0.5 * (unit_direction.y() + 1);
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@ -39,11 +39,13 @@ pub fn main() anyerror!void {
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const image_width = 400;
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const image_height = @floatToInt(isize, @intToFloat(f32, image_width) / aspect_ratio);
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const samples_per_pixel = 100;
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const max_depth = 50;
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// World
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var world = HittableList.init();
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try world.add(Hittable{ .sphere = Sphere.init(Point3.init(0, 0, -1), 0.5) });
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try world.add(Hittable{ .sphere = Sphere.init(Point3.init(0, -100.5, -1), 100) });
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var tmp_world = HittableList.init();
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try tmp_world.add(Hittable{ .sphere = Sphere.init(Point3.init(0, 0, -1), 0.5) });
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try tmp_world.add(Hittable{ .sphere = Sphere.init(Point3.init(0, -100.5, -1), 100) });
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const world = Hittable{ .hittable_list = tmp_world };
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// Camera
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const cam = Camera.init();
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@ -58,7 +60,7 @@ pub fn main() anyerror!void {
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const rand = prng.random();
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var j: isize = image_height - 1;
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while (j >= 0) : (j -= 1) {
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//info("Scanlines remaining: {d}", .{j});
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info("Scanlines remaining: {d}", .{j});
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var i: isize = 0;
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while (i < image_width) : (i += 1) {
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@ -68,8 +70,7 @@ pub fn main() anyerror!void {
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const u = (@intToFloat(f32, i) + rand.float(f32)) / @intToFloat(f32, image_width - 1);
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const v = (@intToFloat(f32, j) + rand.float(f32)) / @intToFloat(f32, image_height - 1);
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const r = cam.get_ray(u, v);
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//Ray.init(origin, lower_left_corner.add(horizontal.scale(u)).add(vertical.scale(v)).sub(origin));
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pixel_color = pixel_color.add(ray_color(r, Hittable{ .hittable_list = world }));
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pixel_color = pixel_color.add(ray_color(r, world, max_depth));
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}
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try write_color(pixel_color, samples_per_pixel);
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}
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@ -1,5 +1,13 @@
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const std = @import("std");
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const info = std.log.info;
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var prng = std.rand.DefaultPrng.init(0);
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const rand = prng.random();
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pub const Vec3 = struct {
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v: @Vector(3, f32),
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pub fn init(v0: f32, v1: f32, v2: f32) Vec3 {
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return Vec3{
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.v = .{ v0, v1, v2 },
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@ -36,6 +44,23 @@ pub const Vec3 = struct {
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const t = u.v * v.v;
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return t[0] + t[1] + t[2];
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}
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/// Return value in unit cube from -1, 1
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pub fn random() Vec3 {
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return Vec3.init(
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rand.float(f32) * 2 - 0.5,
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rand.float(f32) * 2 - 0.5,
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rand.float(f32) * 2 - 0.5,
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);
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}
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};
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pub fn random_in_unit_sphere() Vec3 {
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while (true) {
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const p = Vec3.random();
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if (p.length_squared() > 1) continue;
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return p;
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}
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}
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pub const Color = Vec3;
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pub const Point3 = Vec3;
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