zigrtiow: use hemisphere random rays.
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6d7998ad9f
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a2012e6742
@ -15,8 +15,7 @@ const Point3 = vec.Point3;
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const Ray = ray.Ray;
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const Ray = ray.Ray;
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const Sphere = sphere.Sphere;
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const Sphere = sphere.Sphere;
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const Vec3 = vec.Vec3;
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const Vec3 = vec.Vec3;
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const random_unit_vector = vec.random_unit_vector;
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const random_in_hemisphere = vec.random_in_hemisphere;
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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 info = std.log.info;
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const write_color = color.write_color;
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const write_color = color.write_color;
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@ -26,7 +25,7 @@ fn ray_color(r: Ray, world: Hittable, depth: isize) Color {
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var hit = world.hit(r, 0.0001, std.math.inf(f32));
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var hit = world.hit(r, 0.0001, std.math.inf(f32));
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if (hit) |rec| {
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if (hit) |rec| {
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const target = rec.p.add(rec.normal.add(random_unit_vector()));
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const target = rec.p.add(rec.normal.add(random_in_hemisphere(rec.normal)));
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return ray_color(Ray.init(rec.p, target.sub(rec.p)), world, depth - 1).scale(0.5);
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return ray_color(Ray.init(rec.p, target.sub(rec.p)), world, depth - 1).scale(0.5);
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}
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}
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var unit_direction = r.direction().unit();
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var unit_direction = r.direction().unit();
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@ -64,6 +64,14 @@ pub fn random_in_unit_sphere() Vec3 {
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pub fn random_unit_vector() Vec3 {
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pub fn random_unit_vector() Vec3 {
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return random_in_unit_sphere().unit();
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return random_in_unit_sphere().unit();
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}
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}
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pub fn random_in_hemisphere(normal: Vec3) Vec3 {
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const in_unit_sphere = random_in_unit_sphere();
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if (in_unit_sphere.dot(normal) > 0.0) { // In the same hemisphere as the normal
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return in_unit_sphere;
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} else {
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return in_unit_sphere.scale(-1);
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}
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}
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pub const Color = Vec3;
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pub const Color = Vec3;
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pub const Point3 = Vec3;
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pub const Point3 = Vec3;
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