Raymarcher mostly working, need to fix specular still

This commit is contained in:
Krzosa Karol
2022-09-28 13:10:26 +02:00
parent 0050abe190
commit 4510f39397
5 changed files with 59 additions and 22 deletions

View File

@@ -1,9 +1,11 @@
#import "math.kl"
Epsilon :: 0.00001
Screen : *U32
X : S64
Y : S64
Epsilon :: 0.00001
Screen : *U32
X : S64
Y : S64
TotalTime: F64
LightPos := Vec3{2,4,2}
SphereSDF :: (pos: Vec3): F32
result := Vec3_Length(pos) - 1.0
@@ -14,8 +16,14 @@ Raymarcher_Update :: ()
forward := Vec3{0, 0, -1}
side := Vec3_Normalize(Vec3_Cross(forward, up))
light_pos := Vec3{0, 4, 0}
LightPos.x = cosf(TotalTime->F32)*4
LightPos.y = sinf(TotalTime->F32)*4
ambient_color := Vec3{0.2,0.2,0.2}
diffuse_color := Vec3{0.7,0.2,0.2}
specular_color := Vec3{1,1,1}
eye := Vec3{0, 0, 2}
light_intensity :: 1.2
Xf := 1 / X->F32
Yf := 1 / Y->F32
@@ -25,14 +33,13 @@ Raymarcher_Update :: ()
uv := Vec3{x->F32 * Xf * 2 - 1, y->F32 * Yf * 2 - 1, 1.0}
uv.x *= ratio
dir := Vec3_Normalize(Vec3{Vec3_Dot(side, uv), Vec3_Dot(up, uv), Vec3_Dot(forward, uv)})
pos := Vec3{0, 0, 2}
t: F32
end: F32 = 100.0
hit := true
p: Vec3
for i := 0, i < 255, i+=1
p = Vec3_Add(pos, Vec3_MulF32(dir, t))
p = Vec3_Add(eye, Vec3_MulF32(dir, t))
distance := SphereSDF(p)
if distance < Epsilon
@@ -50,9 +57,28 @@ Raymarcher_Update :: ()
SphereSDF({p.x, p.y, p.z + Epsilon}) - SphereSDF({p.x, p.y, p.z - Epsilon}),
})
diffuse := Vec3_Dot(normal, Vec3_Negate())
light_to_point := Vec3_Normalize(Vec3_Sub(LightPos, p))
eye_to_point := Vec3_Normalize(Vec3_Sub(eye, p))
reflected_light := Vec3_Normalize(Vec3_Reflect(Vec3_Negate(light_to_point), normal))
Screen[x + y*X] = Vec3_ConvertToARGB(normal)
ambient :: 0.2
diffuse := Vec3_Dot(normal, light_to_point)
color := Vec3_MulF32(ambient_color, ambient)
if diffuse > Epsilon
color = Vec3_Add(color, Vec3_MulF32(diffuse_color, diffuse))
specular := Vec3_Dot(reflected_light, eye_to_point)
if specular > Epsilon
specular = specular*specular*specular*specular
color = Vec3_Add(color, Vec3_MulF32(specular_color, specular*0.2))
color = Vec3_MulF32(color, light_intensity)
// Gamma correction
color.x = sqrtf(color.x)
color.y = sqrtf(color.y)
color.z = sqrtf(color.z)
Screen[x + y*X] = Vec3_ConvertToARGB(color)
else;; Screen[x + y*X] = 0
@@ -147,7 +173,6 @@ WinMain :: (hInstance: HINSTANCE, hPrevInstance: HINSTANCE, lpCmdLine: LPSTR, nS
requested_time_per_frame := 1.0 / 60.0
frame_start_time := Time()
frame_number: S64
total_time: F64
for AppIsRunning
msg: MSG
for PeekMessageW(&msg, window, 0, 0, PM_REMOVE) > 0
@@ -163,6 +188,8 @@ WinMain :: (hInstance: HINSTANCE, hPrevInstance: HINSTANCE, lpCmdLine: LPSTR, nS
frame_time := Time() - frame_start_time
frame_number += 1
TotalTime += frame_time
if frame_time < requested_time_per_frame
if good_scheduling
time_to_sleep := (requested_time_per_frame - frame_time) * 1000
@@ -176,5 +203,3 @@ WinMain :: (hInstance: HINSTANCE, hPrevInstance: HINSTANCE, lpCmdLine: LPSTR, nS
new_frame_time = Time() - frame_start_time
frame_time = new_frame_time
frame_number += 1
total_time += frame_time