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

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@@ -1304,9 +1304,8 @@ resolve_expr(Ast_Expr *ast, Resolve_Flag flags, Ast_Type *compound_context){
@warning @warning
We only have one instance of a given Lambda type for example (a: Vec3): Vec3. We only have one instance of a given Lambda type for example (a: Vec3): Vec3.
Even though we might have multiple functions with this signature. Even though we might have multiple functions with this signature.
This creates a problem cause sometimes we can refer to the wrong AST. This creates a problem cause sometimes we might refer to the wrong Ast.
Need to be careful!!!
@todo: array of decls in Ast_Type
*/ */
Ast_Lambda *lambda = (Ast_Lambda *)name.type->ast; Ast_Lambda *lambda = (Ast_Lambda *)name.type->ast;
For_Named(lambda->args, lambda_arg){ For_Named(lambda->args, lambda_arg){

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@@ -1,9 +1,11 @@
#import "math.kl" #import "math.kl"
Epsilon :: 0.00001 Epsilon :: 0.00001
Screen : *U32 Screen : *U32
X : S64 X : S64
Y : S64 Y : S64
TotalTime: F64
LightPos := Vec3{2,4,2}
SphereSDF :: (pos: Vec3): F32 SphereSDF :: (pos: Vec3): F32
result := Vec3_Length(pos) - 1.0 result := Vec3_Length(pos) - 1.0
@@ -14,8 +16,14 @@ Raymarcher_Update :: ()
forward := Vec3{0, 0, -1} forward := Vec3{0, 0, -1}
side := Vec3_Normalize(Vec3_Cross(forward, up)) 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 Xf := 1 / X->F32
Yf := 1 / Y->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 := Vec3{x->F32 * Xf * 2 - 1, y->F32 * Yf * 2 - 1, 1.0}
uv.x *= ratio uv.x *= ratio
dir := Vec3_Normalize(Vec3{Vec3_Dot(side, uv), Vec3_Dot(up, uv), Vec3_Dot(forward, uv)}) dir := Vec3_Normalize(Vec3{Vec3_Dot(side, uv), Vec3_Dot(up, uv), Vec3_Dot(forward, uv)})
pos := Vec3{0, 0, 2}
t: F32 t: F32
end: F32 = 100.0 end: F32 = 100.0
hit := true hit := true
p: Vec3 p: Vec3
for i := 0, i < 255, i+=1 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) distance := SphereSDF(p)
if distance < Epsilon 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}), 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 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 requested_time_per_frame := 1.0 / 60.0
frame_start_time := Time() frame_start_time := Time()
frame_number: S64 frame_number: S64
total_time: F64
for AppIsRunning for AppIsRunning
msg: MSG msg: MSG
for PeekMessageW(&msg, window, 0, 0, PM_REMOVE) > 0 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_time := Time() - frame_start_time
frame_number += 1
TotalTime += frame_time
if frame_time < requested_time_per_frame if frame_time < requested_time_per_frame
if good_scheduling if good_scheduling
time_to_sleep := (requested_time_per_frame - frame_time) * 1000 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 new_frame_time = Time() - frame_start_time
frame_time = new_frame_time frame_time = new_frame_time
frame_number += 1
total_time += frame_time

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@@ -52,6 +52,7 @@ STD_OUTPUT_HANDLE :: 4294967285//(-11)->DWORD
GetStdHandle :: #foreign (nStdHandle: DWORD): HANDLE GetStdHandle :: #foreign (nStdHandle: DWORD): HANDLE
WriteConsoleA :: #foreign (hConsoleOutput: HANDLE,lpBuffer: *VOID,nNumberOfCharsToWrite: DWORD,lpNumberOfCharsWritten: LPDWORD,lpReserve: LPVOID): BOOL WriteConsoleA :: #foreign (hConsoleOutput: HANDLE,lpBuffer: *VOID,nNumberOfCharsToWrite: DWORD,lpNumberOfCharsWritten: LPDWORD,lpReserve: LPVOID): BOOL
WriteConsoleW :: #foreign (hConsoleOutput: HANDLE,lpBuffer: *VOID,nNumberOfCharsToWrite: DWORD,lpNumberOfCharsWritten: LPDWORD,lpReserve: LPVOID): BOOL WriteConsoleW :: #foreign (hConsoleOutput: HANDLE,lpBuffer: *VOID,nNumberOfCharsToWrite: DWORD,lpNumberOfCharsWritten: LPDWORD,lpReserve: LPVOID): BOOL
__debugbreak :: #foreign ()
GetLastError :: #foreign (): DWORD GetLastError :: #foreign (): DWORD
QueryPerformanceFrequency :: #foreign (lpFrequency: *LARGE_INTEGER): BOOL QueryPerformanceFrequency :: #foreign (lpFrequency: *LARGE_INTEGER): BOOL

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@@ -1,12 +1,12 @@
sqrtf :: #foreign (value: F32): F32 sqrtf :: #foreign (value: F32): F32
cosf :: #foreign (value: F32): F32
sinf :: #foreign (value: F32): F32
Vec2I :: struct;; x: S64; y: S64 Vec2I :: struct;; x: S64; y: S64
Vec2 :: struct;; x: F32; y: F32 Vec2 :: struct;; x: F32; y: F32
Vec3 :: struct;; x: F32; y: F32; z: F32 Vec3 :: struct;; x: F32; y: F32; z: F32
Vec3_Length :: (a: Vec3): F32
result := sqrtf(a.x*a.x + a.y*a.y + a.z*a.z)
return result
Vec3_Cross :: (a: Vec3, b: Vec3): Vec3 Vec3_Cross :: (a: Vec3, b: Vec3): Vec3
result := Vec3{ result := Vec3{
@@ -25,6 +25,12 @@ Vec3_Normalize :: (a: Vec3): Vec3
} }
return result return result
Vec3_Reflect :: (a: Vec3, normal: Vec3): Vec3
an := Vec3_Dot(a, normal)*2
result := Vec3_Sub(a, Vec3_MulF32(a, an))
return result
Vec3_ConvertToARGB :: (a: Vec3): U32 Vec3_ConvertToARGB :: (a: Vec3): U32
a.x = F32_Clamp(0, a.x, 1) a.x = F32_Clamp(0, a.x, 1)
a.y = F32_Clamp(0, a.y, 1) a.y = F32_Clamp(0, a.y, 1)
@@ -35,10 +41,11 @@ Vec3_ConvertToARGB :: (a: Vec3): U32
result := r | g | b result := r | g | b
return result return result
Vec3_Length :: (a: Vec3): F32 ;; return sqrtf(a.x*a.x + a.y*a.y + a.z*a.z)
Vec3_Negate :: (a: Vec3): Vec3 ;; return Vec3{-a.x, -a.y, -a.z} Vec3_Negate :: (a: Vec3): Vec3 ;; return Vec3{-a.x, -a.y, -a.z}
Vec3_Dot :: (a: Vec3, b: Vec3): F32 ;; return a.x*b.x + a.y*b.y + a.z*b.z Vec3_Dot :: (a: Vec3, b: Vec3): F32 ;; return a.x*b.x + a.y*b.y + a.z*b.z
Vec3_Mul :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x*b.x, a.y*b.y, a.z*b.z} Vec3_Mul :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x*b.x, a.y*b.y, a.z*b.z}
Vec3_MulF32 :: (a: Vec3, b: F32): Vec3 ;; return Vec3{a.x*b, a.y*b, a.z*b} Vec3_MulF32 :: (a: Vec3, b: F32) : Vec3 ;; return Vec3{a.x*b, a.y*b, a.z*b}
Vec3_Add :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x+b.x, a.y+b.y, a.z+b.z} Vec3_Add :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x+b.x, a.y+b.y, a.z+b.z}
Vec3_Div :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x/b.x, a.y/b.y, a.z/b.z} Vec3_Div :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x/b.x, a.y/b.y, a.z/b.z}
Vec3_Sub :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x-b.x, a.y-b.y, a.z-b.z} Vec3_Sub :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x-b.x, a.y-b.y, a.z-b.z}
@@ -48,6 +55,10 @@ F32_Clamp :: (min: F32, value: F32, max: F32): F32
if value < min;; return min if value < min;; return min
return value return value
F32_ClampBottom :: (min: F32, value: F32): F32
if value < min;; return min
return value
F32_Absolute :: (val: F32): F32 F32_Absolute :: (val: F32): F32
if val < 0;; return -val if val < 0;; return -val
return val return val

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@@ -51,12 +51,13 @@ WriteConsole :: (string: String16)
WriteConsoleW(handle, string.str->*void, string.len->DWORD, 0, 0) WriteConsoleW(handle, string.str->*void, string.len->DWORD, 0, 0)
PerformanceFrequency: F64 PerformanceFrequency: F64
PerformanceFrequency_S64: S64
Time :: (): F64 Time :: (): F64
query: LARGE_INTEGER query: LARGE_INTEGER
if !PerformanceFrequency if PerformanceFrequency_S64 == 0
err := QueryPerformanceFrequency(&query) err := QueryPerformanceFrequency(&PerformanceFrequency_S64)
Assert(err != 0) Assert(err != 0)
PerformanceFrequency = query->F64 PerformanceFrequency = PerformanceFrequency_S64->F64
err := QueryPerformanceCounter(&query) err := QueryPerformanceCounter(&query)
Assert(err != 0) Assert(err != 0)