Raymarcher mostly working, need to fix specular still
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@@ -1304,9 +1304,8 @@ resolve_expr(Ast_Expr *ast, Resolve_Flag flags, Ast_Type *compound_context){
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@warning
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We only have one instance of a given Lambda type for example (a: Vec3): Vec3.
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Even though we might have multiple functions with this signature.
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This creates a problem cause sometimes we can refer to the wrong AST.
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@todo: array of decls in Ast_Type
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This creates a problem cause sometimes we might refer to the wrong Ast.
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Need to be careful!!!
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*/
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Ast_Lambda *lambda = (Ast_Lambda *)name.type->ast;
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For_Named(lambda->args, lambda_arg){
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@@ -4,6 +4,8 @@ Epsilon :: 0.00001
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Screen : *U32
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X : S64
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Y : S64
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TotalTime: F64
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LightPos := Vec3{2,4,2}
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SphereSDF :: (pos: Vec3): F32
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result := Vec3_Length(pos) - 1.0
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@@ -14,8 +16,14 @@ Raymarcher_Update :: ()
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forward := Vec3{0, 0, -1}
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side := Vec3_Normalize(Vec3_Cross(forward, up))
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light_pos := Vec3{0, 4, 0}
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LightPos.x = cosf(TotalTime->F32)*4
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LightPos.y = sinf(TotalTime->F32)*4
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ambient_color := Vec3{0.2,0.2,0.2}
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diffuse_color := Vec3{0.7,0.2,0.2}
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specular_color := Vec3{1,1,1}
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eye := Vec3{0, 0, 2}
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light_intensity :: 1.2
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Xf := 1 / X->F32
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Yf := 1 / Y->F32
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@@ -25,14 +33,13 @@ Raymarcher_Update :: ()
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uv := Vec3{x->F32 * Xf * 2 - 1, y->F32 * Yf * 2 - 1, 1.0}
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uv.x *= ratio
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dir := Vec3_Normalize(Vec3{Vec3_Dot(side, uv), Vec3_Dot(up, uv), Vec3_Dot(forward, uv)})
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pos := Vec3{0, 0, 2}
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t: F32
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end: F32 = 100.0
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hit := true
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p: Vec3
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for i := 0, i < 255, i+=1
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p = Vec3_Add(pos, Vec3_MulF32(dir, t))
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p = Vec3_Add(eye, Vec3_MulF32(dir, t))
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distance := SphereSDF(p)
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if distance < Epsilon
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@@ -50,9 +57,28 @@ Raymarcher_Update :: ()
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SphereSDF({p.x, p.y, p.z + Epsilon}) - SphereSDF({p.x, p.y, p.z - Epsilon}),
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})
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diffuse := Vec3_Dot(normal, Vec3_Negate())
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light_to_point := Vec3_Normalize(Vec3_Sub(LightPos, p))
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eye_to_point := Vec3_Normalize(Vec3_Sub(eye, p))
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reflected_light := Vec3_Normalize(Vec3_Reflect(Vec3_Negate(light_to_point), normal))
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Screen[x + y*X] = Vec3_ConvertToARGB(normal)
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ambient :: 0.2
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diffuse := Vec3_Dot(normal, light_to_point)
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color := Vec3_MulF32(ambient_color, ambient)
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if diffuse > Epsilon
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color = Vec3_Add(color, Vec3_MulF32(diffuse_color, diffuse))
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specular := Vec3_Dot(reflected_light, eye_to_point)
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if specular > Epsilon
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specular = specular*specular*specular*specular
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color = Vec3_Add(color, Vec3_MulF32(specular_color, specular*0.2))
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color = Vec3_MulF32(color, light_intensity)
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// Gamma correction
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color.x = sqrtf(color.x)
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color.y = sqrtf(color.y)
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color.z = sqrtf(color.z)
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Screen[x + y*X] = Vec3_ConvertToARGB(color)
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else;; Screen[x + y*X] = 0
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@@ -147,7 +173,6 @@ WinMain :: (hInstance: HINSTANCE, hPrevInstance: HINSTANCE, lpCmdLine: LPSTR, nS
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requested_time_per_frame := 1.0 / 60.0
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frame_start_time := Time()
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frame_number: S64
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total_time: F64
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for AppIsRunning
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msg: MSG
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for PeekMessageW(&msg, window, 0, 0, PM_REMOVE) > 0
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@@ -163,6 +188,8 @@ WinMain :: (hInstance: HINSTANCE, hPrevInstance: HINSTANCE, lpCmdLine: LPSTR, nS
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frame_time := Time() - frame_start_time
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frame_number += 1
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TotalTime += frame_time
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if frame_time < requested_time_per_frame
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if good_scheduling
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time_to_sleep := (requested_time_per_frame - frame_time) * 1000
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@@ -176,5 +203,3 @@ WinMain :: (hInstance: HINSTANCE, hPrevInstance: HINSTANCE, lpCmdLine: LPSTR, nS
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new_frame_time = Time() - frame_start_time
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frame_time = new_frame_time
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frame_number += 1
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total_time += frame_time
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@@ -52,6 +52,7 @@ STD_OUTPUT_HANDLE :: 4294967285//(-11)->DWORD
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GetStdHandle :: #foreign (nStdHandle: DWORD): HANDLE
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WriteConsoleA :: #foreign (hConsoleOutput: HANDLE,lpBuffer: *VOID,nNumberOfCharsToWrite: DWORD,lpNumberOfCharsWritten: LPDWORD,lpReserve: LPVOID): BOOL
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WriteConsoleW :: #foreign (hConsoleOutput: HANDLE,lpBuffer: *VOID,nNumberOfCharsToWrite: DWORD,lpNumberOfCharsWritten: LPDWORD,lpReserve: LPVOID): BOOL
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__debugbreak :: #foreign ()
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GetLastError :: #foreign (): DWORD
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QueryPerformanceFrequency :: #foreign (lpFrequency: *LARGE_INTEGER): BOOL
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@@ -1,12 +1,12 @@
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sqrtf :: #foreign (value: F32): F32
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cosf :: #foreign (value: F32): F32
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sinf :: #foreign (value: F32): F32
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Vec2I :: struct;; x: S64; y: S64
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Vec2 :: struct;; x: F32; y: F32
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Vec3 :: struct;; x: F32; y: F32; z: F32
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Vec3_Length :: (a: Vec3): F32
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result := sqrtf(a.x*a.x + a.y*a.y + a.z*a.z)
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return result
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Vec3_Cross :: (a: Vec3, b: Vec3): Vec3
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result := Vec3{
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@@ -25,6 +25,12 @@ Vec3_Normalize :: (a: Vec3): Vec3
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}
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return result
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Vec3_Reflect :: (a: Vec3, normal: Vec3): Vec3
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an := Vec3_Dot(a, normal)*2
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result := Vec3_Sub(a, Vec3_MulF32(a, an))
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return result
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Vec3_ConvertToARGB :: (a: Vec3): U32
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a.x = F32_Clamp(0, a.x, 1)
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a.y = F32_Clamp(0, a.y, 1)
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@@ -35,10 +41,11 @@ Vec3_ConvertToARGB :: (a: Vec3): U32
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result := r | g | b
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return result
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Vec3_Length :: (a: Vec3): F32 ;; return sqrtf(a.x*a.x + a.y*a.y + a.z*a.z)
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Vec3_Negate :: (a: Vec3): Vec3 ;; return Vec3{-a.x, -a.y, -a.z}
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Vec3_Dot :: (a: Vec3, b: Vec3): F32 ;; return a.x*b.x + a.y*b.y + a.z*b.z
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Vec3_Mul :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x*b.x, a.y*b.y, a.z*b.z}
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Vec3_MulF32 :: (a: Vec3, b: F32): Vec3 ;; return Vec3{a.x*b, a.y*b, a.z*b}
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Vec3_MulF32 :: (a: Vec3, b: F32) : Vec3 ;; return Vec3{a.x*b, a.y*b, a.z*b}
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Vec3_Add :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x+b.x, a.y+b.y, a.z+b.z}
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Vec3_Div :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x/b.x, a.y/b.y, a.z/b.z}
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Vec3_Sub :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x-b.x, a.y-b.y, a.z-b.z}
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@@ -48,6 +55,10 @@ F32_Clamp :: (min: F32, value: F32, max: F32): F32
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if value < min;; return min
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return value
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F32_ClampBottom :: (min: F32, value: F32): F32
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if value < min;; return min
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return value
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F32_Absolute :: (val: F32): F32
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if val < 0;; return -val
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return val
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@@ -51,12 +51,13 @@ WriteConsole :: (string: String16)
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WriteConsoleW(handle, string.str->*void, string.len->DWORD, 0, 0)
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PerformanceFrequency: F64
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PerformanceFrequency_S64: S64
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Time :: (): F64
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query: LARGE_INTEGER
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if !PerformanceFrequency
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err := QueryPerformanceFrequency(&query)
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if PerformanceFrequency_S64 == 0
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err := QueryPerformanceFrequency(&PerformanceFrequency_S64)
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Assert(err != 0)
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PerformanceFrequency = query->F64
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PerformanceFrequency = PerformanceFrequency_S64->F64
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err := QueryPerformanceCounter(&query)
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Assert(err != 0)
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