Damn I didn't even know this language could do that, I guess an issue
with namespacing fixed itself
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@@ -16,7 +16,7 @@ main :: (): int
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static_array: [8]int
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// We can get size of array using Length builtin
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#Assert(Length(static_array) == 8)
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#Assert(Len(static_array) == 8)
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// Accessing values is like in C
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// Variables are zeroed by default
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@@ -40,7 +40,7 @@ main :: (): int
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slice: []int = static_array
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// We can't do a compile time Assert anymore
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Assert(Length(slice) == 8)
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Assert(Len(slice) == 8)
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Assert(slice[4] == 1)
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// After we loop and reassign slice values
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@@ -3,7 +3,11 @@ Vec3 :: struct;; x: F32; y: F32; z: F32
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// We can define operator overloads for arbitrary types
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// these are just regular lambdas/functions
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"+" :: (a: Vec3, b: Vec3): Vec3 ;; return {a.x+b.x, a.y+b.y, a.z+b.z}
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"+" :: (a: Vec3, b: Vec3): Vec3
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return {a.x+b.x, a.y+b.y, a.z+b.z}
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// We can make a one liner out of these using ';;' operator
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// which functions as a new line with indent
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"-" :: (a: Vec3, b: Vec3): Vec3 ;; return {a.x-b.x, a.y-b.y, a.z-b.z}
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"-" :: (a: Vec3): Vec3 ;; return {-a.x, -a.y, -a.z}
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@@ -1,4 +1,6 @@
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#import "Math.core"
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V3 :: #import "MathVec3.core"
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Vec3 :: V3.Vec3
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Epsilon :: 0.00001
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Screen : *U32
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@@ -8,13 +10,13 @@ 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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result := V3.Length(pos) - 1.0
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return result
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Raymarcher_Update :: ()
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up := Vec3{0, 1, 0}
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forward := Vec3{0, 0, -1}
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side := Vec3_Normalize(Vec3_Cross(forward, up))
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side := V3.Normalize(V3.Cross(forward, up))
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LightPos.x = cosf(TotalTime->F32)*4
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LightPos.y = sinf(TotalTime->F32)*4
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@@ -32,7 +34,7 @@ Raymarcher_Update :: ()
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for x := 0, x < X, x+=1
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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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dir := V3.Normalize(Vec3{V3.Dot(side, uv), V3.Dot(up, uv), V3.Dot(forward, uv)})
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t: F32
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end: F32 = 100.0
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@@ -51,24 +53,24 @@ Raymarcher_Update :: ()
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break
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if hit
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normal := Vec3_Normalize(Vec3{
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normal := V3.Normalize(Vec3{
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SphereSDF({p.x + Epsilon, p.y, p.z}) - SphereSDF({p.x - Epsilon, p.y, p.z}),
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SphereSDF({p.x, p.y + Epsilon, p.z}) - SphereSDF({p.x, p.y - Epsilon, p.z}),
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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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light_to_point := Vec3_Normalize(LightPos - p)
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eye_to_point := Vec3_Normalize(eye - p)
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reflected_light := Vec3_Normalize(Vec3_Reflect(Vec3_Negate(light_to_point), normal))
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light_to_point := V3.Normalize(LightPos - p)
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eye_to_point := V3.Normalize(eye - p)
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reflected_light := V3.Normalize(V3.Reflect(V3.Negate(light_to_point), normal))
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ambient :: 0.2->F32
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diffuse := Vec3_Dot(normal, light_to_point)
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diffuse := V3.Dot(normal, light_to_point)
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color := ambient_color*ambient->F32
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if diffuse > Epsilon
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color = color + diffuse_color*diffuse
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specular := Vec3_Dot(reflected_light, eye_to_point)
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specular := V3.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 = color + specular_color*specular*0.2->F32
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@@ -78,7 +80,7 @@ Raymarcher_Update :: ()
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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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Screen[x + y*X] = V3.ConvertToARGB(color)
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else;; Screen[x + y*X] = 0
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