#import "Math.core" V3 :: #import "MathVec3.core" Vec3 :: V3.Vec3 Epsilon :: 0.00001 Screen : *U32 X : S64 Y : S64 TotalTime: F64 LightPos := Vec3{2,4,2} SphereSDF :: (pos: Vec3): F32 result := V3.Length(pos) - 1.0 return result Raymarcher_Update :: () up := Vec3{0, 1, 0} forward := Vec3{0, 0, -1} side := V3.Normalize(V3.Cross(forward, up)) 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->F32 Xf := 1 / X->F32 Yf := 1 / Y->F32 ratio := X->F32 / Y->F32 for y := 0, y < Y, y+=1 for x := 0, x < X, x+=1 uv := Vec3{x->F32 * Xf * 2 - 1, y->F32 * Yf * 2 - 1, 1.0} uv.x *= ratio dir := V3.Normalize(Vec3{V3.Dot(side, uv), V3.Dot(up, uv), V3.Dot(forward, uv)}) t: F32 end: F32 = 100.0 hit := true p: Vec3 for i := 0, i < 255, i+=1 p = eye + dir*t distance := SphereSDF(p) if distance < Epsilon break t += distance if distance >= end hit = false break if hit normal := V3.Normalize(Vec3{ SphereSDF({p.x + Epsilon, p.y, p.z}) - SphereSDF({p.x - Epsilon, p.y, p.z}), SphereSDF({p.x, p.y + Epsilon, p.z}) - SphereSDF({p.x, p.y - Epsilon, p.z}), SphereSDF({p.x, p.y, p.z + Epsilon}) - SphereSDF({p.x, p.y, p.z - Epsilon}), }) light_to_point := V3.Normalize(LightPos - p) eye_to_point := V3.Normalize(eye - p) reflected_light := V3.Normalize(V3.Reflect(V3.Negate(light_to_point), normal)) ambient :: 0.2->F32 diffuse := V3.Dot(normal, light_to_point) color := ambient_color*ambient->F32 if diffuse > Epsilon color = color + diffuse_color*diffuse specular := V3.Dot(reflected_light, eye_to_point) if specular > Epsilon specular = specular*specular*specular*specular color = color + specular_color*specular*0.2->F32 color = color * light_intensity // Gamma correction color.x = sqrtf(color.x) color.y = sqrtf(color.y) color.z = sqrtf(color.z) Screen[x + y*X] = V3.ConvertToARGB(color) else;; Screen[x + y*X] = 0 ///////////////////////////////////// // // Windows specific code // #import "Base.core" #import "Arena.core" #import "Windows.core" #import "KERNEL32.core" #import "GDI32.core" #import "USER32.core" #import "WINMM.core" AppIsRunning := true WindowProc :: (hwnd: HWND, msg: UINT, wparam: WPARAM, lparam: LPARAM): LRESULT if msg == WM_DESTROY PostQuitMessage(0) AppIsRunning = false return 0 else;; return DefWindowProcW(hwnd, msg, wparam, lparam) WinMain :: (hInstance: HINSTANCE, hPrevInstance: HINSTANCE, lpCmdLine: LPSTR, nShowCmd: int): int if good_scheduling := false, timeBeginPeriod(1) == TIMERR_NOERROR good_scheduling = true dpi_aware_set := SetProcessDPIAware() Assert(dpi_aware_set != 0) arena: Arena window_name := StringToString16(&arena, "Have a wonderful day! 你好世界 ") w := WNDCLASSW{ lpfnWndProc = WindowProc, hInstance = hInstance, lpszClassName = window_name.str, } Assert(RegisterClassW(&w) != 0) screen_size: Vec2I = {1280, 720} window := CreateWindowExW( dwExStyle = 0, hWndParent = 0, hMenu = 0, lpParam = 0, X = CW_USEDEFAULT, Y = CW_USEDEFAULT, nWidth = screen_size.x->int, nHeight = screen_size.y->int, lpClassName = window_name.str, lpWindowName = window_name.str, dwStyle = WS_OVERLAPPEDWINDOW, hInstance = hInstance ) Assert(window != 0) ShowWindow(window, nShowCmd) window_dc := GetDC(window) bitmap := CreateBitmap(screen_size) requested_time_per_frame := 1.0 / 60.0 frame_start_time := Time() frame_number: S64 for AppIsRunning msg: MSG for PeekMessageW(&msg, window, 0, 0, PM_REMOVE) > 0 TranslateMessage(&msg) DispatchMessageW(&msg) Screen = bitmap.data; X = bitmap.size.x; Y = bitmap.size.y Raymarcher_Update() SelectObject(bitmap.hdc, bitmap.dib) BitBlt(window_dc, 0, 0, (bitmap.size.x)->int, (bitmap.size.y)->int, bitmap.hdc, 0, 0, SRCCOPY) 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 if time_to_sleep > 0 time_to_sleep_dword := time_to_sleep->DWORD // @check if time_to_sleep_dword truncates down Sleep(time_to_sleep_dword) new_frame_time := Time() for new_frame_time < requested_time_per_frame new_frame_time = Time() - frame_start_time frame_time = new_frame_time if CStringCompare(lpCmdLine, "testing") return 0 return 0 Windows_Bitmap :: struct size: Vec2I data: *U32 hdc: HDC dib: HBITMAP CreateBitmap :: (size: Vec2I, bottom_up: Bool = true): Windows_Bitmap result: Windows_Bitmap = {size = size} if bottom_up == false result.size.y = -result.size.y header_size: U32 = SizeOf(BITMAPINFOHEADER) Assert(header_size == 40) bminfo := BITMAPINFO{ BITMAPINFOHEADER{ biSize = header_size, biWidth = size.x->LONG, biHeight = size.y->LONG, biPlanes = 1, biBitCount = 32, biCompression = BI_RGB, biXPelsPerMeter = 1, biYPelsPerMeter = 1, } } hdc := GetDC(0) result.dib = CreateDIBSection(hdc, &bminfo, DIB_RGB_COLORS, (&result.data)->**void, 0, 0) result.hdc = CreateCompatibleDC(hdc) return result