Delete foo.reid
This commit is contained in:
		
							parent
							
								
									1c7a600b96
								
							
						
					
					
						commit
						3d38b7db8d
					
				
							
								
								
									
										475
									
								
								foo.reid
									
									
									
									
									
								
							
							
						
						
									
										475
									
								
								foo.reid
									
									
									
									
									
								
							| @ -1,475 +0,0 @@ | |||||||
| import std::concat_strings; |  | ||||||
| import std::print; |  | ||||||
| import std::from_str; |  | ||||||
| import std::free_string; |  | ||||||
| import std::add_num_to_str; |  | ||||||
| 
 |  | ||||||
| /////////////////// |  | ||||||
| /// SDL externs /// |  | ||||||
| /////////////////// |  | ||||||
| 
 |  | ||||||
| // Helper struct for stack allocated const sized strings, because structs are |  | ||||||
| // easier to create uninit than arrays. |  | ||||||
| struct SDL_Window {} |  | ||||||
| struct SDL_Renderer {} |  | ||||||
| struct SDL_Texture {} |  | ||||||
| struct SDL_Event { type: u32, reserved: [u8; 124] } |  | ||||||
| struct SDL_FRect { x: f32, y: f32, w: f32, h: f32 } |  | ||||||
| struct SDL_Rect { x: i32, y: i32, w: i32, h: i32 } |  | ||||||
| extern fn SDL_malloc(size: u64) -> *u8; |  | ||||||
| extern fn SDL_Init(flags: u32) -> bool; |  | ||||||
| extern fn SDL_Quit(); |  | ||||||
| extern fn SDL_CreateWindowAndRenderer(title: *char, width: i32, height: i32, flags: i32, |  | ||||||
|     window_out: &mut *SDL_Window, renderer_out: &mut *SDL_Renderer) -> bool; |  | ||||||
| extern fn SDL_Delay(ms: u32); |  | ||||||
| extern fn SDL_SetRenderDrawColor(renderer: *SDL_Renderer, r: u8, g: u8, b: u8, a: u8); |  | ||||||
| extern fn SDL_RenderClear(renderer: *SDL_Renderer); |  | ||||||
| extern fn SDL_RenderPresent(renderer: *SDL_Renderer); |  | ||||||
| extern fn SDL_HasEvent(event_type: u32) -> bool; |  | ||||||
| extern fn SDL_PollEvent(event: &mut SDL_Event) -> bool; |  | ||||||
| extern fn SDL_PumpEvents(); |  | ||||||
| extern fn SDL_FlushEvents(min_type: u32, max_type: u32); |  | ||||||
| extern fn SDL_GetTicks() -> u64; |  | ||||||
| extern fn SDL_SetWindowTitle(window: *SDL_Window, title: *char) -> bool; |  | ||||||
| extern fn SDL_CreateTexture(renderer: *SDL_Renderer,  |  | ||||||
|     pixel_format: u32, texture_access: u32, width: u32, height: u32) -> *SDL_Texture; |  | ||||||
| extern fn SDL_RenderTexture(renderer: *SDL_Renderer, |  | ||||||
|     texture: *SDL_Texture, srcfrect: &SDL_FRect, dstfrect: &SDL_FRect) -> bool; |  | ||||||
| extern fn SDL_UpdateTexture(texture: *SDL_Texture, rect: &SDL_Rect, pixels: *u8, pitch: u32) -> bool; |  | ||||||
| extern fn SDL_GetError() -> *char; |  | ||||||
| extern fn SDL_GetWindowSize(window: *SDL_Window, w: &mut i32, h: &mut i32) -> bool; |  | ||||||
| extern fn SDL_rand(max_exclusive: u32) -> u32; |  | ||||||
| extern fn SDL_SetTextureScaleMode(texture: *SDL_Texture, scale_mode: i32) -> bool; |  | ||||||
| extern fn SDL_sqrtf(value: f32) -> f32; |  | ||||||
| extern fn SDL_randf() -> f32; |  | ||||||
| extern fn SDL_powf(value: f32, power: f32) -> f32; |  | ||||||
| 
 |  | ||||||
| // SDL error reporting helper |  | ||||||
| fn print_sdl_error(context: *char) { |  | ||||||
|     let mut message = from_str(context); |  | ||||||
| 
 |  | ||||||
|     let delim = from_str(": "); |  | ||||||
|     concat_strings(&mut message, delim); |  | ||||||
|     free_string(&delim); |  | ||||||
| 
 |  | ||||||
|     let error_msg = from_str(SDL_GetError()); |  | ||||||
|     concat_strings(&mut message, error_msg); |  | ||||||
|     free_string(&error_msg); |  | ||||||
| 
 |  | ||||||
|     print(message); |  | ||||||
| 
 |  | ||||||
|     free_string(&message); |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| ///////////////////////////////// |  | ||||||
| /// Main setup and frame loop /// |  | ||||||
| ///////////////////////////////// |  | ||||||
| 
 |  | ||||||
| struct GameState { |  | ||||||
|     renderer: *SDL_Renderer, |  | ||||||
|     window: *SDL_Window, |  | ||||||
|     render_texture: *SDL_Texture, |  | ||||||
|     frame_counter: u32, |  | ||||||
|     last_fps_reset: u64, |  | ||||||
|     pixels: *u8, |  | ||||||
|     pixels_w: u32, |  | ||||||
|     pixels_h: u32, |  | ||||||
|     pixels_bpp: u32, |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| fn main() -> i32 { |  | ||||||
|     let SDL_INIT_VIDEO = 32; |  | ||||||
|     let SDL_WINDOW_RESIZABLE = 32; |  | ||||||
|     let SDL_PIXELFORMAT_RGBA8888 = 373694468; |  | ||||||
|     let SDL_PIXELFORMAT_ABGR8888 = 376840196; |  | ||||||
|     let SDL_PIXELFORMAT_RGB24 = 386930691; |  | ||||||
|     let SDL_PIXELFORMAT_BGR24 = 390076419; |  | ||||||
|     let SDL_PIXELFORMAT_RGB96_FLOAT = 454057996; |  | ||||||
|     let SDL_PIXELFORMAT_BGR96_FLOAT = 457203724; |  | ||||||
|     let SDL_TEXTUREACCESS_STREAMING = 1; |  | ||||||
|     let SDL_SCALEMODE_NEAREST = 0; |  | ||||||
|     let SDL_SCALEMODE_LINEAR = 1; |  | ||||||
|     let SDL_SCALEMODE_PIXELART = 2; |  | ||||||
| 
 |  | ||||||
|     let init_success = SDL_Init(SDL_INIT_VIDEO); |  | ||||||
|     if init_success == false { |  | ||||||
|         print_sdl_error("SDL init failed"); |  | ||||||
|         return 1; |  | ||||||
|     } |  | ||||||
| 
 |  | ||||||
|     let mut window = SDL_Window::null(); |  | ||||||
|     let mut renderer = SDL_Renderer::null(); |  | ||||||
|     let gfx_init_success = SDL_CreateWindowAndRenderer( |  | ||||||
|         "graphical reid program", 640, 480, SDL_WINDOW_RESIZABLE, |  | ||||||
|         &mut window, &mut renderer |  | ||||||
|     ); |  | ||||||
|     if gfx_init_success == false { |  | ||||||
|         print_sdl_error("SDL renderer and window creation failed"); |  | ||||||
|         return 1; |  | ||||||
|     } |  | ||||||
| 
 |  | ||||||
|     let width = 320; |  | ||||||
|     let height = 240; |  | ||||||
|     let bpp = 4; |  | ||||||
|     let render_texture = SDL_CreateTexture(renderer,  |  | ||||||
|         SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STREAMING, width, height); |  | ||||||
|     SDL_SetTextureScaleMode(render_texture, SDL_SCALEMODE_NEAREST); |  | ||||||
| 
 |  | ||||||
|     let pixels_len = (width * height * bpp) as u64; |  | ||||||
|     let pixels = SDL_malloc(pixels_len); |  | ||||||
|     let mut game_state = GameState { |  | ||||||
|         renderer: renderer, |  | ||||||
|         window: window, |  | ||||||
|         render_texture: render_texture, |  | ||||||
|         frame_counter: 0, |  | ||||||
|         last_fps_reset: 0, |  | ||||||
|         pixels: pixels, |  | ||||||
|         pixels_w: width, |  | ||||||
|         pixels_h: height, |  | ||||||
|         pixels_bpp: bpp, |  | ||||||
|     }; |  | ||||||
| 
 |  | ||||||
|     while frame_loop(&mut game_state) {} |  | ||||||
| 
 |  | ||||||
|     SDL_Quit(); |  | ||||||
|     return 0; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| fn frame_loop(game_state: &mut GameState) -> bool { |  | ||||||
|     let mut event = SDL_Event { type: 0, reserved: [0; 124] }; |  | ||||||
|     while (SDL_PollEvent(&mut event)) { |  | ||||||
|         if event.type == 256 { // SDL_EVENT_QUIT |  | ||||||
|             return false; |  | ||||||
|         } |  | ||||||
|     } |  | ||||||
| 
 |  | ||||||
|     let mut screen_width = 0; |  | ||||||
|     let mut screen_height = 0; |  | ||||||
|     SDL_GetWindowSize(*game_state.window, &mut screen_width, &mut screen_height); |  | ||||||
| 
 |  | ||||||
|     let renderer = *game_state.renderer; |  | ||||||
|     SDL_SetRenderDrawColor(renderer, 0, 50, 90, 255); |  | ||||||
|     SDL_RenderClear(renderer); |  | ||||||
| 
 |  | ||||||
|     let w = *game_state.pixels_w; |  | ||||||
|     let h = *game_state.pixels_h; |  | ||||||
|     let bpp = *game_state.pixels_bpp; |  | ||||||
|     for y in 0..h { |  | ||||||
|         for x in 0..w { |  | ||||||
|             render_pixel(x, y, game_state); |  | ||||||
|         } |  | ||||||
|     } |  | ||||||
| 
 |  | ||||||
|     let texture_area = SDL_Rect { x: 0, y: 0, w: w as i32, h: h as i32 }; |  | ||||||
|     if SDL_UpdateTexture(*game_state.render_texture, &texture_area, *game_state.pixels as *u8, bpp * w) == false { |  | ||||||
|         print_sdl_error("UpdateTexture error"); |  | ||||||
|     } |  | ||||||
|     let src = SDL_FRect { x: 0.0, y: 0.0, w: w as f32, h: h as f32 }; |  | ||||||
|     let aspect_ratio = src.w / src.h; |  | ||||||
|     let scaled_width = screen_height as f32 * aspect_ratio; |  | ||||||
|     let dst = SDL_FRect { x: (screen_width as f32 - scaled_width) / 2.0, y: 0.0, w: scaled_width, h: screen_height as f32 }; |  | ||||||
|     if SDL_RenderTexture(renderer, *game_state.render_texture, &src, &dst) == false { |  | ||||||
|         print_sdl_error("RenderTexture error"); |  | ||||||
|     } |  | ||||||
| 
 |  | ||||||
|     SDL_RenderPresent(renderer); |  | ||||||
|     SDL_Delay(1); |  | ||||||
| 
 |  | ||||||
|     *game_state.frame_counter = *game_state.frame_counter + 1; |  | ||||||
|     let t = SDL_GetTicks(); |  | ||||||
|     if (t - *game_state.last_fps_reset) >= 1000 { |  | ||||||
|         let mut title = from_str("graphical reid program "); |  | ||||||
|         add_num_to_str(&mut title, *game_state.frame_counter as u64); |  | ||||||
|         let fps_unit = from_str(" fps"); |  | ||||||
|         concat_strings(&mut title, fps_unit); |  | ||||||
|         free_string(&fps_unit); |  | ||||||
|         SDL_SetWindowTitle(*game_state.window, title.inner); |  | ||||||
|         free_string(&title); |  | ||||||
|         *game_state.frame_counter = 0; |  | ||||||
|         *game_state.last_fps_reset = t; |  | ||||||
|     } |  | ||||||
| 
 |  | ||||||
|     return true; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| fn render_pixel(x: u32, y: u32, game_state: &mut GameState) { |  | ||||||
|     let w = *game_state.pixels_w; |  | ||||||
|     let h = *game_state.pixels_h; |  | ||||||
|     let bpp = *game_state.pixels_bpp; |  | ||||||
| 
 |  | ||||||
|     let samples = 1; |  | ||||||
|     let old_sample_weight = 0.75; |  | ||||||
|     let new_sample_weight = 0.25 / samples as f32; |  | ||||||
|     let mut rgb = vec_mul_scalar(old_sample_weight, [ |  | ||||||
|         srgb_to_linear(*game_state.pixels[(x + y * w) * bpp + 0]), |  | ||||||
|         srgb_to_linear(*game_state.pixels[(x + y * w) * bpp + 1]), |  | ||||||
|         srgb_to_linear(*game_state.pixels[(x + y * w) * bpp + 2]) |  | ||||||
|     ]); |  | ||||||
|     for sample in 0..samples { |  | ||||||
|         rgb = vec_add(rgb, vec_mul_scalar(new_sample_weight, shade(x, y, *game_state.frame_counter, w, h))); |  | ||||||
|     } |  | ||||||
|     *game_state.pixels[(x + y * w) * bpp + 0] = linear_to_srgb(rgb[0]); |  | ||||||
|     *game_state.pixels[(x + y * w) * bpp + 1] = linear_to_srgb(rgb[1]); |  | ||||||
|     *game_state.pixels[(x + y * w) * bpp + 2] = linear_to_srgb(rgb[2]); |  | ||||||
|     *game_state.pixels[(x + y * w) * bpp + 3] = 255; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| ///////////////// |  | ||||||
| /// Rendering /// |  | ||||||
| ///////////////// |  | ||||||
| 
 |  | ||||||
| struct Ray { |  | ||||||
|     origin: [f32; 3], |  | ||||||
|     direction: [f32; 3], |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| struct Material { |  | ||||||
|     // 0 = lambertian diffuse |  | ||||||
|     // 1 = mirror |  | ||||||
|     type: u32, |  | ||||||
|     // Generally the "color" of the surface (linear factors of how much of each |  | ||||||
|     // color channel this surface does not absorb), but the idea is that the |  | ||||||
|     // type governs what this means. |  | ||||||
|     linear_color: [f32; 3], |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| struct Hit { |  | ||||||
|     hit: bool, |  | ||||||
|     front_face: bool, |  | ||||||
|     distance: f32, |  | ||||||
|     normal: [f32; 3], |  | ||||||
|     position: [f32; 3], |  | ||||||
|     material: Material, |  | ||||||
| } |  | ||||||
| fn no_hit() -> Hit { |  | ||||||
|     Hit {  |  | ||||||
|         hit: false, front_face: true, distance: 0.0, normal: [0.0; 3], position: [0.0; 3],  |  | ||||||
|         material: Material { type: 0, linear_color: [0.0; 3] }, |  | ||||||
|     } |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| struct Sphere { |  | ||||||
|     center: [f32; 3], |  | ||||||
|     radius: f32, |  | ||||||
|     material: Material, |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| fn shade(x: u32, y: u32, t: u32, w: u32, h: u32) -> [f32; 3] { |  | ||||||
|     let jitter_x = SDL_randf() - 0.5; |  | ||||||
|     let jitter_y = SDL_randf() - 0.5; |  | ||||||
| 
 |  | ||||||
|     let pixel_scale = 1.0 / h as f32; |  | ||||||
|     let pixel_pos = [ |  | ||||||
|         (x as f32 + jitter_x) * pixel_scale,  |  | ||||||
|         1.0 - (y as f32 + jitter_y) * pixel_scale, |  | ||||||
|         0.0 - 1.0 |  | ||||||
|     ]; |  | ||||||
|     let camera_pos = [w as f32 * 0.5f32 * pixel_scale, h as f32 * 0.5f32 * pixel_scale, 0.0f32]; |  | ||||||
|     let dir = vec_normalize(vec_sub(pixel_pos, camera_pos)); |  | ||||||
|     let ray = Ray { origin: camera_pos, direction: dir }; |  | ||||||
|     let beige_lambertian = Material { type: 0, linear_color: [0.3, 0.2, 0.1] }; |  | ||||||
|     let green_lambertian = Material { type: 0, linear_color: [0.1, 0.5, 0.06] }; |  | ||||||
|     let greenish_mirror = Material { type: 1, linear_color: [0.9, 1.0, 0.95] }; |  | ||||||
|     let spheres = [ |  | ||||||
|         // Ground |  | ||||||
|         Sphere { center: vec_sub(camera_pos, [0.0, 100001.0, 0.0]), radius: 100000.0, material: beige_lambertian }, |  | ||||||
|         // Centered unit sphere |  | ||||||
|         Sphere { center: vec_add(camera_pos, [0.0, 0.0, 0.0 - 5.0]), radius: 1.0, material: green_lambertian }, |  | ||||||
|         // The unit sphere on the right |  | ||||||
|         Sphere { center: vec_add(camera_pos, [2.0, 0.0, 0.0 - 6.0]), radius: 1.0, material: greenish_mirror } |  | ||||||
|     ]; |  | ||||||
|     return shade_world(ray, &spheres, 3); |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| fn shade_world(ray: Ray, spheres: &[Sphere; 3], bounces_left: u8) -> [f32; 3] { |  | ||||||
|     if bounces_left == 0 { |  | ||||||
|         return [0.0, 0.0, 0.0]; |  | ||||||
|     } |  | ||||||
| 
 |  | ||||||
|     let mut closest_hit = no_hit(); |  | ||||||
|     closest_hit.distance = 100.0; |  | ||||||
|     for i in 0..3 { |  | ||||||
|         let sphere_hit = ray_sphere_closest_hit(ray, *spheres[i], [0.001, closest_hit.distance]); |  | ||||||
|         if sphere_hit.hit { |  | ||||||
|             closest_hit = sphere_hit; |  | ||||||
|         } |  | ||||||
|     } |  | ||||||
| 
 |  | ||||||
|     if closest_hit.hit { |  | ||||||
|         //return vec_mul_scalar(0.5, vec_add(closest_hit.normal, [1.0, 1.0, 1.0])); // normal |  | ||||||
|         //return vec_mul_scalar(closest_hit.distance / 10.0, [1.0, 1.0, 1.0]); // depth |  | ||||||
|         if closest_hit.material.type == 0 { |  | ||||||
|             let bounce_dir = vec_normalize(vec_add(closest_hit.normal, random_unit_vec())); |  | ||||||
|             let bounce_ray = Ray { origin: closest_hit.position, direction: bounce_dir }; |  | ||||||
|             return vec_mul_componentwise( |  | ||||||
|                 closest_hit.material.linear_color,  |  | ||||||
|                 shade_world(bounce_ray, spheres, bounces_left - 1) |  | ||||||
|             ); |  | ||||||
|         } else if closest_hit.material.type == 1 { |  | ||||||
|             let bounce_dir = vec_reflect(ray.direction, closest_hit.normal); |  | ||||||
|             let bounce_ray = Ray { origin: closest_hit.position, direction: bounce_dir }; |  | ||||||
|             return vec_mul_componentwise( |  | ||||||
|                 closest_hit.material.linear_color,  |  | ||||||
|                 shade_world(bounce_ray, spheres, bounces_left - 1) |  | ||||||
|             ); |  | ||||||
|         } else { |  | ||||||
|             return [1.0, 0.0, 1.0]; |  | ||||||
|         } |  | ||||||
|     } |  | ||||||
| 
 |  | ||||||
|     return shade_sky(ray); |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| fn shade_sky(ray: Ray) -> [f32; 3] { |  | ||||||
|     let a = 0.5 * (ray.direction[1] + 1.0); |  | ||||||
|     return vec_add( |  | ||||||
|         vec_mul_scalar(1.0 - a, [1.0, 1.0, 1.0]), |  | ||||||
|         vec_mul_scalar(a, [0.5, 0.7, 1.0]) |  | ||||||
|     ); |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| // Returns the distance from the ray origin to the sphere, or -1.0 if the ray doesn't hit. |  | ||||||
| fn ray_sphere_closest_hit(ray: Ray, sphere: Sphere, interval: [f32; 2]) -> Hit { |  | ||||||
|     let to_sphere = vec_sub(sphere.center, ray.origin); |  | ||||||
|     let h = vec_dot(ray.direction, to_sphere); |  | ||||||
|     let c = vec_length_squared(to_sphere) - sphere.radius * sphere.radius; |  | ||||||
|     let discriminant = h * h - c; |  | ||||||
|     if discriminant < 0.0 { |  | ||||||
|         return no_hit(); |  | ||||||
|     } |  | ||||||
| 
 |  | ||||||
|     let discriminant_sqrt = SDL_sqrtf(discriminant); |  | ||||||
|     let mut distance = h - discriminant_sqrt; |  | ||||||
|     if interval_surrounds(interval, distance) == false { |  | ||||||
|         distance = h - discriminant_sqrt; |  | ||||||
|         if interval_surrounds(interval, distance) == false { |  | ||||||
|             return no_hit(); |  | ||||||
|         } |  | ||||||
|     } |  | ||||||
|     let hit_position = vec_add(ray.origin, vec_mul_scalar(distance, ray.direction)); |  | ||||||
|     let mut front_face = true; |  | ||||||
|     let mut normal = vec_normalize(vec_sub(hit_position, sphere.center)); |  | ||||||
|     if vec_dot(normal, ray.direction) > 0.0 { |  | ||||||
|         normal = vec_mul_scalar(0.0 - 1.0, normal); |  | ||||||
|         front_face = false; |  | ||||||
|     } |  | ||||||
| 
 |  | ||||||
|     return Hit { |  | ||||||
|         hit: true,  |  | ||||||
|         front_face: front_face, |  | ||||||
|         distance: distance, |  | ||||||
|         normal: normal, |  | ||||||
|         position: hit_position, |  | ||||||
|         material: sphere.material, |  | ||||||
|     }; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| ////////////////// |  | ||||||
| /// Other math /// |  | ||||||
| ////////////////// |  | ||||||
| 
 |  | ||||||
| fn clamp(min: f32, max: f32, value: f32) -> f32 { |  | ||||||
|     if value > max { |  | ||||||
|         return max; |  | ||||||
|     } |  | ||||||
|     if value < min { |  | ||||||
|         return min; |  | ||||||
|     } |  | ||||||
|     return value; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| fn abs(f: f32) -> f32 { |  | ||||||
|     if f < 0.0 { |  | ||||||
|         return f * (0.0 - 1.0); |  | ||||||
|     } |  | ||||||
|     return f; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| fn vec_add(lhs: [f32; 3], rhs: [f32; 3]) -> [f32; 3] { |  | ||||||
|     return [lhs[0] + rhs[0], lhs[1] + rhs[1], lhs[2] + rhs[2]]; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| fn vec_sub(lhs: [f32; 3], rhs: [f32; 3]) -> [f32; 3] { |  | ||||||
|     return [lhs[0] - rhs[0], lhs[1] - rhs[1], lhs[2] - rhs[2]]; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| fn vec_dot(lhs: [f32; 3], rhs: [f32; 3]) -> f32 { |  | ||||||
|     return lhs[0] * rhs[0] + lhs[1] * rhs[1] + lhs[2] * rhs[2]; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| fn vec_mul_componentwise(lhs: [f32; 3], rhs: [f32; 3]) -> [f32; 3] { |  | ||||||
|     return [lhs[0] * rhs[0], lhs[1] * rhs[1], lhs[2] * rhs[2]]; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| fn vec_mul_scalar(lhs: f32, rhs: [f32; 3]) -> [f32; 3] { |  | ||||||
|     return [lhs * rhs[0], lhs * rhs[1], lhs * rhs[2]]; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| fn vec_normalize(v: [f32; 3]) -> [f32; 3] { |  | ||||||
|     let len_reciprocal = 1.0f32 / SDL_sqrtf(vec_length_squared(v)); |  | ||||||
|     return vec_mul_scalar(len_reciprocal, v); |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| fn vec_length_squared(v: [f32; 3]) -> f32 { |  | ||||||
|     return v[0] * v[0] + v[1] * v[1] + v[2] * v[2]; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| fn vec_abs(v: [f32; 3]) -> [f32; 3] { |  | ||||||
|     return [abs(v[0]), abs(v[1]), abs(v[2])]; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| fn vec_reflect(direction: [f32; 3], normal: [f32; 3]) -> [f32; 3] { |  | ||||||
|     return vec_sub(direction, vec_mul_scalar(2.0f32 * vec_dot(direction, normal), normal)); |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| fn interval_surrounds(interval: [f32; 2], value: f32) -> bool { |  | ||||||
|     return (interval[0] < value) && (value < interval[1]); |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| fn random_unit_vec() -> [f32; 3] { |  | ||||||
|     let mut point = [ |  | ||||||
|         SDL_randf() * 2.0f32 - 1.0f32, |  | ||||||
|         SDL_randf() * 2.0f32 - 1.0f32, |  | ||||||
|         SDL_randf() * 2.0f32 - 1.0f32 |  | ||||||
|     ]; |  | ||||||
|     let mut lensq = vec_length_squared(point); |  | ||||||
|     while lensq > 1.0 { |  | ||||||
|         point = [ |  | ||||||
|             SDL_randf() * 2.0f32 - 1.0f32, |  | ||||||
|             SDL_randf() * 2.0f32 - 1.0f32, |  | ||||||
|             SDL_randf() * 2.0f32 - 1.0f32 |  | ||||||
|         ]; |  | ||||||
|         lensq = vec_length_squared(point); |  | ||||||
|     } |  | ||||||
|     let len_reciprocal = 1.0f32 / SDL_sqrtf(lensq); |  | ||||||
|     return vec_mul_scalar(len_reciprocal, point); |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| fn random_unit_vec_on_hemi(normal: [f32; 3]) -> [f32; 3] { |  | ||||||
|     let rand_vec = random_unit_vec(); |  | ||||||
|     if vec_dot(rand_vec, normal) < 0.0f32 { |  | ||||||
|         return vec_mul_scalar(0.0f32 - 1.0f32, rand_vec); |  | ||||||
|     } |  | ||||||
|     return rand_vec; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| fn linear_to_srgb(linear: f32) -> u8 { |  | ||||||
|     let mut floating_srgb = 0.0; |  | ||||||
|     if linear <= 0.0031308f32 { |  | ||||||
|         floating_srgb = 12.92f32 * linear; |  | ||||||
|     } else { |  | ||||||
|         floating_srgb = SDL_powf(linear as f32, 1.0 / 2.4) * 1.055f32 - 0.055f32; |  | ||||||
|     } |  | ||||||
|     let clamped = clamp(0.0, 1.0, floating_srgb); |  | ||||||
|     return (clamped * 255.999) as u8; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| fn srgb_to_linear(srgb: u8) -> f32 { |  | ||||||
|     let floating_srgb = srgb as f32 / 255.0; |  | ||||||
|     if floating_srgb <= 0.04045f32 { |  | ||||||
|         return floating_srgb / 12.92f32; |  | ||||||
|     } |  | ||||||
|     return SDL_powf((floating_srgb as f32 + 0.055) / 1.055, 2.4); |  | ||||||
| } |  | ||||||
		Loading…
	
		Reference in New Issue
	
	Block a user