diff options
| -rw-r--r-- | src/main.zig | 37 | ||||
| -rw-r--r-- | src/math.zig | 290 | ||||
| -rw-r--r-- | src/shaders/main.glsl | 6 |
3 files changed, 4 insertions, 329 deletions
diff --git a/src/main.zig b/src/main.zig index d714e3f..238785c 100644 --- a/src/main.zig +++ b/src/main.zig @@ -14,8 +14,6 @@ const sglue = sokol.glue; const simgui = sokol.imgui; const sappimgui = sokol.appimgui; const ig = @import("cimgui_docking"); -const vec3 = @import("math.zig").Vec3; -const mat4 = @import("math.zig").Mat4; const shd = @import("shaders/main.glsl.zig"); const state = struct { @@ -32,9 +30,9 @@ const state = struct { }; var fs: shd.FsParams = .{ .resolution = .{ Width, Height }, - .rayCount = 16, - .maxSteps = 4, - .size = 1.0, + .rayCount = 24, + .maxSteps = 256, + .size = 200, }; var pixels: [state.Width * state.Height * 4]u8 = @splat(255); @@ -185,33 +183,6 @@ export fn event(ev: [*c]const sapp.Event) void { } } -// fn load_bmp(path: []const u8, buffer: []u8) !void { -// var file = try std.Io.Dir.cwd().openFile(state.io, path, .{}); -// var read_buffer: [1024]u8 = undefined; -// var reader = file.reader(state.io, &read_buffer).interface; -// var bfType = try reader.takeInt(u16, .little); -// var bfSize = try reader.takeInt(u32, .little); -// var bfReserved = try reader.takeInt(u32, .little); -// var bfOffBits = try reader.takeInt(u32, .little); -// var biSize = try reader.takeInt(u32, .little); -// var biWidth = try reader.takeInt(u32, .little); -// var biHeight = try reader.takeInt(u32, .little); -// var biPlanes = try reader.takeInt(u16, .little); -// var biBitCount = try reader.takeInt(u16, .little); -// var biCompression = try reader.takeInt(u32, .little); -// var biSizeImage = try reader.takeInt(u32, .little); -// var biXPelsPerMeter = try reader.takeInt(u32, .little); -// var biYPelsPerMeter = try reader.takeInt(u32, .little); -// var biClrUsed = try reader.takeInt(u32, .little); -// var biClrImportant = try reader.takeInt(u32, .little); -// -// if (buffer.len < biWidth * biHeight * biBitCount / 8) { -// return error.BufferTooSmall; -// } -// -// -// } - export fn frame() void { // call simgui.newFrame() before any ImGui calls sappimgui.trackFrame(); @@ -234,7 +205,7 @@ export fn frame() void { // fs _ = ig.igInputInt("rayCount", &state.offscreen.fs.rayCount); _ = ig.igInputInt("maxSteps", &state.offscreen.fs.maxSteps); - _ = ig.igDragFloatEx("size", &state.offscreen.fs.size, 0.1, 0, 100, "%f", 0); + _ = ig.igDragFloatEx("size", &state.offscreen.fs.size, 1, 0, 1000, "%f", 0); if (ig.igButton("load png")) { var x: c_int = 0; diff --git a/src/math.zig b/src/math.zig deleted file mode 100644 index 6ca7c37..0000000 --- a/src/math.zig +++ /dev/null @@ -1,290 +0,0 @@ -//------------------------------------------------------------------------------ -// math.zig -// -// minimal vector math helper functions, just the stuff needed for -// the sokol-samples -// -// Ported from HandmadeMath.h -//------------------------------------------------------------------------------ -const assert = @import("std").debug.assert; -const math = @import("std").math; - -fn radians(deg: f32) f32 { - return deg * (math.pi / 180.0); -} - -pub const Vec2 = extern struct { - x: f32, - y: f32, - - pub fn zero() Vec2 { - return Vec2{ .x = 0.0, .y = 0.0 }; - } - - pub fn new(x: f32, y: f32) Vec2 { - return Vec2{ .x = x, .y = y }; - } -}; - -pub const Vec3 = extern struct { - x: f32, - y: f32, - z: f32, - - pub fn zero() Vec3 { - return Vec3{ .x = 0.0, .y = 0.0, .z = 0.0 }; - } - - pub fn new(x: f32, y: f32, z: f32) Vec3 { - return Vec3{ .x = x, .y = y, .z = z }; - } - - pub fn up() Vec3 { - return Vec3{ .x = 0.0, .y = 1.0, .z = 0.0 }; - } - - pub fn len(v: Vec3) f32 { - return math.sqrt(Vec3.dot(v, v)); - } - - pub fn add(left: Vec3, right: Vec3) Vec3 { - return Vec3{ .x = left.x + right.x, .y = left.y + right.y, .z = left.z + right.z }; - } - - pub fn sub(left: Vec3, right: Vec3) Vec3 { - return Vec3{ .x = left.x - right.x, .y = left.y - right.y, .z = left.z - right.z }; - } - - pub fn mul(v: Vec3, s: f32) Vec3 { - return Vec3{ .x = v.x * s, .y = v.y * s, .z = v.z * s }; - } - - pub fn norm(v: Vec3) Vec3 { - const l = Vec3.len(v); - if (l != 0.0) { - return Vec3{ .x = v.x / l, .y = v.y / l, .z = v.z / l }; - } else { - return Vec3.zero(); - } - } - - pub fn cross(v0: Vec3, v1: Vec3) Vec3 { - return Vec3{ .x = (v0.y * v1.z) - (v0.z * v1.y), .y = (v0.z * v1.x) - (v0.x * v1.z), .z = (v0.x * v1.y) - (v0.y * v1.x) }; - } - - pub fn dot(v0: Vec3, v1: Vec3) f32 { - return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z; - } -}; - -pub const Mat4 = extern struct { - m: [4][4]f32, - - pub fn identity() Mat4 { - return Mat4{ - .m = [_][4]f32{ .{ 1.0, 0.0, 0.0, 0.0 }, .{ 0.0, 1.0, 0.0, 0.0 }, .{ 0.0, 0.0, 1.0, 0.0 }, .{ 0.0, 0.0, 0.0, 1.0 } }, - }; - } - - pub fn zero() Mat4 { - return Mat4{ - .m = [_][4]f32{ .{ 0.0, 0.0, 0.0, 0.0 }, .{ 0.0, 0.0, 0.0, 0.0 }, .{ 0.0, 0.0, 0.0, 0.0 }, .{ 0.0, 0.0, 0.0, 0.0 } }, - }; - } - - pub fn mul(left: Mat4, right: Mat4) Mat4 { - var res = Mat4.zero(); - for (0..4) |col| { - for (0..4) |row| { - res.m[col][row] = left.m[0][row] * right.m[col][0] + - left.m[1][row] * right.m[col][1] + - left.m[2][row] * right.m[col][2] + - left.m[3][row] * right.m[col][3]; - } - } - return res; - } - - pub fn persp(fov: f32, aspect: f32, near: f32, far: f32) Mat4 { - var res = Mat4.identity(); - const t = math.tan(fov * (math.pi / 360.0)); - res.m[0][0] = 1.0 / t; - res.m[1][1] = aspect / t; - res.m[2][3] = -1.0; - res.m[2][2] = (near + far) / (near - far); - res.m[3][2] = (2.0 * near * far) / (near - far); - res.m[3][3] = 0.0; - return res; - } - - pub fn lookat(eye: Vec3, center: Vec3, up: Vec3) Mat4 { - var res = Mat4.zero(); - - const f = Vec3.norm(Vec3.sub(center, eye)); - const s = Vec3.norm(Vec3.cross(f, up)); - const u = Vec3.cross(s, f); - - res.m[0][0] = s.x; - res.m[0][1] = u.x; - res.m[0][2] = -f.x; - - res.m[1][0] = s.y; - res.m[1][1] = u.y; - res.m[1][2] = -f.y; - - res.m[2][0] = s.z; - res.m[2][1] = u.z; - res.m[2][2] = -f.z; - - res.m[3][0] = -Vec3.dot(s, eye); - res.m[3][1] = -Vec3.dot(u, eye); - res.m[3][2] = Vec3.dot(f, eye); - res.m[3][3] = 1.0; - - return res; - } - - pub fn rotate(angle: f32, axis_unorm: Vec3) Mat4 { - var res = Mat4.identity(); - - const axis = Vec3.norm(axis_unorm); - const sin_theta = math.sin(radians(angle)); - const cos_theta = math.cos(radians(angle)); - const cos_value = 1.0 - cos_theta; - - res.m[0][0] = (axis.x * axis.x * cos_value) + cos_theta; - res.m[0][1] = (axis.x * axis.y * cos_value) + (axis.z * sin_theta); - res.m[0][2] = (axis.x * axis.z * cos_value) - (axis.y * sin_theta); - res.m[1][0] = (axis.y * axis.x * cos_value) - (axis.z * sin_theta); - res.m[1][1] = (axis.y * axis.y * cos_value) + cos_theta; - res.m[1][2] = (axis.y * axis.z * cos_value) + (axis.x * sin_theta); - res.m[2][0] = (axis.z * axis.x * cos_value) + (axis.y * sin_theta); - res.m[2][1] = (axis.z * axis.y * cos_value) - (axis.x * sin_theta); - res.m[2][2] = (axis.z * axis.z * cos_value) + cos_theta; - - return res; - } - - pub fn translate(translation: Vec3) Mat4 { - var res = Mat4.identity(); - res.m[3][0] = translation.x; - res.m[3][1] = translation.y; - res.m[3][2] = translation.z; - return res; - } -}; - -test "Vec3.zero" { - const v = Vec3.zero(); - assert(v.x == 0.0 and v.y == 0.0 and v.z == 0.0); -} - -test "Vec3.new" { - const v = Vec3.new(1.0, 2.0, 3.0); - assert(v.x == 1.0 and v.y == 2.0 and v.z == 3.0); -} - -test "Mat4.ident" { - const m = Mat4.identity(); - for (m.m, 0..) |row, y| { - for (row, 0..) |val, x| { - if (x == y) { - assert(val == 1.0); - } else { - assert(val == 0.0); - } - } - } -} - -test "Mat4.mul" { - const l = Mat4.identity(); - const r = Mat4.identity(); - const m = Mat4.mul(l, r); - for (m.m, 0..) |row, y| { - for (row, 0..) |val, x| { - if (x == y) { - assert(val == 1.0); - } else { - assert(val == 0.0); - } - } - } -} - -fn eq(val: f32, cmp: f32) bool { - const delta: f32 = 0.00001; - return (val > (cmp - delta)) and (val < (cmp + delta)); -} - -test "Mat4.persp" { - const m = Mat4.persp(60.0, 1.33333337, 0.01, 10.0); - - assert(eq(m.m[0][0], 1.73205)); - assert(eq(m.m[0][1], 0.0)); - assert(eq(m.m[0][2], 0.0)); - assert(eq(m.m[0][3], 0.0)); - - assert(eq(m.m[1][0], 0.0)); - assert(eq(m.m[1][1], 2.30940)); - assert(eq(m.m[1][2], 0.0)); - assert(eq(m.m[1][3], 0.0)); - - assert(eq(m.m[2][0], 0.0)); - assert(eq(m.m[2][1], 0.0)); - assert(eq(m.m[2][2], -1.00200)); - assert(eq(m.m[2][3], -1.0)); - - assert(eq(m.m[3][0], 0.0)); - assert(eq(m.m[3][1], 0.0)); - assert(eq(m.m[3][2], -0.02002)); - assert(eq(m.m[3][3], 0.0)); -} - -test "Mat4.lookat" { - const m = Mat4.lookat(.{ .x = 0.0, .y = 1.5, .z = 6.0 }, Vec3.zero(), Vec3.up()); - - assert(eq(m.m[0][0], 1.0)); - assert(eq(m.m[0][1], 0.0)); - assert(eq(m.m[0][2], 0.0)); - assert(eq(m.m[0][3], 0.0)); - - assert(eq(m.m[1][0], 0.0)); - assert(eq(m.m[1][1], 0.97014)); - assert(eq(m.m[1][2], 0.24253)); - assert(eq(m.m[1][3], 0.0)); - - assert(eq(m.m[2][0], 0.0)); - assert(eq(m.m[2][1], -0.24253)); - assert(eq(m.m[2][2], 0.97014)); - assert(eq(m.m[2][3], 0.0)); - - assert(eq(m.m[3][0], 0.0)); - assert(eq(m.m[3][1], 0.0)); - assert(eq(m.m[3][2], -6.18465)); - assert(eq(m.m[3][3], 1.0)); -} - -test "Mat4.rotate" { - const m = Mat4.rotate(2.0, .{ .x = 0.0, .y = 1.0, .z = 0.0 }); - - assert(eq(m.m[0][0], 0.99939)); - assert(eq(m.m[0][1], 0.0)); - assert(eq(m.m[0][2], -0.03489)); - assert(eq(m.m[0][3], 0.0)); - - assert(eq(m.m[1][0], 0.0)); - assert(eq(m.m[1][1], 1.0)); - assert(eq(m.m[1][2], 0.0)); - assert(eq(m.m[1][3], 0.0)); - - assert(eq(m.m[2][0], 0.03489)); - assert(eq(m.m[2][1], 0.0)); - assert(eq(m.m[2][2], 0.99939)); - assert(eq(m.m[2][3], 0.0)); - - assert(eq(m.m[3][0], 0.0)); - assert(eq(m.m[3][1], 0.0)); - assert(eq(m.m[3][2], 0.0)); - assert(eq(m.m[3][3], 1.0)); -} diff --git a/src/shaders/main.glsl b/src/shaders/main.glsl index 784176f..407d2c1 100644 --- a/src/shaders/main.glsl +++ b/src/shaders/main.glsl @@ -1,9 +1,3 @@ -//------------------------------------------------------------------------------ -// shaders for offscreen-sapp sample -//------------------------------------------------------------------------------ -@header const m = @import("../math.zig") -@ctype mat4 m.Mat4 - // offscreen rendering shaders @vs vs_offscreen layout(binding=0) uniform vs_params { |
