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examples: fix compilation of path_tracing.v

This commit is contained in:
Delyan Angelov 2020-06-02 19:29:27 +03:00
parent f1f4e380a2
commit 93c44a2199

View File

@ -30,17 +30,17 @@ import rand
import time
const (
inf = f64(1e+10)
eps = f64(1e-4)
f_0 = f64(0.0)
inf = 1e+10
eps = 1e-4
f_0 = 0.0
)
/***************************** 3D Vector utility struct **********************/
struct Vec {
mut:
x f64 = f64(0.0)
y f64 = f64(0.0)
z f64 = f64(0.0)
x f64 = 0.0
y f64 = 0.0
z f64 = 0.0
}
[inline]
@ -79,7 +79,7 @@ fn (v Vec) cross (b Vec) Vec{
[inline]
fn (v Vec) norm () Vec {
tmp_norm := f64(1.0) / math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z)
tmp_norm := 1.0 / math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z)
return Vec{ v.x * tmp_norm , v.y * tmp_norm, v.z * tmp_norm }
}
@ -91,10 +91,11 @@ struct Image {
}
fn new_image(w int, h int) Image {
vecsize := int(sizeof(Vec))
return Image{
width: w,
height: h,
data: &Vec(vcalloc(sizeof(Vec)*w*h))
data: &Vec(vcalloc(vecsize*w*h))
}
}
@ -129,11 +130,11 @@ enum Refl_t {
/********************************* Sphere ************************************/
struct Sphere {
rad f64 = f64(0.0) // radius
p Vec // position
e Vec // emission
c Vec // color
refl Refl_t // reflection type => [diffuse, specular, refractive]
rad f64 = 0.0 // radius
p Vec // position
e Vec // emission
c Vec // color
refl Refl_t // reflection type => [diffuse, specular, refractive]
}
fn (sp Sphere) intersect (r Ray) f64 {
@ -142,7 +143,7 @@ fn (sp Sphere) intersect (r Ray) f64 {
mut det := b * b - op.dot(op) + sp.rad * sp.rad
if det < 0 {
return f64(0)
return 0
}
det = math.sqrt(det)
@ -156,7 +157,7 @@ fn (sp Sphere) intersect (r Ray) f64 {
if t > eps {
return t
}
return f64(0)
return 0
}
/*********************************** Scenes **********************************
@ -215,12 +216,12 @@ fn clamp(x f64) f64 {
[inline]
fn to_int(x f64) int {
p := math.pow(clamp(x), f64(1.0/2.2))
return int(p*f64(255.0)+f64(0.5))
p := math.pow(clamp(x), 1.0/2.2)
return int(p*255.0+0.5)
}
fn intersect(r Ray, spheres &Sphere, nspheres int) (bool, f64, int){
mut d := f64(0)
mut d := 0.0
mut t := inf
mut id := 0
for i:=nspheres-1; i >= 0; i-- {
@ -253,7 +254,7 @@ mut:
fn new_tabs() Cache {
mut c := Cache{}
inv_len := f64(1.0) / f64(cache_len)
inv_len := 1.0 / f64(cache_len)
for i in 0..cache_len {
x := f64(i) * math.pi * 2.0 * inv_len
c.sin_tab[i] = math.sin(x)
@ -272,11 +273,11 @@ fn radiance(r Ray, depthi int, scene_id int) Vec {
sin_tab := &f64( tabs.sin_tab )
cos_tab := &f64( tabs.cos_tab )
mut depth := depthi // actual depth in the reflection tree
mut t := f64(0) // distance to intersection
mut t := 0.0 // distance to intersection
mut id := 0 // id of intersected object
mut res := false // result of intersect
v_1 := f64(1.0)
v_1 := 1.0
//v_2 := f64(2.0)
scene := spheres[scene_id]
@ -393,9 +394,9 @@ fn ray_trace(w int, h int, samps int, file_name string, scene_id int) Image {
image := new_image(w, h)
// inverse costants
w1 := f64(1.0 / w)
h1 := f64(1.0 / h)
samps1 := f64(1.0 / samps)
w1 := f64(1.0 / f64(w))
h1 := f64(1.0 / f64(h))
samps1 := f64(1.0 / f64(samps))
cam := Ray{Vec{50, 52, 295.6}, Vec{0, -0.042612, -1}.norm()} // cam position, direction
cx := Vec{ f64(w) * 0.5135 / f64(h), 0, 0}