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examples: build examples/path_tracing.v with -prod, with no warnings/errors
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@ -107,9 +107,9 @@ fn (image Image) save_as_ppm(file_name string) {
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f_out.writeln('${image.width} ${image.height}')
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f_out.writeln('255')
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for i in 0..npixels {
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c_r := to_int(image.data[i].x)
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c_g := to_int(image.data[i].y)
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c_b := to_int(image.data[i].z)
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c_r := to_int(unsafe{image.data[i]}.x)
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c_g := to_int(unsafe{image.data[i]}.y)
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c_b := to_int(unsafe{image.data[i]}.z)
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f_out.write('$c_r $c_g $c_b ')
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}
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f_out.close()
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@ -225,7 +225,7 @@ fn intersect(r Ray, spheres &Sphere, nspheres int) (bool, f64, int){
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mut t := inf
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mut id := 0
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for i:=nspheres-1; i >= 0; i-- {
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d = spheres[i].intersect(r)
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d = unsafe{spheres[i]}.intersect(r)
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if d > 0 && d < t {
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t = d
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id = i
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@ -271,10 +271,8 @@ const (
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fn radiance(r Ray, depthi int, scene_id int) Vec {
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if depthi > 1024 {
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eprintln('depthi: $depthi')
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return Vec{}
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return Vec{}
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}
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sin_tab := &f64( tabs.sin_tab )
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cos_tab := &f64( tabs.cos_tab )
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mut depth := depthi // actual depth in the reflection tree
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mut t := 0.0 // distance to intersection
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mut id := 0 // id of intersected object
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@ -341,7 +339,7 @@ fn radiance(r Ray, depthi int, scene_id int) Vec {
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//d := (u.mult_s(math.cos(r1) * r2s) + v.mult_s(math.sin(r1) * r2s) + w.mult_s(1.0 - r2)).norm()
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// tabbed speed-up
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d := (u.mult_s(cos_tab[r1] * r2s) + v.mult_s(sin_tab[r1] * r2s) + w.mult_s(math.sqrt(f64(1.0) - r2))).norm()
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d := (u.mult_s(tabs.cos_tab[r1] * r2s) + v.mult_s(tabs.sin_tab[r1] * r2s) + w.mult_s(math.sqrt(f64(1.0) - r2))).norm()
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return obj.e + f * radiance(Ray{x, d}, depth, scene_id)
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} else {
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@ -416,7 +414,7 @@ fn ray_trace(w int, h int, samps int, file_name string, scene_id int) Image {
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for x in 0..w {
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i := (h - y - 1) * w + x
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mut ivec := &image.data[i]
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mut ivec := unsafe{&image.data[i]}
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// we use sx and sy to perform a square subsampling of 4 samples
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for sy := 0; sy < 2; sy ++ {
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for sx := 0; sx < 2; sx ++ {
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