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started to implement Textures

+20 -1
+1 -1
src/BVH.zig
··· 10 10 11 11 const log = std.log.scoped(.BVH); 12 12 13 - pub const BVH = @This(); 13 + const BVH = @This(); 14 14 15 15 const Ast = struct { 16 16 left: ?*Node = null,
+17
src/Texture.zig
··· 1 + const zm = @import("zmath"); 2 + 3 + pub const SolidColor = struct { 4 + albedo: zm.Vec, 5 + 6 + pub fn init(albedo: zm.Vec) SolidColor { 7 + return .{ .albedo = albedo }; 8 + } 9 + 10 + pub fn rgb(r: f32, g: f32, b: f32) SolidColor { 11 + return init(zm.f32x4(r, g, b, 1.0)); 12 + } 13 + 14 + pub fn value(self: *SolidColor, _: f32, _: f32, _: zm.Vec) zm.Vec { 15 + return self.albedo; 16 + } 17 + };
+2
src/hittable.zig
··· 15 15 normal: zm.Vec = zm.f32x4s(1.0), 16 16 mat: *Material, 17 17 t: f32, 18 + u: f32, 19 + v: f32, 18 20 front_face: bool = true, 19 21 20 22 pub fn setFaceNormal(self: *HitRecord, r: *Ray, outward_normal: zm.Vec) void {