diff options
Diffstat (limited to 'src/rtw')
| -rw-r--r-- | src/rtw/perlin.zig | 18 | ||||
| -rw-r--r-- | src/rtw/texture.zig | 12 |
2 files changed, 15 insertions, 15 deletions
diff --git a/src/rtw/perlin.zig b/src/rtw/perlin.zig index c60bb34..39173cd 100644 --- a/src/rtw/perlin.zig +++ b/src/rtw/perlin.zig @@ -53,9 +53,9 @@ pub const Perlin = struct { const v_ = v * v * (3 - 2 * v); const w_ = w * w * (3 - 2 * w); - const i = @floatToInt(i32, @floor(p.x)); - const j = @floatToInt(i32, @floor(p.y)); - const k = @floatToInt(i32, @floor(p.z)); + const i = @as(i32, @intFromFloat(@floor(p.x))); + const j = @as(i32, @intFromFloat(@floor(p.y))); + const k = @as(i32, @intFromFloat(@floor(p.z))); var c: [2][2][2]Vec3 = undefined; @@ -65,9 +65,9 @@ pub const Perlin = struct { while (dj < 2) : (dj += 1) { var dk: usize = 0; while (dk < 2) : (dk += 1) { - const ix = @intCast(usize, i + @intCast(i32, di)) & 255; - const iy = @intCast(usize, j + @intCast(i32, dj)) & 255; - const iz = @intCast(usize, k + @intCast(i32, dk)) & 255; + const ix = @as(usize, @intCast(i + @as(i32, @intCast(di)))) & 255; + const iy = @as(usize, @intCast(j + @as(i32, @intCast(dj)))) & 255; + const iz = @as(usize, @intCast(k + @as(i32, @intCast(dk)))) & 255; c[di][dj][dk] = perlin.randomVec.items[ perlin.permX.items[ix] ^ perlin.permY.items[iy] ^ perlin.permZ.items[iz] ]; @@ -109,9 +109,9 @@ pub const Perlin = struct { while (j < 2) : (j += 1) { var k: usize = 0; while (k < 2) : (k += 1) { - const ti = @intToFloat(f64, i); - const tj = @intToFloat(f64, j); - const tk = @intToFloat(f64, k); + const ti = @as(f64, @floatFromInt(i)); + const tj = @as(f64, @floatFromInt(j)); + const tk = @as(f64, @floatFromInt(k)); const weight = Vec3{ .x = u - ti, .y = v - tj, .z = w - tk }; accum += (ti * u + (1.0 - ti) * (1.0 - u)) * diff --git a/src/rtw/texture.zig b/src/rtw/texture.zig index aabc18d..4095a9c 100644 --- a/src/rtw/texture.zig +++ b/src/rtw/texture.zig @@ -130,18 +130,18 @@ pub const ImageTexture = struct { // Clamp input texture coordinates to [0, 1] x [1, 0] const u_ = std.math.clamp(u, 0.0, 1.0); const v_ = 1.0 - std.math.clamp(v, 0.0, 1.0); // Flip v to image coordinates - const i = @floatToInt(usize, u_ * @intToFloat(f64, tx.image.width)); - const j = @floatToInt(usize, v_ * @intToFloat(f64, tx.image.height)); + const i = @as(usize, @intFromFloat(u_ * @as(f64, @floatFromInt(tx.image.width)))); + const j = @as(usize, @intFromFloat(v_ * @as(f64, @floatFromInt(tx.image.height)))); // Clamp integer mapping, since actual coordinates should be less than 1.0 const i_ = @min(i, tx.image.width - 1); const j_ = @min(j, tx.image.width - 1); const color_scale = 1.0 / 255.0; const pixels = tx.image.pixels.asBytes(); const offset = j_ * tx.image.width * 4 + i_ * 4; - const r = @intToFloat(f64, pixels[offset + 0]); - const g = @intToFloat(f64, pixels[offset + 1]); - const b = @intToFloat(f64, pixels[offset + 2]); - const a = @intToFloat(f64, pixels[offset + 3]); + const r = @as(f64, @floatFromInt(pixels[offset + 0])); + const g = @as(f64, @floatFromInt(pixels[offset + 1])); + const b = @as(f64, @floatFromInt(pixels[offset + 2])); + const a = @as(f64, @floatFromInt(pixels[offset + 3])); if (a == 0) { // Ocean return rgb(0, 0, 1.0); |
