ft: moved random scene code to function; cleaned up tri/quad/cube hit logic; made camera attributes private
This commit is contained in:
@@ -1,11 +1,11 @@
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use std::{f32::consts::PI};
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use std::f32::consts::PI;
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use crate::{ray::Ray, vec3::Vec3};
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#[derive(Debug)]
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pub struct Camera {
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// raytracing
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pub anti_alias_rate: u32,
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anti_alias_rate: u32,
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pixel00_loc: Vec3,
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pixel_delta_u: Vec3,
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pixel_delta_v: Vec3,
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@@ -83,7 +83,7 @@ impl Camera {
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}
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}
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pub fn init(&mut self, w: f32, hi: f32) {
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pub fn init(&mut self, width: u32, height: u32) {
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if !self.dirty {
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return;
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}
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@@ -97,13 +97,13 @@ impl Camera {
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// viewport
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let viewport_height = 2. * h * self.focus_dist;
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let viewport_width = viewport_height * (w / hi);
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let viewport_width = viewport_height * (width as f32 / height as f32);
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let viewport_u = viewport_width * self.u;
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let viewport_v = viewport_height * -self.v;
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// variables
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self.pixel_delta_u = viewport_u / w;
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self.pixel_delta_v = viewport_v / hi;
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self.pixel_delta_u = viewport_u / width;
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self.pixel_delta_v = viewport_v / height;
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self.pixel00_loc =
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self.look_from - (self.focus_dist * self.w) - viewport_u / 2. - viewport_v / 2.;
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self.dirty = false;
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98
src/main.rs
98
src/main.rs
@@ -8,26 +8,19 @@ mod scenes;
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mod vec3;
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use std::{env, fs};
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use std::sync::Arc;
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use crate::camera::Camera;
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use crate::objects::materials::dielectric::Dielectric;
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use crate::objects::materials::lambertian::{Lambertian, Metal};
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use crate::objects::sphere::Sphere;
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use crate::objects::traits::Hittable;
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use crate::ray::Ray;
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use crate::raytracer::render;
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use crate::scenes::scene::Scene;
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use crate::vec3::Vec3;
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use dotenv::dotenv;
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use rand::RngExt;
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// TODO: implement scene serialization
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fn main() {
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dotenv().ok();
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pretty_env_logger::init();
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// TODO: better cli parsing
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// TODO: better cli parsing || add random flag to generate random scene
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let mut json_file = "./scenes/scene.json";
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let args: Vec<String> = env::args().collect();
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if args.len() > 1 {
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@@ -36,93 +29,6 @@ fn main() {
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let json_str = fs::read_to_string(json_file).expect("Reading specified scene file failed!");
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let mut scene: Scene = serde_json::from_str(&json_str).unwrap();
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let mut scene: Scene = Scene::random();
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render(&mut scene);
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return;
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// random spheres code; thought: make this available as cli flag?
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let ground = Lambertian::rgb(-2.5, 0.5, 0.5, 1.);
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let mut world: Vec<Arc<dyn Hittable>> = vec![Arc::new(Sphere::xyz(
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0.,
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-1000.,
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0.,
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1000.,
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Arc::new(ground),
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))];
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let mut rng = rand::rng();
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let point = Vec3::new(4., 0.2, 0.);
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for a in -11..11 {
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for b in -11..11 {
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let mat = rng.random_range((0.)..1.);
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let center = Vec3::new(
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a as f32 + 0.9 * rng.random_range((0.)..1.),
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0.2,
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b as f32 + 0.9 * rng.random_range((0.)..1.),
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);
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if (center - point).length() > 0.9 {
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if mat < 0.8 {
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// diffuse
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world.push(Arc::new(Sphere::new(
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center,
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0.2,
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Arc::new(Lambertian::new(Vec3::random() * Vec3::random(), 1.)),
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)));
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} else if mat < 0.95 {
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// metal
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world.push(Arc::new(Sphere::new(
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center,
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0.2,
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Arc::new(Metal::rgb(
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rng.random_range(0.5..1.),
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rng.random_range(0.5..1.),
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rng.random_range(0.5..1.),
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1.,
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rng.random_range((0.)..0.5),
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)),
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)));
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} else {
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// glass
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world.push(Arc::new(Sphere::new(
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center,
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0.2,
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Arc::new(Dielectric::new(1.5)),
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)));
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}
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}
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}
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}
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world.push(Arc::new(Sphere::xyz(
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0.,
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1.,
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0.,
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1.,
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Arc::new(Dielectric::new(1.5)),
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)));
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world.push(Arc::new(Sphere::xyz(
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-4.,
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1.,
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0.,
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1.,
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Arc::new(Lambertian::rgb(0.4, 0.2, 0.1, 1.)),
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)));
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world.push(Arc::new(Sphere::xyz(
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4.,
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1.,
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0.,
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1.,
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Arc::new(Metal::rgb(0.7, 0.6, 0.5, 1., 0.)),
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)));
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let mut c = Camera::new();
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c.set_fov(20.);
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c.set_anti_alias_rate(23);
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c.set_vup(Vec3::new(0., 1., 0.));
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c.set_look_from(Vec3::new(13., 2., 3.));
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c.set_look_at(Vec3::new(0., 0., 0.));
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c.add_defocus_blur(0.6, 10.);
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let mut s = Scene::new(c, world, "output.png".to_string(), 1920, 1080, 50);
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render(&mut s);
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}
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@@ -17,7 +17,15 @@ pub struct Hit {
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}
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impl Hit {
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pub fn new(t: f32, p: Vec3, n: Vec3, mat: Arc<dyn Material>, front_face: bool, u: f32, v: f32) -> Self {
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pub fn new(
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t: f32,
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p: Vec3,
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n: Vec3,
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mat: Arc<dyn Material>,
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front_face: bool,
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u: f32,
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v: f32,
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) -> Self {
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Self {
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t,
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p,
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@@ -25,7 +33,26 @@ impl Hit {
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mat,
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front_face,
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u,
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v
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v,
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}
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}
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pub fn from_minimal(
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mh: MinimalHit,
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n: Vec3,
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mat: Arc<dyn Material>,
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front_face: bool,
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u: f32,
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v: f32,
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) -> Self {
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Self {
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t: mh.t,
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p: mh.p,
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n,
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mat,
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front_face,
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u,
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v,
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}
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}
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@@ -69,3 +96,22 @@ impl Hit {
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closest
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}
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}
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pub struct MinimalHit {
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t: f32,
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p: Vec3,
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}
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impl MinimalHit {
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pub fn new(t: f32, p: Vec3) -> Self {
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Self { t, p }
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}
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pub fn t(&self) -> f32 {
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self.t
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}
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pub fn p(&self) -> &Vec3 {
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&self.p
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}
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}
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@@ -7,6 +7,11 @@ use crate::{
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vec3::Vec3,
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};
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// TODO: overhaul texture implementation so we can support textures for arbitrary materials.
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// Basically remove this struct, and instead make lambertian/metal/dielectric/take either a texture
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// or a flat colour
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// I think we can use an enum ColourSource with a function to fetch a specific colour depending on
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// if we have a texture/flat colour. and yeah.
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#[derive(Debug)]
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pub struct Texture {
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source: DynamicImage,
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@@ -48,7 +53,7 @@ impl Texture {
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}
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fn _idx(&self, u: f32, v: f32) -> usize {
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let x: usize = (u * ((self.width - 1) as f32)) as usize; // TODO: check these calcs work
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let x: usize = (u * ((self.width - 1) as f32)) as usize;
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let y: usize = (v * ((self.height - 1) as f32)) as usize;
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y * self.width as usize + x
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@@ -13,6 +13,10 @@ pub struct Quad {
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p4: Vec3,
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material: Arc<dyn Material>,
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normal: Vec3,
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// helpers
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t1: Triangle,
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t2: Triangle,
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}
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impl Quad {
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@@ -22,27 +26,12 @@ impl Quad {
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p2,
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p3,
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p4,
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material,
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material: material.clone(),
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normal: (p2 - p1).cross(&(p4 - p1)).get_unit(),
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t1: Triangle::new(p1, p2, p4, material.clone()),
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t2: Triangle::new(p2, p3, p4, material),
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}
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}
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pub fn hit(
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p1: Vec3,
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p2: Vec3,
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p3: Vec3,
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p4: Vec3,
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material: Arc<dyn Material>,
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normal: Vec3,
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r: &Ray,
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) -> Option<Hit> {
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let isct1 = Triangle::hit(p1, p2, p4, material.clone(), normal, r);
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let isct2 = Triangle::hit(p2, p3, p4, material.clone(), normal, r);
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if isct1.is_some() {
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return isct1;
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}
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isct2
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}
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}
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impl Debug for Quad {
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@@ -57,20 +46,19 @@ impl Debug for Quad {
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}
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}
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// FIXME: texture mapping does not work properly for quads
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impl Hittable for Quad {
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fn hit(&self, r: &Ray) -> Option<Hit> {
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let hit = Quad::hit(
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self.p1,
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self.p2,
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self.p3,
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self.p4,
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self.material.clone(),
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self.normal,
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r,
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);
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let mh = self.t1.calculate_hit(r).or(self.t2.calculate_hit(r))?;
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let uvw = self.to_uv(mh.p());
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return hit
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Some(Hit::from_minimal(
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mh,
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self.normal,
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self.material.clone(),
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false,
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*uvw.x(),
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*uvw.y(),
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))
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}
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fn to_uv(&self, point: &Vec3) -> Vec3 {
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@@ -5,7 +5,6 @@ use crate::objects::hit::Hit;
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use crate::vec3::Vec3;
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pub trait Hittable: Debug + Send + Sync {
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fn to_uv(&self, point: &Vec3) -> Vec3;
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fn hit(&self, r: &Ray) -> Option<Hit>;
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fn to_uv(&self, point: &Vec3) -> Vec3; // TODO: overhaul; remove u,v in Hit and change Mat ref to
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// Hittable ref. Then call this function to calculate u,v coords as necessary.
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}
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@@ -1,4 +1,4 @@
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use crate::objects::hit::Hit;
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use crate::objects::hit::{Hit, MinimalHit};
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use crate::objects::traits::Hittable;
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use crate::ray::Ray;
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use crate::{objects::materials::traits::Material, vec3::Vec3};
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@@ -19,6 +19,7 @@ pub struct Triangle {
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d01: f32,
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d11: f32,
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denom: f32,
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a4: f32,
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}
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impl Triangle {
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@@ -29,6 +30,7 @@ impl Triangle {
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let d00 = v0.dot(&v0);
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let d01 = v0.dot(&v1);
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let d11 = v1.dot(&v1);
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let a4 = (p3 - p1).cross(&(p2 - p1)).length();
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Self {
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p1,
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@@ -42,69 +44,33 @@ impl Triangle {
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d01,
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d11,
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denom: d00 * d11 - d01 * d01,
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a4,
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}
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}
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// TODO: make the global Triangle::hit function not take precomped u,v somehow
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// FIXME/DEBT: this function recalculates values for each pass that can be cached on the
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// triangle struct itself. REFACTOR to not use this function
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pub fn to_uv(p1: &Vec3, p2: &Vec3, p3: &Vec3, point: &Vec3) -> Vec3 {
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let v0 = *p2 - p1;
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let v1 = *p3 - p1;
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let v2 = *point - p1;
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let d00 = v0.dot(&v0);
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let d01 = v0.dot(&v1);
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let d11 = v1.dot(&v1);
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let denom = d00 * d11 - d01 * d01;
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let d20 = v2.dot(&v0);
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let d21 = v2.dot(&v1);
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let v = (d11 * d20 - d01 * d21) / denom;
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let w = (d00 * d21 - d01 * d20) / denom;
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Vec3::new(1. - v - w, v, w)
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}
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pub fn hit(
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p1: Vec3,
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p2: Vec3,
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p3: Vec3,
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material: Arc<dyn Material>,
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normal: Vec3,
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r: &Ray,
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) -> Option<Hit> {
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pub fn calculate_hit(&self, r: &Ray) -> Option<MinimalHit> {
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// check if ray parallel to plane
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let dot = normal.dot(r.dir());
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let dot = self.normal.dot(r.dir());
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if dot == 0.0 {
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return None;
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}
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let d = (-normal).dot(&p1);
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let d = (-self.normal).dot(&self.p1);
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// hitpoint on plane
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let t = -(normal.dot(&(r.origin() + d))) / dot;
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let t = -(self.normal.dot(&(r.origin() + d))) / dot;
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// hits behind camera
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if t < 0. {
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return None;
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};
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let uvw = Triangle::to_uv(&p1, &p2, &p3, &r.at(t));
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let p = r.at(t);
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let a4 = (p3 - p1).cross(&(p2 - p1)).length();
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let a3 = (p3 - p).cross(&(p2 - p)).length();
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let a2 = (p3 - p).cross(&(p1 - p)).length();
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let a1 = (p2 - p).cross(&(p1 - p)).length();
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let a3 = (self.p3 - p).cross(&(self.p2 - p)).length();
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let a2 = (self.p3 - p).cross(&(self.p1 - p)).length();
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let a1 = (self.p2 - p).cross(&(self.p1 - p)).length();
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let diff = (a4 - a1 - a2 - a3).abs();
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let diff = (self.a4 - a1 - a2 - a3).abs();
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if diff < 0.001 {
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Some(Hit::new(
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t,
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p,
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normal,
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material,
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normal.dot(r.dir()) < 0.,
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*uvw.x(),
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*uvw.y(),
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))
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Some(MinimalHit::new(t, p))
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} else {
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None
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}
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@@ -124,14 +90,17 @@ impl Debug for Triangle {
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impl Hittable for Triangle {
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fn hit(&self, r: &Ray) -> Option<Hit> {
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Triangle::hit(
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self.p1,
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self.p2,
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self.p3,
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self.material.clone(),
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let mh = self.calculate_hit(r)?;
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let uvw = self.to_uv(mh.p());
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Some(Hit::from_minimal(
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mh,
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self.normal,
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r,
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)
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self.material.clone(),
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self.normal.dot(r.dir()) < 0.,
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*uvw.x(),
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*uvw.y(),
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))
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}
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fn to_uv(&self, point: &Vec3) -> Vec3 {
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@@ -27,9 +27,9 @@ pub fn render(scene: &mut Scene) {
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scene.init();
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// TODO: currently splits per vertical line, but could be more granular (per chunk)
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let mut pixels = vec![0_u8; (scene.image_width * scene.image_height * 3) as usize];
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let mut pixels = vec![0_u8; (scene.get_image_width() * scene.get_image_height() * 3) as usize];
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let scanlines: Vec<(usize, &mut [u8])> = pixels
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.chunks_mut(scene.image_width as usize * 3)
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.chunks_mut(scene.get_image_width() as usize * 3)
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.enumerate()
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.collect();
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@@ -37,14 +37,18 @@ pub fn render(scene: &mut Scene) {
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||||
scanlines.into_par_iter().for_each(|(i, chunk)| {
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render_chunk(chunk, scene, i as u32);
|
||||
});
|
||||
info!("rendering took {}.{} seconds.", now.elapsed().as_secs(), now.elapsed().subsec_nanos());
|
||||
info!(
|
||||
"rendering took {}.{} seconds.",
|
||||
now.elapsed().as_secs(),
|
||||
now.elapsed().subsec_nanos()
|
||||
);
|
||||
|
||||
info!("Writing image file...");
|
||||
write_image(
|
||||
&scene.filename,
|
||||
&scene.get_filename(),
|
||||
&pixels,
|
||||
scene.image_width,
|
||||
scene.image_height,
|
||||
scene.get_image_width() as u32,
|
||||
scene.get_image_height() as u32,
|
||||
);
|
||||
}
|
||||
|
||||
@@ -52,19 +56,18 @@ pub fn render_chunk(chunk: &mut [u8], scene: &Scene, y: u32) {
|
||||
let camera = &scene.get_camera();
|
||||
let aa_rate = &scene.get_camera().get_anti_alias_rate();
|
||||
|
||||
for i in 0..scene.image_width {
|
||||
for i in 0..scene.get_image_width() {
|
||||
let pixel_tl = camera.get_pixel_tl(i, y);
|
||||
|
||||
let mut pixel_colour = Colour::default();
|
||||
for y in 1..(aa_rate + 1) {
|
||||
for x in 1..(aa_rate + 1) {
|
||||
let r = camera.get_ray(pixel_tl, x, y);
|
||||
pixel_colour += ray_colour(&scene.objects, &r, scene.max_depth);
|
||||
pixel_colour += ray_colour(&scene.get_objects(), &r, scene.get_max_depth());
|
||||
}
|
||||
}
|
||||
|
||||
let (r, g, b) =
|
||||
(pixel_colour / (aa_rate * aa_rate) as f32).output();
|
||||
let (r, g, b) = (pixel_colour / (aa_rate * aa_rate) as f32).output();
|
||||
chunk[(i * 3) as usize] = r;
|
||||
chunk[(i * 3) as usize + 1] = g;
|
||||
chunk[(i * 3) as usize + 2] = b;
|
||||
|
||||
@@ -22,7 +22,7 @@ impl MaterialDef {
|
||||
MaterialDef::Metal(m) => Arc::new(m),
|
||||
MaterialDef::Dielectric(d) => Arc::new(d),
|
||||
MaterialDef::Normal(n) => Arc::new(n),
|
||||
MaterialDef::Texture(t) => Arc::new(Texture::new(&t.source)), // FIXME: error handling
|
||||
MaterialDef::Texture(t) => Arc::new(Texture::new(&t.source)),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,23 +1,35 @@
|
||||
use std::sync::Arc;
|
||||
|
||||
use rand::RngExt;
|
||||
use serde::Deserialize;
|
||||
|
||||
use crate::{
|
||||
camera::Camera,
|
||||
objects::{materials::traits::Material, traits::Hittable},
|
||||
objects::{
|
||||
materials::{
|
||||
dielectric::Dielectric,
|
||||
lambertian::{Lambertian, Metal},
|
||||
traits::Material,
|
||||
},
|
||||
sphere::Sphere,
|
||||
traits::Hittable,
|
||||
},
|
||||
scenes::{hittable_def::HittableDef, material_def::MaterialDef, raw_camera::RawCamera},
|
||||
vec3::Vec3,
|
||||
};
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct Scene {
|
||||
pub camera: Camera, // FIXME: should not be public
|
||||
pub objects: Vec<Arc<dyn Hittable>>,
|
||||
camera: Camera,
|
||||
objects: Vec<Arc<dyn Hittable>>,
|
||||
|
||||
// image
|
||||
pub filename: String,
|
||||
pub image_width: u32,
|
||||
pub image_height: u32,
|
||||
filename: String,
|
||||
image_width: u32,
|
||||
image_height: u32,
|
||||
|
||||
// raytracing // TODO: think about organisation of these vars, also in Camera
|
||||
pub max_depth: u32,
|
||||
max_depth: u32,
|
||||
}
|
||||
|
||||
impl Scene {
|
||||
@@ -39,20 +51,127 @@ impl Scene {
|
||||
}
|
||||
}
|
||||
|
||||
pub fn random() -> Self {
|
||||
let ground = Lambertian::rgb(-2.5, 0.5, 0.5, 1.);
|
||||
let mut world: Vec<Arc<dyn Hittable>> = vec![Arc::new(Sphere::xyz(
|
||||
0.,
|
||||
-1000.,
|
||||
0.,
|
||||
1000.,
|
||||
Arc::new(ground),
|
||||
))];
|
||||
|
||||
let mut rng = rand::rng();
|
||||
let point = Vec3::new(4., 0.2, 0.);
|
||||
for a in -11..11 {
|
||||
for b in -11..11 {
|
||||
let mat = rng.random_range((0.)..1.);
|
||||
let center = Vec3::new(
|
||||
a as f32 + 0.9 * rng.random_range((0.)..1.),
|
||||
0.2,
|
||||
b as f32 + 0.9 * rng.random_range((0.)..1.),
|
||||
);
|
||||
|
||||
if (center - point).length() > 0.9 {
|
||||
if mat < 0.8 {
|
||||
// diffuse
|
||||
world.push(Arc::new(Sphere::new(
|
||||
center,
|
||||
0.2,
|
||||
Arc::new(Lambertian::new(Vec3::random() * Vec3::random(), 1.)),
|
||||
)));
|
||||
} else if mat < 0.95 {
|
||||
// metal
|
||||
world.push(Arc::new(Sphere::new(
|
||||
center,
|
||||
0.2,
|
||||
Arc::new(Metal::rgb(
|
||||
rng.random_range(0.5..1.),
|
||||
rng.random_range(0.5..1.),
|
||||
rng.random_range(0.5..1.),
|
||||
1.,
|
||||
rng.random_range((0.)..0.5),
|
||||
)),
|
||||
)));
|
||||
} else {
|
||||
// glass
|
||||
world.push(Arc::new(Sphere::new(
|
||||
center,
|
||||
0.2,
|
||||
Arc::new(Dielectric::new(1.5)),
|
||||
)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
world.push(Arc::new(Sphere::xyz(
|
||||
0.,
|
||||
1.,
|
||||
0.,
|
||||
1.,
|
||||
Arc::new(Dielectric::new(1.5)),
|
||||
)));
|
||||
world.push(Arc::new(Sphere::xyz(
|
||||
-4.,
|
||||
1.,
|
||||
0.,
|
||||
1.,
|
||||
Arc::new(Lambertian::rgb(0.4, 0.2, 0.1, 1.)),
|
||||
)));
|
||||
world.push(Arc::new(Sphere::xyz(
|
||||
4.,
|
||||
1.,
|
||||
0.,
|
||||
1.,
|
||||
Arc::new(Metal::rgb(0.7, 0.6, 0.5, 1., 0.)),
|
||||
)));
|
||||
|
||||
let mut c = Camera::new();
|
||||
c.set_fov(20.);
|
||||
c.set_anti_alias_rate(2);
|
||||
c.set_vup(Vec3::new(0., 1., 0.));
|
||||
c.set_look_from(Vec3::new(13., 2., 3.));
|
||||
c.set_look_at(Vec3::new(0., 0., 0.));
|
||||
c.add_defocus_blur(0.6, 10.);
|
||||
|
||||
Self {
|
||||
camera: c,
|
||||
objects: world,
|
||||
filename: "random.png".to_string(),
|
||||
image_width: 1920,
|
||||
image_height: 1080,
|
||||
max_depth: 50,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_camera(&self) -> &Camera {
|
||||
&self.camera
|
||||
}
|
||||
|
||||
pub fn get_image_width(&self) -> f32 {
|
||||
self.image_width as f32
|
||||
pub fn get_image_width(&self) -> u32 {
|
||||
self.image_width
|
||||
}
|
||||
|
||||
pub fn get_image_height(&self) -> f32 {
|
||||
self.image_height as f32
|
||||
pub fn get_image_height(&self) -> u32 {
|
||||
self.image_height
|
||||
}
|
||||
|
||||
pub fn get_objects(&self) -> &Vec<Arc<dyn Hittable>> {
|
||||
&self.objects
|
||||
}
|
||||
|
||||
pub fn get_max_depth(&self) -> u32 {
|
||||
self.max_depth
|
||||
}
|
||||
|
||||
pub fn get_filename(&self) -> &String {
|
||||
&self.filename
|
||||
}
|
||||
|
||||
pub fn init(&mut self) {
|
||||
self.camera.init(self.get_image_width(), self.get_image_height());
|
||||
self.camera
|
||||
.init(self.get_image_width(), self.get_image_height());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
19
src/vec3.rs
19
src/vec3.rs
@@ -33,7 +33,7 @@ impl Vec3 {
|
||||
Self {
|
||||
x: r as f32 / 255.,
|
||||
y: g as f32 / 255.,
|
||||
z: b as f32/ 255.,
|
||||
z: b as f32 / 255.,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -444,16 +444,20 @@ impl Div<Vec3> for Vec3 {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Div<u32> for Vec3 {
|
||||
type Output = Self;
|
||||
|
||||
fn div(self, u: u32) -> Self::Output {
|
||||
self / u as f32
|
||||
}
|
||||
}
|
||||
|
||||
impl Div<i32> for Vec3 {
|
||||
type Output = Self;
|
||||
|
||||
fn div(self, i: i32) -> Self::Output {
|
||||
let f: f32 = i as f32;
|
||||
Self {
|
||||
x: self.x / f,
|
||||
y: self.y / f,
|
||||
z: self.z / f,
|
||||
}
|
||||
self / i as f32
|
||||
}
|
||||
}
|
||||
|
||||
@@ -500,4 +504,3 @@ impl Display for Vec3 {
|
||||
write!(f, "({}, {}, {})", self.x, self.y, self.z)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user