ft: 11: dielectrics
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@@ -21,18 +21,22 @@ fn main() {
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pretty_env_logger::init();
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// setup objects
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let blue = Arc::new(Metal::rgb(0.2, 0.4, 0.8, 1., 0.1));
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let metal = Arc::new(Metal::rgb(0.7, 0.4, 0.2, 1., 0.1));
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let ground = Arc::new(Lambertian::rgb(0.8, 0.8, 0., 1.0));
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let center = Arc::new(Lambertian::rgb(0.1, 0.2, 0.5, 1.));
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let left = Arc::new(Dielectric::new(1.5));
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let bubble = Arc::new(Dielectric::new(1. / 1.5));
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let right = Arc::new(Metal::rgb(0.8, 0.6, 0.2, 1., 1.0));
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let mut world = vec![Sphere::xyz(0., 0.5, -0.8, 0.1, metal.clone())];
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world.push(Sphere::xyz(0., -100.5, -1., 100., ground.clone()));
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world.push(Sphere::xyz(0., 0., -1.2, 0.5, center.clone()));
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world.push(Sphere::xyz(-1., 0., -1.0, 0.5, left.clone()));
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world.push(Sphere::xyz(-1., 0., -1.0, 0.4, bubble.clone()));
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world.push(Sphere::xyz(1., 0., -1.0, 0.5, right.clone()));
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world.push(Sphere::xyz(0., 0.7, -0.4, 0.2, blue.clone()));
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let c = Camera::new(16. / 9., 800, 2, 50);
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let c = Camera::new(16. / 9., 1920, 3, 50);
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c.render(&world);
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}
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@@ -1,7 +1,11 @@
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use core::f32::math::sqrt;
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use rand::RngExt;
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use crate::{
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objects::{hit::Hit, materials::traits::Material},
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ray::Ray,
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vec3::Colour,
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vec3::{Colour, Vec3},
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};
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pub struct Dielectric {
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@@ -14,6 +18,13 @@ impl Dielectric {
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refraction_index: refraction_index,
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}
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}
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fn _reflectance(cos: f32, refraction_index: f32) -> f32 {
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// Shlick's approximation
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let mut r0 = (1. - refraction_index) / (1. + refraction_index);
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r0 *= r0;
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return r0 + (1. - r0) * (1. - cos).powf(5.);
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}
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}
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impl Material for Dielectric {
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@@ -24,7 +35,21 @@ impl Material for Dielectric {
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self.refraction_index
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};
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let unit = ray.dir().get_unit();
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let refr = unit.refract(hit.n(), ri);
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Some((Ray::new(*hit.p(), refr), Colour::new(1., 1., 1.)))
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let cos_theta = if -unit.dot(hit.n()) > 1. {
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1.
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} else {
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-unit.dot(hit.n())
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};
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let sin_theta = sqrt(1. - cos_theta * cos_theta);
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let cannot_refract = ri * sin_theta > 1.;
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let dir: Vec3;
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let mut rng = rand::rng();
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if cannot_refract || Dielectric::_reflectance(cos_theta, ri) > rng.random::<f32>() {
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dir = unit.reflect(hit.n());
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} else {
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dir = unit.refract(hit.n(), ri);
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}
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Some((Ray::new(*hit.p(), dir), Colour::new(1., 1., 1.)))
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}
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}
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