fmt: ran clippy
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@@ -120,7 +120,7 @@ impl Camera {
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}
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pub fn get_pixel_tl(&self, x: u32, y: u32) -> Vec3 {
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return self.pixel00_loc + (x * self.pixel_delta_u) + (y * self.pixel_delta_v);
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self.pixel00_loc + (x * self.pixel_delta_u) + (y * self.pixel_delta_v)
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}
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pub fn get_ray(&self, pixel_tl: Vec3, x: u32, y: u32) -> Ray {
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@@ -51,7 +51,7 @@ impl Hittable for Circle {
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p,
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self.normal,
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self.material.clone(),
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self.normal.dot(&r.dir()) < 0.,
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self.normal.dot(r.dir()) < 0.,
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*uv.x(),
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*uv.y(),
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));
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@@ -62,10 +62,10 @@ impl Hittable for Circle {
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fn to_uv(&self, point: &Vec3) -> Vec3 {
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let p = *point - self.center;
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// TODO: add rotated texture support
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return Vec3::new(
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Vec3::new(
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0.5 + p.y().atan2(*p.x()) / (2. * PI),
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1. - (p.z() / self.radius).acos() / PI,
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0.0,
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);
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)
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}
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}
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@@ -42,7 +42,7 @@ impl Hittable for Cube {
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Hit::hit_list(&self.faces, r)
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}
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fn to_uv(&self, point: &Vec3) -> Vec3 {
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fn to_uv(&self, _point: &Vec3) -> Vec3 {
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// TODO: map to [0.1] relative to specific face
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todo!()
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}
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@@ -20,11 +20,11 @@ impl Cylinder {
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}
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impl Hittable for Cylinder {
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fn hit(&self, r: &crate::ray::Ray) -> Option<super::hit::Hit> {
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fn hit(&self, _r: &crate::ray::Ray) -> Option<super::hit::Hit> {
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todo!()
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}
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fn to_uv(&self, point: &Vec3) -> Vec3 {
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fn to_uv(&self, _point: &Vec3) -> Vec3 {
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todo!()
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}
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}
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@@ -36,7 +36,7 @@ impl Texture {
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width: img.width(),
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height: img.height(),
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source: img,
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stride: stride,
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stride,
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}
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}
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@@ -51,7 +51,7 @@ impl Texture {
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let b = self.source.as_bytes();
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let idx = self._idx(u, v);
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Vec3::from_u8(b[self.stride * idx + 0], b[self.stride * idx + 2], b[self.stride * idx + 1])
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Vec3::from_u8(b[self.stride * idx], b[self.stride * idx + 2], b[self.stride * idx + 1])
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}
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}
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@@ -59,6 +59,6 @@ impl Material for Texture {
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fn scatter(&self, hit: &Hit, _ray: &Ray) -> Option<(Option<Ray>, Vec3)> {
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let (u, v) = hit.uv();
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let col = self._at(u, 1. - v);
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return Some((None, col));
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Some((None, col))
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}
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}
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@@ -75,10 +75,10 @@ impl Hittable for Sphere {
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fn to_uv(&self, point: &Vec3) -> Vec3 {
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let p = *point - self.center;
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// TODO: add rotated texture support
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return Vec3::new(
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Vec3::new(
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0.5 + p.y().atan2(*p.x()) / (2. * PI),
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1. - (p.z() / self.radius).acos() / PI,
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0.0,
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);
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)
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}
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}
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@@ -101,7 +101,7 @@ impl Triangle {
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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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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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@@ -27,7 +27,7 @@ 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 as u8; (scene.image_width * scene.image_height * 3) as usize];
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let mut pixels = vec![0_u8; (scene.image_width * scene.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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.enumerate()
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