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