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9 Commits

Author SHA1 Message Date
8332ce6204 rm: unimplemented cylinder code 2026-05-31 13:52:50 +02:00
64cad7eda6 ft: moved random scene code to function; cleaned up tri/quad/cube hit logic; made camera attributes private 2026-05-31 13:51:34 +02:00
71985a6c34 fx: cmt 2026-05-13 14:17:53 +02:00
b4b214ebf7 fx: debug statement 2026-05-13 13:52:57 +02:00
d8ad450553 add: texture files 2026-05-13 13:29:07 +02:00
d4f4b6a715 fmt: ran clippy 2026-05-13 13:27:37 +02:00
194328d92f fx: texture colouring 2026-05-13 13:25:57 +02:00
6a1e50fb7a ft (wip): textures 2026-05-12 18:20:06 +02:00
383f739808 refactor: scene/raytracer/camera logic 2026-05-08 17:16:21 +02:00
23 changed files with 544 additions and 225 deletions

3
.gitignore vendored
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@@ -1,3 +1,4 @@
/target /target
output.png *.png
.env .env
!textures/*.png

38
scenes/bench.json Normal file
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@@ -0,0 +1,38 @@
{
"filename": "testing.png",
"image_width": 800,
"image_height": 600,
"max_depth": 50,
"camera": {
"anti_alias_rate": 16,
"fov": 70.0,
"look_from": [-10, 1, 15],
"look_at": [-11.0, 7.0, 0.0],
"vup": [0.0, 1.0, 0.0],
"defocus_angle": 0,
"focus_dist": 15.68
},
"materials": [
{ "type": "lambertian", "albedo": [0.2, 0.2, 0.2], "prob": 0.8 },
{ "type": "lambertian", "albedo": [0.9, 0.9, 0.0], "prob": 1.0, "fuzz": 0.1 },
{ "type": "dielectric", "refraction_index": 1.5},
{ "type": "normal"}
],
"objects": [
{ "type": "sphere", "center": [0.0, 0.0, -1.2], "radius": 0.5, "material": { "type": "metal", "albedo": [0.7, 0.4, 0.2], "prob": 1.0, "fuzz": 0.1 }},
{ "type": "sphere", "center": [-1, 0, -1], "radius": 0.4, "material": 3},
{ "type": "sphere", "center": [1, 0, -1], "radius": 0.5, "material": { "type": "metal", "albedo": [0.8, 0.6, 0.2], "prob": 1.0, "fuzz": 1.0 }},
{ "type": "triangle", "p1": [-4, 0, -4], "p2": [0, 0, -4], "p3": [-2, 2, -4], "material": 1},
{ "type": "triangle", "p1": [0, 0, -4], "p2": [4, 0, -4], "p3": [2, 2, -4], "material": 1},
{ "type": "triangle", "p1": [-2, 2, -4], "p2": [2, 2, -4], "p3": [0, 4, -4], "material": 3},
{ "type": "quad", "p1": [-20, -1, -20], "p2": [20, -1, -20], "p3": [20, 20, -20], "p4": [-20, 20, -20], "material": 0},
{ "type": "quad", "p1": [-20, -1, 20], "p2": [-20, -1, -20], "p3": [-20, 20, -20], "p4": [-20, 20, 20], "material": 0},
{ "type": "quad", "p1": [-20, -1, 20], "p2": [20, -1, 20], "p3": [20, -1, -20], "p4": [-20, -1, -20], "material": 0},
{ "type": "quad", "p1": [20, -1, 20], "p2": [20, -1, -20], "p3": [20, 20, -20], "p4": [20, 20, 20], "material": 0},
{ "type": "cube", "p1": [8, 0, 2], "p2": [12, 0, 2], "p3": [12, 4, 2], "p4": [8, 4, 2], "p5": [8, 0, -2], "p6": [12, 0, -2], "p7": [12, 4, -2], "p8": [8, 4, -2], "material": 3},
{ "type": "circle", "center": [-9, 3, 0], "radius": 3, "normal": [0, 1, 0.5], "material": {"type": "metal", "albedo": [0.9, 0.9, 0.9], "prob": 1.0, "fuzz": 0.3}}
]
}

35
scenes/texture.json Normal file
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@@ -0,0 +1,35 @@
{
"filename": "textured.png",
"image_width": 1920,
"image_height": 1080,
"max_depth": 50,
"camera": {
"anti_alias_rate": 2,
"fov": 50.0,
"look_from": [-3, 4, 10],
"look_at": [-3, 0.0, -10.0],
"vup": [0.0, 1.0, 0.0],
"defocus_angle": 0,
"focus_dist": 15.68
},
"materials": [
{ "type": "lambertian", "albedo": [0.2, 0.2, 0.2], "prob": 0.8 },
{"type": "texture", "source": "./textures/earthmap1k.png"},
{"type": "texture", "source": "./textures/bluegrid.png"}
],
"objects": [
{ "type": "sphere", "center": [0.0, 0.0, -1.2], "radius": 0.9, "material": 2},
{ "type": "sphere", "center": [-2, 0, -1], "radius": 0.8, "material": 1},
{ "type": "triangle", "p1": [0, 0, -4], "p2": [4, 0, -4], "p3": [2, 2, -4], "material": 2},
{ "type": "triangle", "p1": [-2, 2, -4], "p2": [2, 2, -4], "p3": [0, 4, -4], "material": 1},
{ "type": "quad", "p1": [-20, -1, -20], "p2": [20, -1, -20], "p3": [20, 20, -20], "p4": [-20, 20, -20], "material": 0},
{ "type": "quad", "p1": [-20, -1, 20], "p2": [-20, -1, -20], "p3": [-20, 20, -20], "p4": [-20, 20, 20], "material": 0},
{ "type": "quad", "p1": [-20, -1, 20], "p2": [20, -1, 20], "p3": [20, -1, -20], "p4": [-20, -1, -20], "material": 0},
{ "type": "quad", "p1": [20, -1, 20], "p2": [20, -1, -20], "p3": [20, 20, -20], "p4": [20, 20, 20], "material": 0},
{ "type": "quad", "p1": [-4, 3, -4], "p2": [-1, 3, -4], "p3": [-1, 6, -4], "p4": [-4, 6, -4], "material": 1},
{ "type": "quad", "p1": [-8, 3, -4], "p2": [-5, 3, -4], "p3": [-5, 6, -4], "p4": [-8, 6, -4], "material": 2}
]
}

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@@ -5,19 +5,19 @@ use crate::{ray::Ray, vec3::Vec3};
#[derive(Debug)] #[derive(Debug)]
pub struct Camera { pub struct Camera {
// raytracing // raytracing
pub anti_alias_rate: u32, anti_alias_rate: u32,
pub pixel00_loc: Vec3, pixel00_loc: Vec3,
pub pixel_delta_u: Vec3, pixel_delta_u: Vec3,
pub pixel_delta_v: Vec3, pixel_delta_v: Vec3,
// camera // camera
dirty: bool, dirty: bool,
pub fov: f32, fov: f32,
pub look_from: Vec3, look_from: Vec3,
pub look_at: Vec3, look_at: Vec3,
vup: Vec3, vup: Vec3,
pub defocus_angle: f32, defocus_angle: f32,
pub focus_dist: f32, focus_dist: f32,
// camera helpers // camera helpers
u: Vec3, u: Vec3,
@@ -83,7 +83,7 @@ impl Camera {
} }
} }
pub fn init(&mut self, w: f32, hi: f32) { pub fn init(&mut self, width: u32, height: u32) {
if !self.dirty { if !self.dirty {
return; return;
} }
@@ -97,13 +97,13 @@ impl Camera {
// viewport // viewport
let viewport_height = 2. * h * self.focus_dist; let viewport_height = 2. * h * self.focus_dist;
let viewport_width = viewport_height * (w / hi); let viewport_width = viewport_height * (width as f32 / height as f32);
let viewport_u = viewport_width * self.u; let viewport_u = viewport_width * self.u;
let viewport_v = viewport_height * -self.v; let viewport_v = viewport_height * -self.v;
// variables // variables
self.pixel_delta_u = viewport_u / w; self.pixel_delta_u = viewport_u / width;
self.pixel_delta_v = viewport_v / hi; self.pixel_delta_v = viewport_v / height;
self.pixel00_loc = self.pixel00_loc =
self.look_from - (self.focus_dist * self.w) - viewport_u / 2. - viewport_v / 2.; self.look_from - (self.focus_dist * self.w) - viewport_u / 2. - viewport_v / 2.;
self.dirty = false; self.dirty = false;
@@ -115,6 +115,14 @@ impl Camera {
} }
} }
pub fn get_anti_alias_rate(&self) -> u32 {
self.anti_alias_rate
}
pub fn get_pixel_tl(&self, x: u32, y: u32) -> Vec3 {
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 {
let pixel_loc = pixel_tl let pixel_loc = pixel_tl
+ (x * self.pixel_delta_u / (self.anti_alias_rate + 1) as f32) + (x * self.pixel_delta_u / (self.anti_alias_rate + 1) as f32)

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@@ -8,26 +8,19 @@ mod scenes;
mod vec3; mod vec3;
use std::{env, fs}; use std::{env, fs};
use std::sync::Arc;
use crate::camera::Camera;
use crate::objects::materials::dielectric::Dielectric;
use crate::objects::materials::lambertian::{Lambertian, Metal};
use crate::objects::sphere::Sphere;
use crate::objects::traits::Hittable;
use crate::ray::Ray; use crate::ray::Ray;
use crate::raytracer::render; use crate::raytracer::render;
use crate::scenes::scene::Scene; use crate::scenes::scene::Scene;
use crate::vec3::Vec3; use crate::vec3::Vec3;
use dotenv::dotenv; use dotenv::dotenv;
use rand::RngExt;
// TODO: implement scene serialization // TODO: implement scene serialization
fn main() { fn main() {
dotenv().ok(); dotenv().ok();
pretty_env_logger::init(); pretty_env_logger::init();
// TODO: better cli parsing // TODO: better cli parsing || add random flag to generate random scene
let mut json_file = "./scenes/scene.json"; let mut json_file = "./scenes/scene.json";
let args: Vec<String> = env::args().collect(); let args: Vec<String> = env::args().collect();
if args.len() > 1 { if args.len() > 1 {
@@ -36,93 +29,6 @@ fn main() {
let json_str = fs::read_to_string(json_file).expect("Reading specified scene file failed!"); let json_str = fs::read_to_string(json_file).expect("Reading specified scene file failed!");
let mut scene: Scene = serde_json::from_str(&json_str).unwrap(); let mut scene: Scene = serde_json::from_str(&json_str).unwrap();
let mut scene: Scene = Scene::random();
render(&mut scene); render(&mut scene);
return;
// random spheres code; thought: make this available as cli flag?
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(23);
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.);
let mut s = Scene::new(c, world, "output.png".to_string(), 1920, 1080, 50);
render(&mut s);
} }

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@@ -1,4 +1,4 @@
use std::sync::Arc; use std::{f32::consts::PI, sync::Arc};
use crate::{ use crate::{
objects::{materials::traits::Material, traits::Hittable}, objects::{materials::traits::Material, traits::Hittable},
@@ -45,8 +45,27 @@ impl Hittable for Circle {
let p = r.at(t); let p = r.at(t);
if (p - self.center).length() < self.radius { if (p - self.center).length() < self.radius {
return Some(Hit::new(t, p, self.normal, self.material.clone(), self.normal.dot(&r.dir()) < 0.)); let uv = self.to_uv(&p);
return Some(Hit::new(
t,
p,
self.normal,
self.material.clone(),
self.normal.dot(r.dir()) < 0.,
*uv.x(),
*uv.y(),
));
} }
None None
} }
fn to_uv(&self, point: &Vec3) -> Vec3 {
let p = *point - self.center;
// TODO: add rotated texture support
Vec3::new(
0.5 + p.y().atan2(*p.x()) / (2. * PI),
1. - (p.z() / self.radius).acos() / PI,
0.0,
)
}
} }

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@@ -41,4 +41,9 @@ impl Hittable for Cube {
fn hit(&self, r: &Ray) -> Option<Hit> { fn hit(&self, r: &Ray) -> Option<Hit> {
Hit::hit_list(&self.faces, r) Hit::hit_list(&self.faces, r)
} }
fn to_uv(&self, _point: &Vec3) -> Vec3 {
// TODO: map to [0.1] relative to specific face
todo!()
}
} }

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@@ -1,26 +0,0 @@
use crate::{objects::traits::Hittable, vec3::Vec3};
#[derive(Debug)]
pub struct Cylinder {
radius: f32,
length: f32,
up: Vec3,
bottom_center: Vec3,
}
impl Cylinder {
pub fn new(radius: f32, length: f32, up: Vec3, bottom_center: Vec3) -> Self {
Self {
radius,
length,
up,
bottom_center,
}
}
}
impl Hittable for Cylinder {
fn hit(&self, r: &crate::ray::Ray) -> Option<super::hit::Hit> {
todo!()
}
}

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@@ -12,16 +12,47 @@ pub struct Hit {
n: Vec3, n: Vec3,
mat: Arc<dyn Material>, mat: Arc<dyn Material>,
front_face: bool, front_face: bool,
u: f32,
v: f32,
} }
impl Hit { impl Hit {
pub fn new(t: f32, p: Vec3, n: Vec3, mat: Arc<dyn Material>, front_face: bool) -> Self { pub fn new(
t: f32,
p: Vec3,
n: Vec3,
mat: Arc<dyn Material>,
front_face: bool,
u: f32,
v: f32,
) -> Self {
Self { Self {
t, t,
p, p,
n: if front_face { n } else { -n }, n: if front_face { n } else { -n },
mat, mat,
front_face, front_face,
u,
v,
}
}
pub fn from_minimal(
mh: MinimalHit,
n: Vec3,
mat: Arc<dyn Material>,
front_face: bool,
u: f32,
v: f32,
) -> Self {
Self {
t: mh.t,
p: mh.p,
n,
mat,
front_face,
u,
v,
} }
} }
@@ -45,6 +76,10 @@ impl Hit {
self.front_face self.front_face
} }
pub fn uv(&self) -> (f32, f32) {
(self.u, self.v)
}
// TODO: use front_face to discard back-hits for culling // TODO: use front_face to discard back-hits for culling
pub fn hit_list(hittables: &Vec<Arc<dyn Hittable>>, r: &Ray) -> Option<Hit> { pub fn hit_list(hittables: &Vec<Arc<dyn Hittable>>, r: &Ray) -> Option<Hit> {
let mut closest: Option<Hit> = None; let mut closest: Option<Hit> = None;
@@ -61,3 +96,22 @@ impl Hit {
closest closest
} }
} }
pub struct MinimalHit {
t: f32,
p: Vec3,
}
impl MinimalHit {
pub fn new(t: f32, p: Vec3) -> Self {
Self { t, p }
}
pub fn t(&self) -> f32 {
self.t
}
pub fn p(&self) -> &Vec3 {
&self.p
}
}

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@@ -2,3 +2,4 @@ pub mod dielectric;
pub mod lambertian; pub mod lambertian;
pub mod normal; pub mod normal;
pub mod traits; pub mod traits;
pub mod texture;

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@@ -0,0 +1,80 @@
use image::{DynamicImage, ImageReader};
use log::trace;
use crate::{
objects::{hit::Hit, materials::traits::Material},
ray::Ray,
vec3::Vec3,
};
// TODO: overhaul texture implementation so we can support textures for arbitrary materials.
// Basically remove this struct, and instead make lambertian/metal/dielectric/take either a texture
// or a flat colour
// I think we can use an enum ColourSource with a function to fetch a specific colour depending on
// if we have a texture/flat colour. and yeah.
#[derive(Debug)]
pub struct Texture {
source: DynamicImage,
width: u32,
height: u32,
stride: usize,
}
impl Texture {
pub fn new(texture: &str) -> Self {
let img = ImageReader::open(texture).unwrap().decode().unwrap(); // FIXME: unwraps
trace!(
"texture '{}' is {} by {} pixels, with {} bytes total",
texture,
img.width(),
img.height(),
img.as_bytes().len()
);
let stride = match img.color() {
// TODO: support other types of image
image::ColorType::L8 => todo!(),
image::ColorType::La8 => todo!(),
image::ColorType::Rgb8 => 3,
image::ColorType::Rgba8 => 4,
image::ColorType::L16 => todo!(),
image::ColorType::La16 => todo!(),
image::ColorType::Rgb16 => todo!(),
image::ColorType::Rgba16 => todo!(),
image::ColorType::Rgb32F => todo!(),
image::ColorType::Rgba32F => todo!(),
_ => 3,
};
Self {
width: img.width(),
height: img.height(),
source: img,
stride,
}
}
fn _idx(&self, u: f32, v: f32) -> usize {
let x: usize = (u * ((self.width - 1) as f32)) as usize;
let y: usize = (v * ((self.height - 1) as f32)) as usize;
y * self.width as usize + x
}
fn _at(&self, u: f32, v: f32) -> Vec3 {
let b = self.source.as_bytes();
let idx = self._idx(u, v);
Vec3::from_u8(
b[self.stride * idx],
b[self.stride * idx + 2],
b[self.stride * idx + 1],
)
}
}
impl Material for Texture {
fn scatter(&self, hit: &Hit, _ray: &Ray) -> Option<(Option<Ray>, Vec3)> {
let (u, v) = hit.uv();
let col = self._at(u, 1. - v);
Some((None, col))
}
}

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@@ -13,6 +13,10 @@ pub struct Quad {
p4: Vec3, p4: Vec3,
material: Arc<dyn Material>, material: Arc<dyn Material>,
normal: Vec3, normal: Vec3,
// helpers
t1: Triangle,
t2: Triangle,
} }
impl Quad { impl Quad {
@@ -22,27 +26,12 @@ impl Quad {
p2, p2,
p3, p3,
p4, p4,
material, material: material.clone(),
normal: (p2 - p1).cross(&(p4 - p1)).get_unit(), normal: (p2 - p1).cross(&(p4 - p1)).get_unit(),
t1: Triangle::new(p1, p2, p4, material.clone()),
t2: Triangle::new(p2, p3, p4, material),
} }
} }
pub fn hit(
p1: Vec3,
p2: Vec3,
p3: Vec3,
p4: Vec3,
material: Arc<dyn Material>,
normal: Vec3,
r: &Ray,
) -> Option<Hit> {
let isct1 = Triangle::hit(p1, p2, p4, material.clone(), normal, r);
let isct2 = Triangle::hit(p2, p3, p4, material.clone(), normal, r);
if isct1.is_some() {
return isct1;
}
isct2
}
} }
impl Debug for Quad { impl Debug for Quad {
@@ -59,14 +48,22 @@ impl Debug for Quad {
impl Hittable for Quad { impl Hittable for Quad {
fn hit(&self, r: &Ray) -> Option<Hit> { fn hit(&self, r: &Ray) -> Option<Hit> {
Quad::hit( let mh = self.t1.calculate_hit(r).or(self.t2.calculate_hit(r))?;
self.p1, let uvw = self.to_uv(mh.p());
self.p2,
self.p3, Some(Hit::from_minimal(
self.p4, mh,
self.material.clone(),
self.normal, self.normal,
r, self.material.clone(),
) false,
*uvw.x(),
*uvw.y(),
))
}
fn to_uv(&self, point: &Vec3) -> Vec3 {
let u = (*point - self.p1).dot(&(self.p2 - self.p1)) / (self.p2 - self.p1).length_squared();
let v = (*point - self.p1).dot(&(self.p4 - self.p1)) / (self.p4 - self.p1).length_squared();
Vec3::new(u, v, 0.)
} }
} }

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@@ -1,4 +1,5 @@
use core::f32::math::sqrt; use core::f32::math::sqrt;
use std::f32::consts::PI;
use std::fmt::{self, Debug}; use std::fmt::{self, Debug};
use std::sync::Arc; use std::sync::Arc;
@@ -14,7 +15,6 @@ pub struct Sphere {
material: Arc<dyn Material>, material: Arc<dyn Material>,
} }
impl Debug for Sphere { impl Debug for Sphere {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result { fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
f.debug_struct("Sphere") f.debug_struct("Sphere")
@@ -59,13 +59,26 @@ impl Hittable for Sphere {
let t = if tl > 0.001 { tl } else { tr }; let t = if tl > 0.001 { tl } else { tr };
let p = r.at(t); let p = r.at(t);
let out_n = (p - self.center) / self.radius; let out_n = (p - self.center) / self.radius;
let uv = self.to_uv(&p);
Some(Hit::new( Some(Hit::new(
t, t,
p, p,
(p - self.center).get_unit(), (p - self.center).get_unit(),
self.material.clone(), self.material.clone(),
out_n.dot(r.dir()) < 0., out_n.dot(r.dir()) < 0.,
*uv.x(),
*uv.y(),
)) ))
} }
} }
fn to_uv(&self, point: &Vec3) -> Vec3 {
let p = *point - self.center;
// TODO: add rotated texture support
Vec3::new(
0.5 + p.y().atan2(*p.x()) / (2. * PI),
1. - (p.z() / self.radius).acos() / PI,
0.0,
)
}
} }

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@@ -2,7 +2,9 @@ use std::fmt::Debug;
use crate::Ray; use crate::Ray;
use crate::objects::hit::Hit; use crate::objects::hit::Hit;
use crate::vec3::Vec3;
pub trait Hittable: Debug + Send + Sync { pub trait Hittable: Debug + Send + Sync {
fn to_uv(&self, point: &Vec3) -> Vec3;
fn hit(&self, r: &Ray) -> Option<Hit>; fn hit(&self, r: &Ray) -> Option<Hit>;
} }

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@@ -1,4 +1,4 @@
use crate::objects::hit::Hit; use crate::objects::hit::{Hit, MinimalHit};
use crate::objects::traits::Hittable; use crate::objects::traits::Hittable;
use crate::ray::Ray; use crate::ray::Ray;
use crate::{objects::materials::traits::Material, vec3::Vec3}; use crate::{objects::materials::traits::Material, vec3::Vec3};
@@ -11,50 +11,66 @@ pub struct Triangle {
p3: Vec3, p3: Vec3,
material: Arc<dyn Material>, material: Arc<dyn Material>,
normal: Vec3, normal: Vec3,
// barycentric helpers
v0: Vec3,
v1: Vec3,
d00: f32,
d01: f32,
d11: f32,
denom: f32,
a4: f32,
} }
impl Triangle { impl Triangle {
pub fn new(p1: Vec3, p2: Vec3, p3: Vec3, material: Arc<dyn Material>) -> Self { pub fn new(p1: Vec3, p2: Vec3, p3: Vec3, material: Arc<dyn Material>) -> Self {
// barycentric helpers cached to save computations
let v0 = p2 - p1;
let v1 = p3 - p1;
let d00 = v0.dot(&v0);
let d01 = v0.dot(&v1);
let d11 = v1.dot(&v1);
let a4 = (p3 - p1).cross(&(p2 - p1)).length();
Self { Self {
p1, p1,
p2, p2,
p3, p3,
material, material,
normal: (p2 - p1).cross(&(p3 - p1)).get_unit(), normal: (p2 - p1).cross(&(p3 - p1)).get_unit(),
v0,
v1,
d00,
d01,
d11,
denom: d00 * d11 - d01 * d01,
a4,
} }
} }
pub fn hit( pub fn calculate_hit(&self, r: &Ray) -> Option<MinimalHit> {
p1: Vec3,
p2: Vec3,
p3: Vec3,
material: Arc<dyn Material>,
normal: Vec3,
r: &Ray,
) -> Option<Hit> {
// check if ray parallel to plane // check if ray parallel to plane
let dot = normal.dot(r.dir()); let dot = self.normal.dot(r.dir());
if dot == 0.0 { if dot == 0.0 {
return None; return None;
} }
let d = (-normal).dot(&p1); let d = (-self.normal).dot(&self.p1);
// hitpoint on plane // hitpoint on plane
let t = -(normal.dot(&(r.origin() + d))) / dot; let t = -(self.normal.dot(&(r.origin() + d))) / dot;
// hits behind camera // hits behind camera
if t < 0. { if t < 0. {
return None; return None;
}; };
let p = r.at(t); let p = r.at(t);
let a4 = (p3 - p1).cross(&(p2 - p1)).length(); let a3 = (self.p3 - p).cross(&(self.p2 - p)).length();
let a3 = (p3 - p).cross(&(p2 - p)).length(); let a2 = (self.p3 - p).cross(&(self.p1 - p)).length();
let a2 = (p3 - p).cross(&(p1 - p)).length(); let a1 = (self.p2 - p).cross(&(self.p1 - p)).length();
let a1 = (p2 - p).cross(&(p1 - p)).length();
let diff = (a4 - a1 - a2 - a3).abs(); let diff = (self.a4 - a1 - a2 - a3).abs();
if diff < 0.001 { if diff < 0.001 {
Some(Hit::new(t, p, normal, material, normal.dot(&r.dir()) < 0.)) Some(MinimalHit::new(t, p))
} else { } else {
None None
} }
@@ -74,13 +90,26 @@ impl Debug for Triangle {
impl Hittable for Triangle { impl Hittable for Triangle {
fn hit(&self, r: &Ray) -> Option<Hit> { fn hit(&self, r: &Ray) -> Option<Hit> {
Triangle::hit( let mh = self.calculate_hit(r)?;
self.p1, let uvw = self.to_uv(mh.p());
self.p2,
self.p3, Some(Hit::from_minimal(
self.material.clone(), mh,
self.normal, self.normal,
r, self.material.clone(),
) self.normal.dot(r.dir()) < 0.,
*uvw.x(),
*uvw.y(),
))
}
fn to_uv(&self, point: &Vec3) -> Vec3 {
let v2 = *point - self.p1;
let d20 = v2.dot(&self.v0);
let d21 = v2.dot(&self.v1);
let v = (self.d11 * d20 - self.d01 * d21) / self.denom;
let w = (self.d00 * d21 - self.d01 * d20) / self.denom;
Vec3::new(1. - v - w, v, w)
} }
} }

View File

@@ -1,8 +1,8 @@
use image::{ExtendedColorType, ImageEncoder, codecs::png::PngEncoder}; use image::{ExtendedColorType, ImageEncoder, codecs::png::PngEncoder};
use log::{error, info}; use log::{error, info, trace};
use rayon::iter::IntoParallelIterator; use rayon::iter::IntoParallelIterator;
use rayon::prelude::*; use rayon::prelude::*;
use std::{fs::File, sync::Arc}; use std::{fs::File, sync::Arc, time::Instant};
use crate::{ use crate::{
objects::{hit::Hit, traits::Hittable}, objects::{hit::Hit, traits::Hittable},
@@ -24,52 +24,55 @@ pub fn write_image(filename: &str, pixels: &[u8], width: u32, height: u32) {
} }
pub fn render(scene: &mut Scene) { pub fn render(scene: &mut Scene) {
let camera = &mut scene.camera; scene.init();
camera.init(scene.image_width as f32, scene.image_height as f32);
// 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.get_image_width() * scene.get_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.get_image_width() as usize * 3)
.enumerate() .enumerate()
.collect(); .collect();
let now = Instant::now();
scanlines.into_par_iter().for_each(|(i, chunk)| { scanlines.into_par_iter().for_each(|(i, chunk)| {
render_chunk(chunk, scene, i as u32); render_chunk(chunk, scene, i as u32);
}); });
info!(
"rendering took {}.{} seconds.",
now.elapsed().as_secs(),
now.elapsed().subsec_nanos()
);
info!("Writing image file..."); info!("Writing image file...");
write_image( write_image(
&scene.filename, &scene.get_filename(),
&pixels, &pixels,
scene.image_width, scene.get_image_width() as u32,
scene.image_height, scene.get_image_height() as u32,
); );
} }
pub fn render_chunk(chunk: &mut [u8], scene: &Scene, y: u32) { pub fn render_chunk(chunk: &mut [u8], scene: &Scene, y: u32) {
let camera = &scene.camera; 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.pixel00_loc + (i * camera.pixel_delta_u) + (y * camera.pixel_delta_v); let pixel_tl = camera.get_pixel_tl(i, y);
// THOUGHT: the above seems more efficient (esp for larger aa rates) but can test for a
// get_ray_no_tl() function and compare performance.
let mut pixel_colour = Colour::default(); let mut pixel_colour = Colour::default();
for y in 1..(camera.anti_alias_rate + 1) { for y in 1..(aa_rate + 1) {
for x in 1..(camera.anti_alias_rate + 1) { for x in 1..(aa_rate + 1) {
let r = camera.get_ray(pixel_tl, x, y); 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) = let (r, g, b) = (pixel_colour / (aa_rate * aa_rate) as f32).output();
(pixel_colour / (camera.anti_alias_rate * camera.anti_alias_rate) as f32).output();
chunk[(i * 3) as usize] = r; chunk[(i * 3) as usize] = r;
chunk[(i * 3) as usize + 1] = g; chunk[(i * 3) as usize + 1] = g;
chunk[(i * 3) as usize + 2] = b; chunk[(i * 3) as usize + 2] = b;
} }
info!("Line {}\tfinished.", y); trace!("Line {}\tfinished.", y);
} }
pub fn ray_colour(hittables: &Vec<Arc<dyn Hittable>>, r: &Ray, depth: u32) -> Colour { pub fn ray_colour(hittables: &Vec<Arc<dyn Hittable>>, r: &Ray, depth: u32) -> Colour {

View File

@@ -2,7 +2,7 @@ use std::sync::Arc;
use serde::Deserialize; use serde::Deserialize;
use crate::objects::materials::{dielectric::Dielectric, lambertian::{Lambertian, Metal}, normal::Normal, traits::Material}; use crate::objects::materials::{dielectric::Dielectric, lambertian::{Lambertian, Metal}, normal::Normal, texture::Texture, traits::Material};
#[derive(Deserialize)] #[derive(Deserialize)]
@@ -12,6 +12,7 @@ pub(crate) enum MaterialDef {
Metal(Metal), Metal(Metal),
Dielectric(Dielectric), Dielectric(Dielectric),
Normal(Normal), Normal(Normal),
Texture(RawTexture),
} }
impl MaterialDef { impl MaterialDef {
@@ -21,7 +22,13 @@ impl MaterialDef {
MaterialDef::Metal(m) => Arc::new(m), MaterialDef::Metal(m) => Arc::new(m),
MaterialDef::Dielectric(d) => Arc::new(d), MaterialDef::Dielectric(d) => Arc::new(d),
MaterialDef::Normal(n) => Arc::new(n), MaterialDef::Normal(n) => Arc::new(n),
MaterialDef::Texture(t) => Arc::new(Texture::new(&t.source)),
} }
} }
} }
#[derive(Deserialize)]
pub(crate) struct RawTexture {
pub source: String,
}

View File

@@ -1,23 +1,35 @@
use std::sync::Arc; use std::sync::Arc;
use rand::RngExt;
use serde::Deserialize; use serde::Deserialize;
use crate::{ use crate::{
camera::Camera, 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}, scenes::{hittable_def::HittableDef, material_def::MaterialDef, raw_camera::RawCamera},
vec3::Vec3,
}; };
#[derive(Debug)] #[derive(Debug)]
pub struct Scene { pub struct Scene {
pub camera: Camera, // FIXME: should not be public camera: Camera,
pub objects: Vec<Arc<dyn Hittable>>, objects: Vec<Arc<dyn Hittable>>,
// image // image
pub filename: String, filename: String,
pub image_width: u32, image_width: u32,
pub image_height: u32, image_height: u32,
// raytracing // TODO: think about organisation of these vars, also in Camera // raytracing // TODO: think about organisation of these vars, also in Camera
pub max_depth: u32, max_depth: u32,
} }
impl Scene { impl Scene {
@@ -38,6 +50,129 @@ impl Scene {
max_depth, max_depth,
} }
} }
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) -> u32 {
self.image_width
}
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());
}
} }
#[derive(Deserialize)] #[derive(Deserialize)]

View File

@@ -29,6 +29,14 @@ impl Vec3 {
} }
} }
pub fn from_u8(r: u8, b: u8, g: u8) -> Self {
Self {
x: r as f32 / 255.,
y: g as f32 / 255.,
z: b as f32 / 255.,
}
}
pub fn random() -> Self { pub fn random() -> Self {
let mut rng = rand::rng(); let mut rng = rand::rng();
Self { Self {
@@ -436,16 +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 { impl Div<i32> for Vec3 {
type Output = Self; type Output = Self;
fn div(self, i: i32) -> Self::Output { fn div(self, i: i32) -> Self::Output {
let f: f32 = i as f32; self / i as f32
Self {
x: self.x / f,
y: self.y / f,
z: self.z / f,
}
} }
} }

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