Files
raytracing/src/objects/materials/texture.rs
2026-05-12 18:20:06 +02:00

48 lines
1.2 KiB
Rust

use image::{DynamicImage, ImageReader};
use crate::{
objects::{hit::Hit, materials::traits::Material},
ray::Ray,
vec3::Vec3,
};
#[derive(Debug)]
pub struct Texture {
source: DynamicImage,
width: u32,
height: u32,
}
impl Texture {
pub fn new(texture: &str) -> Self {
let img = ImageReader::open(texture).unwrap().decode().unwrap(); // FIXME: unwraps
Self {
width: img.width(),
height: img.height(),
source: img,
}
}
fn _idx(&self, u: f32, v: f32) -> usize {
let x: usize = (u * ((self.width - 1) as f32)) as usize; // TODO: check these calcs work
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(); // FIXME: i think im indexing colours incorrectly
let idx = self._idx(u, v);
Vec3::from_u8(b[3 * idx], b[3 * idx + 1], b[3 * idx + 2])
}
}
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);
return Some((None, col));
}
}