autoformat the project
This commit is contained in:
25
src/main.rs
25
src/main.rs
@@ -1,37 +1,26 @@
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mod primitives;
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mod scene;
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mod renderer;
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mod scene;
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use crate::primitives::{
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Vec2i,
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Vec3,
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};
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use crate::scene::{
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Camera,
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Scene
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};
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use crate::primitives::{Vec2i, Vec3};
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use crate::scene::{Camera, Scene};
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use crate::renderer::{
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Tile,
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RenderProperties,
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};
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use crate::renderer::{RenderProperties, Tile};
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use rand::SeedableRng;
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use rand::rngs::SmallRng;
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fn main() {
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// image
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let aspect_ratio = 3.0 / 2.0;
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let image = Vec2i {
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x: 400,
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y: (400.0 / aspect_ratio) as i32
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y: (400.0 / aspect_ratio) as i32,
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};
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let render_config = RenderProperties {
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samples: 10,
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bounces: 50
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bounces: 50,
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};
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// random generator
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@@ -48,7 +37,7 @@ fn main() {
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0.1, // aperture
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10.0, // dist_to_focus
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),
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world: Scene::random_world(&mut small_rng)
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world: Scene::random_world(&mut small_rng),
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};
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// render
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@@ -1,21 +1,10 @@
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use std::ops::{
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Add,
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AddAssign,
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Sub,
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SubAssign,
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Mul,
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MulAssign,
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Div,
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DivAssign,
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Neg,
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};
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use std::fmt;
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use std::fmt::Display;
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use std::ops::{Add, AddAssign, Div, DivAssign, Mul, MulAssign, Neg, Sub, SubAssign};
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use rand::Rng;
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use rand::rngs::SmallRng;
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use rand::distr::Uniform;
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use rand::rngs::SmallRng;
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pub type Vec2i = Vec2<i32>;
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pub type Vec2f = Vec2<f32>;
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@@ -26,7 +15,6 @@ pub struct Vec2<T>{
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pub y: T,
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}
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impl Vec2<f32> {
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pub fn zero() -> Vec2<f32> {
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Vec2 { x: 0.0, y: 0.0 }
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@@ -37,33 +25,44 @@ impl Vec2<f32> {
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}
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pub fn rand(srng: &mut SmallRng, distrib: Uniform<f32>) -> Vec2<f32> {
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Vec2 { x: srng.sample(distrib), y: srng.sample(distrib) }
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Vec2 {
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x: srng.sample(distrib),
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y: srng.sample(distrib),
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}
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}
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}
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impl<T> Vec2<T>
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where T: std::ops::Mul{
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where
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T: std::ops::Mul,
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{
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pub fn new(x: T, y: T) -> Vec2<T> {
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Vec2 { x, y }
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}
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}
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impl<T> Add for Vec2<T>
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where T: std::ops::Add<Output = T>{
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where
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T: std::ops::Add<Output = T>,
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{
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type Output = Vec2<T>;
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fn add(self, other: Vec2<T>) -> Vec2<T> {
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Vec2 { x: self.x + other.x, y: self.y + other.y }
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Vec2 {
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x: self.x + other.x,
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y: self.y + other.y,
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}
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}
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}
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impl<T> Mul for Vec2<T>
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where T: std::ops::Mul<Output = T>{
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where
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T: std::ops::Mul<Output = T>,
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{
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type Output = Vec2<T>;
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fn mul(self, other: Vec2<T>) -> Vec2<T> {
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Vec2 {
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x: self.x * other.x,
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y: self.y * other.y
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y: self.y * other.y,
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}
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}
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}
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@@ -73,7 +72,7 @@ impl Div<f32> for Vec2<f32>{
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fn div(self, other: f32) -> Vec2<f32> {
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Vec2 {
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x: 1.0 / other * self.x,
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y: 1.0/other * self.y
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y: 1.0 / other * self.y,
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}
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}
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}
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@@ -83,24 +82,29 @@ impl Div<i32> for Vec2<i32>{
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fn div(self, other: i32) -> Vec2<i32> {
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Vec2 {
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x: self.x / other,
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y: self.y / other
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y: self.y / other,
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}
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}
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}
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impl<T> Div<Vec2<T>> for Vec2<T>
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where T: std::ops::Div<Output = T>{
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where
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T: std::ops::Div<Output = T>,
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{
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type Output = Vec2<T>;
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fn div(self, other: Vec2<T>) -> Vec2<T> {
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Vec2 {
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x: self.x / other.x,
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y: self.y / other.y
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y: self.y / other.y,
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}
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}
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}
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impl<T> Display for Vec2<T>
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where T: Display { // nested type still needs to have Display
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where
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T: Display,
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{
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// nested type still needs to have Display
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fn fmt(&self, fmt: &mut fmt::Formatter) -> fmt::Result {
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let str = format!("{} {}", self.x, self.y);
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fmt.write_str(&str)
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@@ -131,7 +135,7 @@ impl Vec3{
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Vec3 {
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x: 1.0,
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y: 1.0,
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z: 1.0
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z: 1.0,
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}
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}
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@@ -147,8 +151,11 @@ impl Vec3{
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let distrib = Uniform::new(-1.0, 1.0).unwrap();
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loop {
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let p = Vec3::rand(srng, distrib);
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if p.length_squared() >= 1.0 { continue; }
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else { return p; }
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if p.length_squared() >= 1.0 {
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continue;
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} else {
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return p;
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}
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}
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}
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@@ -160,8 +167,11 @@ impl Vec3{
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y: srng.sample(distrib.unwrap()),
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z: 0.0,
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};
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if p.length_squared() >= 1.0 { continue; }
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else { return p; }
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if p.length_squared() >= 1.0 {
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continue;
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} else {
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return p;
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}
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}
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}
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@@ -179,7 +189,6 @@ impl Vec3{
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// roughly equivalent to the `void write_color(...)` in the book
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pub fn print_ppm(&self, samples_per_pixel: u32) -> String {
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let scale = 1.0 / samples_per_pixel as f32;
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// now with gamma correction
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@@ -195,10 +204,7 @@ impl Vec3{
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pub fn near_zero(&self) -> bool {
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let epsilon: f32 = 1e-4;
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return
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self.x.abs() < epsilon &&
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self.y.abs() < epsilon &&
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self.z.abs() < epsilon
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return self.x.abs() < epsilon && self.y.abs() < epsilon && self.z.abs() < epsilon;
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}
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pub fn reflect(v: Vec3, n: Vec3) -> Vec3 {
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@@ -213,16 +219,14 @@ impl Vec3{
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}
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pub fn dot(left: Vec3, right: Vec3) -> f32 {
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left.x * right.x +
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left.y * right.y +
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left.z * right.z
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left.x * right.x + left.y * right.y + left.z * right.z
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}
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pub fn cross(u: Vec3, v: Vec3) -> Vec3 {
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Vec3 {
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x: u.y * v.z - u.z * v.y,
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y: u.z * v.x - u.x * v.z,
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z: u.x * v.y - u.y * v.x
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z: u.x * v.y - u.y * v.x,
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}
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}
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@@ -230,7 +234,6 @@ impl Vec3{
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let len = v.length();
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v / len
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}
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}
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impl Add for Vec3 {
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type Output = Vec3;
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@@ -248,7 +251,7 @@ impl AddAssign for Vec3 {
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*self = Self {
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x: self.x + other.x,
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y: self.y + other.y,
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z: self.z + other.z
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z: self.z + other.z,
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};
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}
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}
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@@ -269,7 +272,7 @@ impl SubAssign for Vec3 {
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*self = Self {
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x: self.x - other.x,
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y: self.y - other.y,
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z: self.z - other.z
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z: self.z - other.z,
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};
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}
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}
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@@ -301,7 +304,7 @@ impl MulAssign<Vec3> for Vec3 {
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*self = Self {
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x: self.x * other.x,
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y: self.y * other.y,
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z: self.z * other.z
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z: self.z * other.z,
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};
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}
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}
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@@ -311,7 +314,7 @@ impl MulAssign<f32> for Vec3{
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*self = Self {
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x: self.x * other,
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y: self.y * other,
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z: self.z * other
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z: self.z * other,
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};
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}
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}
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@@ -343,7 +346,7 @@ impl DivAssign<Vec3> for Vec3 {
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*self = Self {
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x: self.x / other.x,
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y: self.y / other.y,
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z: self.z / other.z
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z: self.z / other.z,
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};
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}
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}
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@@ -353,7 +356,7 @@ impl DivAssign<f32> for Vec3 {
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*self = Self {
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x: self.x / other,
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y: self.y / other,
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z: self.z / other
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z: self.z / other,
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};
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}
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}
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@@ -374,7 +377,6 @@ impl Display for Vec3 {
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let str = format!("{} {} {}", self.x, self.y, self.z);
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fmt.write_str(&str)?;
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Ok(())
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}
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}
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@@ -658,7 +660,6 @@ mod test{
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let refl = Vec3::reflect(ray, normal);
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let expected = Vec3::new(-1.0, 0.0, 0.0);
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assert!(refl == expected);
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}
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#[test]
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@@ -666,7 +667,6 @@ mod test{
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let ray = Vec3::new(1.0, 0.0, 0.0);
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let normal = Vec3::as_unit(Vec3::new(-1.0, 1.0, 0.0));
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let refl = Vec3::reflect(ray, normal);
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let expected = Vec3::new(0.0, 1.0, 0.0);
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let diff = refl - expected;
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@@ -678,12 +678,9 @@ mod test{
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fn check_lerp() {
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let ray = Ray {
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orig: Vec3::new(0.0, 0.0, 0.0),
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dir: Vec3::new(1.0, 1.0, 0.0)
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dir: Vec3::new(1.0, 1.0, 0.0),
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};
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let half = ray.at(0.5);
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assert_eq!(
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half,
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Vec3::new(0.5, 0.5, 0.0)
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);
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assert_eq!(half, Vec3::new(0.5, 0.5, 0.0));
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}
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}
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@@ -1,21 +1,15 @@
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use crate::primitives::{
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Vec2i,
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Vec2f,
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Vec3,
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Ray,
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Rect,
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};
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use crate::scene::{
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Hittable,
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Scene,
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};
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use crate::primitives::{Ray, Rect, Vec2f, Vec2i, Vec3};
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use crate::scene::{Hittable, Scene};
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use rand::rngs::SmallRng;
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use itertools::{self, Itertools};
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const SKY_COLOR: Vec3 = Vec3 { x: 0.5, y: 0.7, z: 1.0};
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const SKY_COLOR: Vec3 = Vec3 {
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x: 0.5,
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y: 0.7,
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z: 1.0,
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};
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pub struct RenderProperties {
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pub samples: u32, // samples are averaged results over a pixel
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@@ -28,10 +22,7 @@ fn to_uv(coord: Vec2i, img_size: Vec2i) -> Vec2f {
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Vec2f::new(u, v)
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}
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fn ray_color(
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r: Ray, surface: &Hittable, depth: u32,
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rng: &mut SmallRng,
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) -> Vec3 {
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fn ray_color(r: Ray, surface: &Hittable, depth: u32, rng: &mut SmallRng) -> Vec3 {
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// recursion guard
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if depth == 0 {
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return Vec3::zero();
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@@ -44,26 +35,22 @@ fn ray_color(
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dir: Vec3::zero(),
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};
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let mut attenuation = Vec3::zero();
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if record.material.scatter(
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r,
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&record,
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&mut attenuation,
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&mut scattered,
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rng
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) {
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return attenuation * ray_color(
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scattered, surface, depth-1, rng
|
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);
|
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if record
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.material
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.scatter(r, &record, &mut attenuation, &mut scattered, rng)
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{
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return attenuation * ray_color(scattered, surface, depth - 1, rng);
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}
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} // TODO: explicit else block
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// Rust gets angry about the inner if{} block because it evaluates to ()
|
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// when the else path is taken. This is a problem for a function
|
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// that returns Vec3 and not ().
|
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|
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{ // when nothing is struck, return sky color
|
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{
|
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// when nothing is struck, return sky color
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let unitdir = Vec3::as_unit(r.dir);
|
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let t = 0.5 * (unitdir.y + 1.0);
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return Vec3::ones() * (1.0 - t) + SKY_COLOR * t
|
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return Vec3::ones() * (1.0 - t) + SKY_COLOR * t;
|
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}
|
||||
}
|
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|
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@@ -75,18 +62,14 @@ fn sample_pixel(
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// Supplied by the execution environment (the thread)
|
||||
rng: &mut SmallRng,
|
||||
) -> Vec3 {
|
||||
(0..render_props.samples)
|
||||
.fold(
|
||||
Vec3::zero(),
|
||||
|color, _sample| -> Vec3 {
|
||||
(0..render_props.samples).fold(Vec3::zero(), |color, _sample| -> Vec3 {
|
||||
let uv = to_uv(coord, img_size);
|
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let ray = scene.camera.get_ray(uv.x, uv.y, rng);
|
||||
if ray.dir.x.is_nan() {
|
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panic!("Ray dir.x is NAN");
|
||||
}
|
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color + ray_color(ray, &scene.world, render_props.bounces, rng)
|
||||
}
|
||||
)
|
||||
})
|
||||
}
|
||||
|
||||
pub struct Tile {
|
||||
@@ -102,22 +85,25 @@ impl Tile {
|
||||
properties: &RenderProperties, // TODO: Place image size in render properties?
|
||||
rng: &mut SmallRng,
|
||||
) -> Self {
|
||||
let pixel_iter = (bounds.y..(bounds.y + bounds.h))
|
||||
.cartesian_product( bounds.x..(bounds.x + bounds.w));
|
||||
let pixels = pixel_iter.map(
|
||||
|coord| -> Vec3 {
|
||||
let pixel_iter =
|
||||
(bounds.y..(bounds.y + bounds.h)).cartesian_product(bounds.x..(bounds.x + bounds.w));
|
||||
let pixels = pixel_iter
|
||||
.map(|coord| -> Vec3 {
|
||||
sample_pixel(
|
||||
Vec2i{x: coord.1, y: coord.0},
|
||||
Vec2i {
|
||||
x: coord.1,
|
||||
y: coord.0,
|
||||
},
|
||||
scene,
|
||||
properties,
|
||||
img_size,
|
||||
rng,
|
||||
)
|
||||
}
|
||||
).collect();
|
||||
})
|
||||
.collect();
|
||||
Self {
|
||||
_bounds: bounds,
|
||||
pixels
|
||||
pixels,
|
||||
}
|
||||
}
|
||||
pub fn render_line(
|
||||
@@ -128,11 +114,16 @@ impl Tile {
|
||||
rng: &mut SmallRng, // rng utils
|
||||
) -> Self {
|
||||
Tile::render_tile(
|
||||
Rect{ x: 0, y, w: img_size.x, h: 1 },
|
||||
Rect {
|
||||
x: 0,
|
||||
y,
|
||||
w: img_size.x,
|
||||
h: 1,
|
||||
},
|
||||
img_size,
|
||||
scene,
|
||||
properties,
|
||||
rng
|
||||
rng,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
145
src/scene.rs
145
src/scene.rs
@@ -1,9 +1,8 @@
|
||||
|
||||
use crate::primitives::{Vec3, Ray};
|
||||
use crate::primitives::{Ray, Vec3};
|
||||
|
||||
use rand::Rng;
|
||||
use rand::rngs::SmallRng;
|
||||
use rand::distr::Uniform;
|
||||
use rand::rngs::SmallRng;
|
||||
|
||||
pub struct HitRecord {
|
||||
pub p: Vec3,
|
||||
@@ -16,32 +15,45 @@ pub struct HitRecord{
|
||||
impl HitRecord {
|
||||
pub fn set_face_normal(&mut self, r: Ray, outward_normal: Vec3) -> () {
|
||||
self.front_face = Vec3::dot(r.dir, outward_normal) < 0.0;
|
||||
self.normal = if self.front_face { outward_normal } else { -outward_normal };
|
||||
self.normal = if self.front_face {
|
||||
outward_normal
|
||||
} else {
|
||||
-outward_normal
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub enum Hittable {
|
||||
Sphere { center: Vec3, radius: f32, material: Material },
|
||||
HittableList { hittables: Vec<Hittable> }
|
||||
Sphere {
|
||||
center: Vec3,
|
||||
radius: f32,
|
||||
material: Material,
|
||||
},
|
||||
HittableList {
|
||||
hittables: Vec<Hittable>,
|
||||
},
|
||||
}
|
||||
|
||||
impl Hittable {
|
||||
pub fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> Option<HitRecord> {
|
||||
match self {
|
||||
Hittable::HittableList { hittables } => {
|
||||
hittables.iter()
|
||||
.map( |obj| -> Option<HitRecord> {
|
||||
obj.hit(r, t_min, t_max)
|
||||
}).filter(|obj| obj.is_some())
|
||||
Hittable::HittableList { hittables } => hittables
|
||||
.iter()
|
||||
.map(|obj| -> Option<HitRecord> { obj.hit(r, t_min, t_max) })
|
||||
.filter(|obj| obj.is_some())
|
||||
.min_by(|lhs, rhs| {
|
||||
let lhs = lhs.as_ref().unwrap();
|
||||
let rhs = rhs.as_ref().unwrap();
|
||||
lhs.t.partial_cmp(&rhs.t).expect("Couldn't compare??")
|
||||
}).unwrap_or(None)
|
||||
}
|
||||
})
|
||||
.unwrap_or(None),
|
||||
|
||||
Hittable::Sphere { center, radius, material } => {
|
||||
Hittable::Sphere {
|
||||
center,
|
||||
radius,
|
||||
material,
|
||||
} => {
|
||||
let oc = r.orig - *center;
|
||||
let a = r.dir.length_squared();
|
||||
let half_b = Vec3::dot(oc, r.dir);
|
||||
@@ -81,7 +93,6 @@ impl Hittable {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#[derive(Copy, Clone, Debug)]
|
||||
pub enum Material {
|
||||
Lambertian { albedo: Vec3 },
|
||||
@@ -103,7 +114,8 @@ impl Material {
|
||||
let scatter_dir = rec.normal + Vec3::rand_unit_vector(srng);
|
||||
// The compiler might be smart enough to compute this ^^^ just once. In which case,
|
||||
// I don't need to do this weird dance. Oh well. It'll work.
|
||||
let scatter_dir = if scatter_dir.near_zero() { // if near zero,
|
||||
let scatter_dir = if scatter_dir.near_zero() {
|
||||
// if near zero,
|
||||
rec.normal // replace with normal
|
||||
} else {
|
||||
scatter_dir // else preserve current
|
||||
@@ -114,26 +126,27 @@ impl Material {
|
||||
// using them at all)
|
||||
*scattered = Ray {
|
||||
orig: rec.p,
|
||||
dir: scatter_dir
|
||||
dir: scatter_dir,
|
||||
};
|
||||
*attenuation = *albedo; // deref on both sides? Wacky
|
||||
return true;
|
||||
},
|
||||
}
|
||||
Material::Metal { albedo, fuzz } => {
|
||||
let reflected = Vec3::reflect(
|
||||
Vec3::as_unit(ray_in.dir),
|
||||
rec.normal
|
||||
);
|
||||
let reflected = Vec3::reflect(Vec3::as_unit(ray_in.dir), rec.normal);
|
||||
*scattered = Ray {
|
||||
orig: rec.p,
|
||||
dir: reflected + Vec3::rand_in_unit_sphere(srng) * *fuzz,
|
||||
};
|
||||
*attenuation = *albedo;
|
||||
return Vec3::dot(scattered.dir, rec.normal) > 0.0;
|
||||
},
|
||||
}
|
||||
Material::Dielectric { index_refraction } => {
|
||||
*attenuation = Vec3::ones();
|
||||
let refraction_ratio = if rec.front_face { 1.0 / index_refraction } else { *index_refraction };
|
||||
let refraction_ratio = if rec.front_face {
|
||||
1.0 / index_refraction
|
||||
} else {
|
||||
*index_refraction
|
||||
};
|
||||
|
||||
let unit_direction = Vec3::as_unit(ray_in.dir);
|
||||
let cos_theta = Vec3::dot(-unit_direction, rec.normal).min(1.0);
|
||||
@@ -141,17 +154,20 @@ impl Material {
|
||||
|
||||
let cannot_refract = refraction_ratio * sin_theta > 1.0;
|
||||
let distrib_zero_one = Uniform::new(0.0, 1.0).unwrap();
|
||||
let direction = if cannot_refract || Material::reflectance(cos_theta, refraction_ratio) > srng.sample(distrib_zero_one) {
|
||||
let direction = if cannot_refract
|
||||
|| Material::reflectance(cos_theta, refraction_ratio)
|
||||
> srng.sample(distrib_zero_one)
|
||||
{
|
||||
Vec3::reflect(unit_direction, rec.normal)
|
||||
} else {
|
||||
Vec3::refract(unit_direction, rec.normal, refraction_ratio)
|
||||
};
|
||||
*scattered = Ray {
|
||||
orig: rec.p,
|
||||
dir: direction
|
||||
dir: direction,
|
||||
};
|
||||
return true;
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -174,7 +190,8 @@ pub struct Camera {
|
||||
lower_left_corner: Vec3,
|
||||
horizontal: Vec3,
|
||||
vertical: Vec3,
|
||||
u: Vec3, v: Vec3, /*w: Vec3,*/
|
||||
u: Vec3,
|
||||
v: Vec3, /*w: Vec3,*/
|
||||
lens_radius: f32,
|
||||
}
|
||||
|
||||
@@ -186,7 +203,7 @@ impl Camera {
|
||||
vfov: f32,
|
||||
aspect_ratio: f32,
|
||||
aperture: f32,
|
||||
focus_dist: f32
|
||||
focus_dist: f32,
|
||||
) -> Camera {
|
||||
let theta = degrees_to_radians(vfov);
|
||||
let h = (theta / 2.0).tan();
|
||||
@@ -207,7 +224,8 @@ impl Camera {
|
||||
lower_left_corner,
|
||||
horizontal: horiz,
|
||||
vertical: verti,
|
||||
u, v, /* w,*/
|
||||
u,
|
||||
v, /* w,*/
|
||||
lens_radius: aperture / 2.0,
|
||||
}
|
||||
}
|
||||
@@ -216,10 +234,8 @@ impl Camera {
|
||||
let rd = Vec3::rand_in_unit_disk(srng) * self.lens_radius;
|
||||
let offset = self.u * rd.x + self.v * rd.y;
|
||||
|
||||
let dir = self.lower_left_corner
|
||||
+ self.horizontal * s
|
||||
+ self.vertical * t
|
||||
- self.origin - offset;
|
||||
let dir =
|
||||
self.lower_left_corner + self.horizontal * s + self.vertical * t - self.origin - offset;
|
||||
Ray {
|
||||
orig: self.origin + offset,
|
||||
dir,
|
||||
@@ -227,7 +243,6 @@ impl Camera {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
pub struct Scene {
|
||||
pub camera: Camera,
|
||||
pub world: Hittable,
|
||||
@@ -235,10 +250,18 @@ pub struct Scene {
|
||||
|
||||
impl Scene {
|
||||
pub fn random_world(srng: &mut SmallRng) -> Hittable {
|
||||
let mat_ground = Material::Lambertian { albedo: Vec3::new(0.5, 0.5, 0.5) };
|
||||
let mut world = Hittable::HittableList { hittables : Vec::<Hittable>::new() };
|
||||
let mat_ground = Material::Lambertian {
|
||||
albedo: Vec3::new(0.5, 0.5, 0.5),
|
||||
};
|
||||
let mut world = Hittable::HittableList {
|
||||
hittables: Vec::<Hittable>::new(),
|
||||
};
|
||||
|
||||
world.push( Hittable::Sphere { center: Vec3::new(0.0, -1000.0, 0.0), radius: 1000.0, material: mat_ground });
|
||||
world.push(Hittable::Sphere {
|
||||
center: Vec3::new(0.0, -1000.0, 0.0),
|
||||
radius: 1000.0,
|
||||
material: mat_ground,
|
||||
});
|
||||
|
||||
let distrib_zero_one = Uniform::new(0.0, 1.0).unwrap();
|
||||
for a in -11..11 {
|
||||
@@ -250,18 +273,16 @@ impl Scene {
|
||||
z: b as f32 + 0.9 * srng.sample(distrib_zero_one),
|
||||
};
|
||||
if (center - Vec3::new(4.0, 0.2, 0.0)).length() > 0.9 {
|
||||
|
||||
if choose_mat < 0.8 {
|
||||
// diffuse
|
||||
let albedo = Vec3::rand(srng, distrib_zero_one) * Vec3::rand(srng, distrib_zero_one);
|
||||
let albedo =
|
||||
Vec3::rand(srng, distrib_zero_one) * Vec3::rand(srng, distrib_zero_one);
|
||||
let sphere_material = Material::Lambertian { albedo };
|
||||
world.push(
|
||||
Hittable::Sphere {
|
||||
world.push(Hittable::Sphere {
|
||||
center,
|
||||
radius: 0.2,
|
||||
material: sphere_material,
|
||||
}
|
||||
);
|
||||
});
|
||||
} else if choose_mat < 0.95 {
|
||||
// metal
|
||||
let distr_albedo = Uniform::new(0.5, 1.0).unwrap();
|
||||
@@ -270,48 +291,52 @@ impl Scene {
|
||||
let albedo = Vec3::rand(srng, distr_albedo);
|
||||
let fuzz = srng.sample(distr_fuzz);
|
||||
let material = Material::Metal { albedo, fuzz };
|
||||
world.push(
|
||||
Hittable::Sphere {
|
||||
world.push(Hittable::Sphere {
|
||||
center,
|
||||
radius: 0.2,
|
||||
material: material,
|
||||
}
|
||||
);
|
||||
});
|
||||
} else {
|
||||
// glass
|
||||
let material = Material::Dielectric { index_refraction: 1.5 };
|
||||
world.push(
|
||||
Hittable::Sphere{
|
||||
let material = Material::Dielectric {
|
||||
index_refraction: 1.5,
|
||||
};
|
||||
world.push(Hittable::Sphere {
|
||||
center,
|
||||
radius: 0.2,
|
||||
material: material,
|
||||
}
|
||||
);
|
||||
|
||||
});
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let material1 = Material::Dielectric { index_refraction: 1.5 };
|
||||
let material1 = Material::Dielectric {
|
||||
index_refraction: 1.5,
|
||||
};
|
||||
world.push(Hittable::Sphere {
|
||||
center: Vec3::new(0.0, 1.0, 0.0),
|
||||
radius: 1.0,
|
||||
material: material1
|
||||
material: material1,
|
||||
});
|
||||
|
||||
let material2 = Material::Lambertian { albedo: Vec3::new(0.4, 0.2, 0.1) };
|
||||
let material2 = Material::Lambertian {
|
||||
albedo: Vec3::new(0.4, 0.2, 0.1),
|
||||
};
|
||||
world.push(Hittable::Sphere {
|
||||
center: Vec3::new(-4.0, 1.0, 0.0),
|
||||
radius: 1.0,
|
||||
material: material2
|
||||
material: material2,
|
||||
});
|
||||
|
||||
let material3 = Material::Metal { albedo: Vec3::new(0.7, 0.6, 0.5), fuzz: 0.0 };
|
||||
let material3 = Material::Metal {
|
||||
albedo: Vec3::new(0.7, 0.6, 0.5),
|
||||
fuzz: 0.0,
|
||||
};
|
||||
world.push(Hittable::Sphere {
|
||||
center: Vec3::new(4.0, 1.0, 0.0),
|
||||
radius: 1.0,
|
||||
material: material3
|
||||
material: material3,
|
||||
});
|
||||
world
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user