Mid-Material save point

I get lazy with commits when following guided material. There's a design
challenge to approach, now. I'm saving here so I can revert changes in
case it goes sideways.

Materials are proving to be a little complicated in Rust semantics. The
Ray Tracing in a Weekend book uses shared_ptr's, but Rust doesn't really
like that. I'm doing references with lifetime annotations. Hopefully I
can get that the right way around to work out.

The materials themselves look like reasonable candidates for describing
as Enums. This takes away the ability to add new ones by simply impl'ing
a trait, but that was never gonna happen anyway. The code would be
modified and recompiled. There's no difference in maintenance cost if
that's a new struct impl'ing a trait, or adding enum members.
This commit is contained in:
2023-06-03 09:48:54 -05:00
commit 5cc0b49cd9
8 changed files with 830 additions and 0 deletions

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src/main.rs Normal file
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mod vec3;
mod ray;
mod camera;
mod material;
mod hittable;
mod sphere;
use crate::vec3::Vec3;
use crate::ray::Ray;
use crate::sphere::Sphere;
use crate::hittable::{
Hittable,
HittableList,
};
use crate::camera::Camera;
use rand::{Rng, SeedableRng};
use rand::rngs::SmallRng;
use rand::distributions::Uniform;
fn main() {
// image
let aspect_ratio = 16.0 / 9.0;
let image = (
400,
(400.0 / aspect_ratio) as i32
);
let samples_per_pixel = 100;
let max_depth = 50;
// world
let mut world = HittableList::new();
world.add(
Box::new(
Sphere{
center: Vec3{ x: 0.0, y: 0.0, z: -1.0},
radius: 0.5
material: None,
}
)
);
world.add(
Box::new(
Sphere{
center: Vec3{ x: 0.0, y: -100.5, z: -1.0 },
radius: 100.0,
material: None,
}
)
);
// camera
let cam = Camera::new();
// render
let mut small_rng = SmallRng::from_entropy();
let distrib = Uniform::new(0.0, 1.0);
println!("P3\n{} {}\n255", image.0, image.1);
for y in (0..image.1).rev() {
eprintln!("Scanlines remaining: {}", image.1 - y);
for x in 0..image.0 {
let mut color = Vec3::zero();
for _ in 0..samples_per_pixel {
let u = ((x as f32) + small_rng.sample(distrib)) / ((image.0 - 1) as f32);
let v = ((y as f32) + small_rng.sample(distrib)) / ((image.1 - 1) as f32);
let ray = cam.get_ray(u, v);
color+= ray_color(ray, &world, max_depth, &mut small_rng, distrib);
}
println!("{}", color.print_ppm(samples_per_pixel));
}
}
eprintln!("Done!");
}
fn ray_color(r: Ray, world: &HittableList, depth: u32, srng: &mut SmallRng, distrib: Uniform<f32> ) -> Vec3 {
// recursion depth guard
if depth == 0 {
return Vec3::new(0.0, 0.0, 0.0);
}
if let Some(rec) = world.hit(r, 0.001, f32::INFINITY){
let target = rec.p + rec.normal + Vec3::rand_unit_vector(srng, distrib);
return ray_color(
Ray{
orig: rec.p,
dir: target - rec.p,
},
world, depth, srng, distrib
) * 0.5;
}
let unitdir = Vec3::as_unit(&r.dir);
let t = 0.5 * (unitdir.y + 1.0);
return Vec3::ones() * (1.0 - t) + Vec3::new(0.5, 0.7, 1.0) * t
}
fn degrees_to_radians(degrees: f32) -> f32 {
degrees * std::f32::consts::PI / 180.0
}
fn hit_sphere(center: Vec3, radius: f32, ray: &Ray) -> f32{
let oc = ray.orig - center;
let a = ray.dir.length_squared();
let half_b = Vec3::dot(oc, ray.dir);
let c = oc.length_squared() - radius*radius;
let discriminant = half_b*half_b - a*c;
if discriminant < 0.0 {
return -1.0;
} else {
return (-half_b - discriminant.sqrt()) / a;
}
}