Feat: Simulate depth-of-field
And with that, I'm on to the final render. Chapter 12 closed!
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@@ -14,15 +14,28 @@ use crate::vec3::Vec3;
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use crate::ray::Ray;
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use crate::degrees_to_radians;
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use rand::rngs::SmallRng;
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use rand::distributions::Uniform;
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pub struct Camera {
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pub origin: Vec3,
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pub lower_left_corner: Vec3,
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pub horizontal: Vec3,
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pub vertical: Vec3,
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origin: Vec3,
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lower_left_corner: Vec3,
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horizontal: Vec3,
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vertical: Vec3,
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u: Vec3, v: Vec3, w: Vec3,
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lens_radius: f32,
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}
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impl Camera {
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pub fn new(lookfrom: Vec3, lookat: Vec3, vup: Vec3, vfov: f32, aspect_ratio: f32) -> Camera {
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pub fn new(
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lookfrom: Vec3,
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lookat: Vec3,
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vup: Vec3,
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vfov: f32,
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aspect_ratio: f32,
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aperture: f32,
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focus_dist: f32
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) -> Camera {
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let theta = degrees_to_radians(vfov);
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let h = (theta / 2.0).tan();
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let vp_height = 2.0 * h;
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@@ -33,25 +46,30 @@ impl Camera {
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let v = Vec3::cross(w, u);
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let orig = lookfrom;
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let horiz = u * vp_width;
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let verti = v * vp_height;
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let lower_left_corner = orig - horiz / 2.0 - verti / 2.0 - w;
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let horiz = u * vp_width * focus_dist;
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let verti = v * vp_height * focus_dist;
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let lower_left_corner = orig - horiz / 2.0 - verti / 2.0 - w * focus_dist;
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Camera{
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origin: orig,
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lower_left_corner,
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horizontal: horiz,
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vertical: verti,
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u, v, w,
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lens_radius: aperture / 2.0,
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}
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}
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pub fn get_ray(&self, s: f32, t: f32) -> Ray {
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pub fn get_ray(&self, s: f32, t: f32, srng: &mut SmallRng, distrib: Uniform<f32>) -> Ray {
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let rd = Vec3::rand_in_unit_disk(srng, distrib) * self.lens_radius;
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let offset = self.u * rd.x + self.v * rd.y;
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let dir = self.lower_left_corner
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+ self.horizontal * s
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+ self.vertical * t
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- self.origin;
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- self.origin - offset;
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Ray{
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orig: self.origin,
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orig: self.origin + offset,
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dir,
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}
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}
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21
src/main.rs
21
src/main.rs
@@ -25,8 +25,8 @@ fn main() {
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// image
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let aspect_ratio = 16.0 / 9.0;
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let image = (
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400,
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(400.0 / aspect_ratio) as i32
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1920,
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(1920.0 / aspect_ratio) as i32
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);
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let samples_per_pixel = 100;
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let max_depth = 50;
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@@ -92,12 +92,19 @@ fn main() {
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// camera
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let lookfrom = Vec3::new(3.0, 3.0, 2.0);
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let lookat = Vec3::new(0.0, 0.0, -1.0);
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let vup = Vec3::new(0.0, 1.0, 0.0);
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let dist_to_focus = (lookfrom - lookat).length();
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let aperture = 2.0;
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let cam = Camera::new(
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Vec3::new(-2.0, 2.0, 1.0),
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Vec3::new(0.0, 0.0, -1.0),
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Vec3::new(0.0, 1.0, 0.0),
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lookfrom,
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lookat,
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vup,
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20.0,
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aspect_ratio
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aspect_ratio,
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aperture,
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dist_to_focus
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);
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// render
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@@ -112,7 +119,7 @@ fn main() {
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for _ in 0..samples_per_pixel {
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let u = ((x as f32) + small_rng.sample(distrib_zero_one)) / ((image.0 - 1) as f32);
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let v = ((y as f32) + small_rng.sample(distrib_zero_one)) / ((image.1 - 1) as f32);
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let ray = cam.get_ray(u, v);
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let ray = cam.get_ray(u, v, &mut small_rng, distrib_plusminus_one);
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color+= ray_color(ray, &world, max_depth, &mut small_rng, distrib_plusminus_one);
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}
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println!("{}", color.print_ppm(samples_per_pixel));
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12
src/vec3.rs
12
src/vec3.rs
@@ -61,6 +61,18 @@ impl Vec3{
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}
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}
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pub fn rand_in_unit_disk(srng: &mut SmallRng, distrib: Uniform<f32>) -> Vec3 {
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loop {
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let p = Vec3 {
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x: srng.sample(distrib),
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y: srng.sample(distrib),
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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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}
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}
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pub fn rand_unit_vector(srng: &mut SmallRng, distrib: Uniform<f32>) -> Vec3 {
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return Vec3::as_unit(Vec3::rand_in_unit_sphere(srng, distrib));
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}
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