11 Commits

Author SHA1 Message Date
78ed28a334 Split crate into lib and bin chunks
I'm going to be doing some silly WASM and ES Module stuff here shortly,
so I need a cdylib. This means I'll need the crate to actually have a
library in it.
2025-11-11 17:09:24 -06:00
6614b32969 Delete the example images 2025-11-11 17:09:15 -06:00
49569528fa Mark v1, release under AGPL-3.0 license
I'm marking v1 here before I make any more changes. I would have liked
to make v1 the last change I made when finishing the Ray Tracing in One
Weekend book, but I did not.

The project shall be AGPL v3-only. I'm indicating this both in a LICENSE
file and in the Cargo.toml's project.license table because not all tools
understand both pathways.
2025-11-11 17:01:47 -06:00
309931b7f6 Replace util ctor's with constants
I don't need functions to create new vectors, I just want a constant
that I can clone. The compiler probably does the same thing in both
cases, but this is more semantically accurate to that goal.
2025-08-20 10:31:03 -05:00
83fa670d35 Remove these extra brackets
I don't know why I put them there, and I'm not going to `git bisect` to
figure it out. They're just going away.
2025-08-20 10:15:30 -05:00
46f6784256 Run fixes recommended by cargo-clippy 2025-08-19 18:26:41 -05:00
fcb9ad2dd2 Check-in a default Cargo .gitignore
I guess I didn't use `cargo new` or `cargo init` at any point. Strange;
2025-08-19 18:23:08 -05:00
34a828fe67 autoformat the project 2025-08-19 18:21:51 -05:00
05add1efca Fix imports and Uniform creation usage in rand
Rand v0.9 made the `Uniform::new()` function fallible, but I'm going to
keep assuming these always work and just `.unwrap()` the Result.

It also renamed the distribution module, for some reason.
2025-03-01 12:57:57 -06:00
8548e4e322 Update dependency versions
It's been a couple years and there are new versions of these libraries.
Bump and relax constraints (I don't need exact patch levels, that's what
a lockfile is for).
2025-03-01 12:56:36 -06:00
c8726a4d9a Bump edition to 2024 in Cargo.toml 2025-03-01 12:32:33 -06:00
17 changed files with 1133 additions and 468 deletions

1
.gitignore vendored Normal file
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/target

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[package]
name = "rustpt"
version = "0.1.0"
edition = "2021"
version = "1.0.0"
edition = "2024"
license = "AGPL-3.0-only"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
rand = { version = "0.8.5", features = ["small_rng"] }
itertools = { version = "0.11.0" }
rand = { version = "0.9", features = ["small_rng"] }
itertools = { version = "0.14" }

661
LICENSE Normal file
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17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If your software can interact with users remotely through a computer
network, you should also make sure that it provides a way for users to
get its source. For example, if your program is a web application, its
interface could display a "Source" link that leads users to an archive
of the code. There are many ways you could offer source, and different
solutions will be better for different programs; see section 13 for the
specific requirements.
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU AGPL, see
<https://www.gnu.org/licenses/>.

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3
src/lib.rs Normal file
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@@ -0,0 +1,3 @@
pub mod primitives;
pub mod renderer;
pub mod scene;

View File

@@ -1,37 +1,22 @@
use rustpt::primitives::{Vec2i, Vec3};
use rustpt::scene::{Camera, Scene};
mod primitives;
mod scene;
mod renderer;
use crate::primitives::{
Vec2i,
Vec3,
};
use crate::scene::{
Camera,
Scene
};
use crate::renderer::{
Tile,
RenderProperties,
};
use rustpt::renderer::{RenderProperties, Tile};
use rand::SeedableRng;
use rand::rngs::SmallRng;
fn main() {
// image
let aspect_ratio = 3.0 / 2.0;
let image = Vec2i {
x: 400,
y: (400.0 / aspect_ratio) as i32
y: (400.0 / aspect_ratio) as i32,
};
let render_config = RenderProperties {
samples: 10,
bounces: 50
bounces: 50,
};
// random generator
@@ -40,21 +25,21 @@ fn main() {
// Scene (now includes camera)
let scene = Scene {
camera: Camera::new(
Vec3::new(13.0, 2.0, 3.0), // lookfrom
Vec3::zero(), // lookat
Vec3::new(0.0, 1.0, 0.0), // vup
Vec3::new(13.0, 2.0, 3.0), // lookfrom
Vec3::ZERO, // lookat
Vec3::UP, // vup
20.0,
aspect_ratio,
0.1, // aperture
aspect_ratio,
0.1, // aperture
10.0, // dist_to_focus
),
world: Scene::random_world(&mut small_rng)
world: Scene::random_world(&mut small_rng),
};
// render
// The render loop should now be a job submission mechanism
// Iterate lines, submitting them as tasks to the thread.
println!("P3\n{} {}\n255", image.x, image.y);
println!("P3\n{} {}\n255", image.x, image.y);
// TILE BASED RENDERER
// let tile = Tile::render_tile(
// Rect { x: 0, y: 0, w: image.x, h: image.y },

View File

@@ -1,106 +1,110 @@
use std::ops::{
Add,
AddAssign,
Sub,
SubAssign,
Mul,
MulAssign,
Div,
DivAssign,
Neg,
};
use std::fmt;
use std::fmt::Display;
use std::ops::{Add, AddAssign, Div, DivAssign, Mul, MulAssign, Neg, Sub, SubAssign};
use rand::Rng;
use rand::distr::Uniform;
use rand::rngs::SmallRng;
use rand::distributions::Uniform;
pub type Vec2i = Vec2<i32>;
pub type Vec2f = Vec2<f32>;
#[derive (Clone, Copy, PartialEq, PartialOrd, Debug)]
pub struct Vec2<T>{
#[derive(Clone, Copy, PartialEq, PartialOrd, Debug)]
pub struct Vec2<T> {
pub x: T,
pub y: T,
}
impl Vec2<f32> {
pub fn zero() -> Vec2<f32> {
Vec2{ x: 0.0, y: 0.0 }
Vec2 { x: 0.0, y: 0.0 }
}
pub fn ones() -> Vec2<f32> {
Vec2{ x: 1.0, y: 1.0 }
Vec2 { x: 1.0, y: 1.0 }
}
pub fn rand(srng: &mut SmallRng, distrib: Uniform<f32>) -> Vec2<f32> {
Vec2 { x: srng.sample(distrib), y: srng.sample(distrib) }
Vec2 {
x: srng.sample(distrib),
y: srng.sample(distrib),
}
}
}
impl <T> Vec2<T>
where T: std::ops::Mul{
impl<T> Vec2<T>
where
T: std::ops::Mul,
{
pub fn new(x: T, y: T) -> Vec2<T> {
Vec2{x, y}
Vec2 { x, y }
}
}
impl <T> Add for Vec2 <T>
where T: std::ops::Add<Output = T>{
impl<T> Add for Vec2<T>
where
T: std::ops::Add<Output = T>,
{
type Output = Vec2<T>;
fn add(self, other: Vec2<T>) -> Vec2<T> {
Vec2 { x: self.x + other.x, y: self.y + other.y }
Vec2 {
x: self.x + other.x,
y: self.y + other.y,
}
}
}
impl <T> Mul for Vec2<T>
where T: std::ops::Mul<Output = T>{
impl<T> Mul for Vec2<T>
where
T: std::ops::Mul<Output = T>,
{
type Output = Vec2<T>;
fn mul(self, other: Vec2<T>) -> Vec2<T> {
Vec2 {
x: self.x * other.x,
y: self.y * other.y
y: self.y * other.y,
}
}
}
impl Div<f32> for Vec2<f32>{
impl Div<f32> for Vec2<f32> {
type Output = Vec2<f32>;
fn div(self, other: f32) -> Vec2<f32> {
Vec2 {
x: 1.0/other * self.x,
y: 1.0/other * self.y
x: 1.0 / other * self.x,
y: 1.0 / other * self.y,
}
}
}
impl Div<i32> for Vec2<i32>{
impl Div<i32> for Vec2<i32> {
type Output = Vec2<i32>;
fn div(self, other: i32) -> Vec2<i32> {
Vec2 {
x: self.x / other,
y: self.y / other
y: self.y / other,
}
}
}
impl <T> Div<Vec2<T>> for Vec2<T>
where T: std::ops::Div<Output = T>{
impl<T> Div<Vec2<T>> for Vec2<T>
where
T: std::ops::Div<Output = T>,
{
type Output = Vec2<T>;
fn div(self, other: Vec2<T>) -> Vec2<T> {
Vec2 {
x: self.x / other.x,
y: self.y / other.y
y: self.y / other.y,
}
}
}
impl <T> Display for Vec2<T>
where T: Display { // nested type still needs to have Display
impl<T> Display for Vec2<T>
where
T: Display,
{
// nested type still needs to have Display
fn fmt(&self, fmt: &mut fmt::Formatter) -> fmt::Result {
let str = format!("{} {}", self.x, self.y);
fmt.write_str(&str)
@@ -108,35 +112,38 @@ where T: Display { // nested type still needs to have Display
}
#[derive(Copy, Clone, PartialEq, PartialOrd, Debug)]
pub struct Vec3{
pub x: f32,
pub y: f32,
pub z: f32,
pub struct Vec3 {
pub x: f32,
pub y: f32,
pub z: f32,
}
impl Vec3{
pub fn new(x: f32, y: f32, z: f32) -> Vec3{
Vec3{x, y, z}
}
pub fn zero() -> Vec3{
Vec3{
x: 0.0,
y: 0.0,
z: 0.0,
}
impl Vec3 {
pub fn new(x: f32, y: f32, z: f32) -> Vec3 {
Vec3 { x, y, z }
}
pub fn ones() -> Vec3{
Vec3 {
x: 1.0,
y: 1.0,
z: 1.0
}
}
pub const ZERO: Self = Vec3 {
x: 0.0,
y: 0.0,
z: 0.0,
};
pub const ONES: Self = Vec3 {
x: 1.0,
y: 1.0,
z: 1.0,
};
/// "Up" is considered to be positive-y
pub const UP: Self = Vec3 {
x: 0.0,
y: 1.0,
z: 0.0,
};
pub fn rand(srng: &mut SmallRng, distrib: Uniform<f32>) -> Vec3 {
Vec3{
Vec3 {
x: srng.sample(distrib),
y: srng.sample(distrib),
z: srng.sample(distrib),
@@ -144,11 +151,14 @@ impl Vec3{
}
pub fn rand_in_unit_sphere(srng: &mut SmallRng) -> Vec3 {
let distrib = Uniform::new(-1.0, 1.0);
let distrib = Uniform::new(-1.0, 1.0).unwrap();
loop {
let p = Vec3::rand(srng, distrib);
if p.length_squared() >= 1.0 { continue; }
else { return p; }
if p.length_squared() >= 1.0 {
continue;
} else {
return p;
}
}
}
@@ -156,55 +166,54 @@ impl Vec3{
let distrib = Uniform::new(-1.0, 1.0);
loop {
let p = Vec3 {
x: srng.sample(distrib),
y: srng.sample(distrib),
x: srng.sample(distrib.unwrap()),
y: srng.sample(distrib.unwrap()),
z: 0.0,
};
if p.length_squared() >= 1.0 { continue; }
else { return p; }
if p.length_squared() >= 1.0 {
continue;
} else {
return p;
}
}
}
pub fn rand_unit_vector(srng: &mut SmallRng) -> Vec3 {
return Vec3::as_unit(Vec3::rand_in_unit_sphere(srng));
Vec3::as_unit(Vec3::rand_in_unit_sphere(srng))
}
pub fn length(&self) -> f32 {
self.length_squared().sqrt()
}
pub fn length(&self) -> f32 {
self.length_squared().sqrt()
}
pub fn length_squared(&self) -> f32 {
(self.x * self.x) + (self.y * self.y) + (self.z * self.z)
}
pub fn length_squared(&self) -> f32 {
(self.x * self.x) + (self.y * self.y) + (self.z * self.z)
}
// roughly equivalent to the `void write_color(...)` in the book
pub fn print_ppm(&self, samples_per_pixel: u32) -> String {
let scale = 1.0 / samples_per_pixel as f32;
// now with gamma correction
let r = (self.x * scale).sqrt();
let g = (self.y * scale).sqrt();
let b = (self.z * scale).sqrt();
let ir = (r.clamp( 0.0, 0.999) * 256.0) as i32;
let ig = (g.clamp( 0.0, 0.999) * 256.0) as i32;
let ib = (b.clamp( 0.0, 0.999) * 256.0) as i32;
let ir = (r.clamp(0.0, 0.999) * 256.0) as i32;
let ig = (g.clamp(0.0, 0.999) * 256.0) as i32;
let ib = (b.clamp(0.0, 0.999) * 256.0) as i32;
format!("{} {} {}", ir, ig, ib)
}
pub fn near_zero(&self) -> bool {
let epsilon: f32 = 1e-4;
return
self.x.abs() < epsilon &&
self.y.abs() < epsilon &&
self.z.abs() < epsilon
self.x.abs() < epsilon && self.y.abs() < epsilon && self.z.abs() < epsilon
}
pub fn reflect(v: Vec3, n: Vec3) -> Vec3 {
return v - n * Vec3::dot(v, n) * 2.0;
v - n * Vec3::dot(v, n) * 2.0
}
pub fn refract(uv: Vec3, n: Vec3, etai_over_etat: f32) -> Vec3 {
let cos_theta = Vec3::dot(-uv, n).min(1.0);
let r_out_perp = (uv + n * cos_theta) * etai_over_etat;
@@ -212,156 +221,153 @@ impl Vec3{
r_out_perp + r_out_parallel
}
pub fn dot(left: Vec3, right: Vec3) -> f32{
left.x * right.x +
left.y * right.y +
left.z * right.z
pub fn dot(left: Vec3, right: Vec3) -> f32 {
left.x * right.x + left.y * right.y + left.z * right.z
}
pub fn cross(u: Vec3, v: Vec3) -> Vec3{
Vec3{
pub fn cross(u: Vec3, v: Vec3) -> Vec3 {
Vec3 {
x: u.y * v.z - u.z * v.y,
y: u.z * v.x - u.x * v.z,
z: u.x * v.y - u.y * v.x
z: u.x * v.y - u.y * v.x,
}
}
pub fn as_unit(v: Vec3) -> Vec3 {
let len = v.length();
v / len
}
}
impl Add for Vec3 {
type Output = Vec3;
fn add(self, other: Vec3) -> Vec3 {
Vec3{
x: self.x + other.x,
y: self.y + other.y,
z: self.z + other.z,
}
}
type Output = Vec3;
fn add(self, other: Vec3) -> Vec3 {
Vec3 {
x: self.x + other.x,
y: self.y + other.y,
z: self.z + other.z,
}
}
}
impl AddAssign for Vec3 {
fn add_assign(&mut self, other: Vec3){
*self = Self {
x: self.x + other.x,
y: self.y + other.y,
z: self.z + other.z
};
}
fn add_assign(&mut self, other: Vec3) {
*self = Self {
x: self.x + other.x,
y: self.y + other.y,
z: self.z + other.z,
};
}
}
impl Sub for Vec3 {
type Output = Vec3;
fn sub(self, other: Vec3) -> Vec3 {
Vec3 {
x: self.x - other.x,
y: self.y - other.y,
z: self.z - other.z,
}
}
type Output = Vec3;
fn sub(self, other: Vec3) -> Vec3 {
Vec3 {
x: self.x - other.x,
y: self.y - other.y,
z: self.z - other.z,
}
}
}
impl SubAssign for Vec3 {
fn sub_assign(&mut self, other: Vec3){
*self = Self {
x: self.x - other.x,
y: self.y - other.y,
z: self.z - other.z
};
}
fn sub_assign(&mut self, other: Vec3) {
*self = Self {
x: self.x - other.x,
y: self.y - other.y,
z: self.z - other.z,
};
}
}
impl Mul<Vec3> for Vec3 {
type Output = Vec3;
fn mul(self, other: Vec3) -> Vec3 {
Vec3 {
x: self.x * other.x,
y: self.y * other.y,
z: self.z * other.z,
}
}
type Output = Vec3;
fn mul(self, other: Vec3) -> Vec3 {
Vec3 {
x: self.x * other.x,
y: self.y * other.y,
z: self.z * other.z,
}
}
}
impl Mul<f32> for Vec3{
type Output = Vec3;
fn mul(self, other: f32) -> Vec3 {
Vec3 {
x: self.x * other,
y: self.y * other,
z: self.z * other,
}
}
impl Mul<f32> for Vec3 {
type Output = Vec3;
fn mul(self, other: f32) -> Vec3 {
Vec3 {
x: self.x * other,
y: self.y * other,
z: self.z * other,
}
}
}
impl MulAssign<Vec3> for Vec3 {
fn mul_assign(&mut self, other: Vec3){
*self = Self {
x: self.x * other.x,
y: self.y * other.y,
z: self.z * other.z
};
}
fn mul_assign(&mut self, other: Vec3) {
*self = Self {
x: self.x * other.x,
y: self.y * other.y,
z: self.z * other.z,
};
}
}
impl MulAssign<f32> for Vec3{
fn mul_assign(&mut self, other: f32){
*self = Self {
x: self.x * other,
y: self.y * other,
z: self.z * other
};
}
impl MulAssign<f32> for Vec3 {
fn mul_assign(&mut self, other: f32) {
*self = Self {
x: self.x * other,
y: self.y * other,
z: self.z * other,
};
}
}
impl Div<Vec3> for Vec3 {
type Output = Vec3;
fn div(self, other: Vec3) -> Vec3 {
Vec3 {
x: self.x / other.x,
y: self.y / other.y,
z: self.z / other.z,
}
}
type Output = Vec3;
fn div(self, other: Vec3) -> Vec3 {
Vec3 {
x: self.x / other.x,
y: self.y / other.y,
z: self.z / other.z,
}
}
}
impl Div<f32> for Vec3 {
type Output = Vec3;
fn div(self, other: f32) -> Vec3 {
Vec3 {
x: 1.0/other * self.x,
y: 1.0/other * self.y,
z: 1.0/other * self.z,
}
}
type Output = Vec3;
fn div(self, other: f32) -> Vec3 {
Vec3 {
x: 1.0 / other * self.x,
y: 1.0 / other * self.y,
z: 1.0 / other * self.z,
}
}
}
impl DivAssign<Vec3> for Vec3 {
fn div_assign(&mut self, other: Vec3){
*self = Self {
x: self.x / other.x,
y: self.y / other.y,
z: self.z / other.z
};
}
fn div_assign(&mut self, other: Vec3) {
*self = Self {
x: self.x / other.x,
y: self.y / other.y,
z: self.z / other.z,
};
}
}
impl DivAssign<f32> for Vec3 {
fn div_assign(&mut self, other: f32){
*self = Self {
x: self.x / other,
y: self.y / other,
z: self.z / other
};
}
fn div_assign(&mut self, other: f32) {
*self = Self {
x: self.x / other,
y: self.y / other,
z: self.z / other,
};
}
}
impl Neg for Vec3{
impl Neg for Vec3 {
type Output = Self;
fn neg(self) -> Self::Output {
Vec3{
Vec3 {
x: -self.x,
y: -self.y,
z: -self.z,
@@ -370,27 +376,26 @@ impl Neg for Vec3{
}
impl Display for Vec3 {
fn fmt(&self, fmt: &mut fmt::Formatter) -> fmt::Result {
let str = format!("{} {} {}", self.x, self.y, self.z);
fmt.write_str(&str)?;
Ok(())
}
fn fmt(&self, fmt: &mut fmt::Formatter) -> fmt::Result {
let str = format!("{} {} {}", self.x, self.y, self.z);
fmt.write_str(&str)?;
Ok(())
}
}
#[derive(Copy, Clone)]
pub struct Ray{
pub struct Ray {
pub orig: Vec3,
pub dir: Vec3,
}
impl Ray{
impl Ray {
pub fn at(&self, t: f32) -> Vec3 {
self.orig + self.dir*t
self.orig + self.dir * t
}
}
#[derive (Copy, Clone)]
#[derive(Copy, Clone)]
pub struct Rect {
pub x: i32,
pub y: i32,
@@ -398,11 +403,11 @@ pub struct Rect {
pub h: i32,
}
impl Rect{
impl Rect {
pub fn pos(&self) -> Vec2i {
Vec2i {
x: self.x,
y: self.y,
y: self.y,
}
}
@@ -415,188 +420,188 @@ impl Rect{
}
#[cfg(test)]
mod test{
mod test {
use super::*;
#[test]
fn test_add(){
fn test_add() {
let v1 = Vec3::new(1.0, 1.0, 0.0);
let v2 = Vec3::new(0.0, 0.0, 1.0);
let expected = Vec3::new(1.0, 1.0, 1.0);
assert_eq!( v1+v2, expected );
assert_eq!(v1 + v2, expected);
}
#[test]
fn test_add_assign(){
fn test_add_assign() {
let mut v1 = Vec3::new(0.0, 1.0, 1.0);
let v2 = Vec3::new(1.0, 0.0, 0.0);
let expected = Vec3::new(1.0, 1.0, 1.0);
v1+=v2;
assert_eq!( v1, expected );
v1 += v2;
assert_eq!(v1, expected);
}
#[test]
fn test_sub(){
fn test_sub() {
let v1 = Vec3::new(1.0, 1.0, 0.0);
let v2 = Vec3::new(0.0, 0.0, 1.0);
let expected = Vec3::new(1.0, 1.0, -1.0);
assert_eq!( v1-v2, expected );
assert_eq!(v1 - v2, expected);
}
#[test]
fn test_sub_assign(){
fn test_sub_assign() {
let mut v1 = Vec3::new(0.0, 1.0, 1.0);
let v2 = Vec3::new(1.0, 0.0, 0.0);
let expected = Vec3::new(-1.0, 1.0, 1.0);
v1-=v2;
assert_eq!( v1, expected );
v1 -= v2;
assert_eq!(v1, expected);
}
#[test]
fn test_mul_vec(){
fn test_mul_vec() {
let v1 = Vec3::new(0.1, 0.5, 0.7);
let v2 = Vec3::new(1.0, 2.0, 1.0);
let expected = Vec3::new(0.1, 1.0, 0.7);
assert_eq!( v1*v2, expected );
assert_eq!(v1 * v2, expected);
}
#[test]
fn test_mul_float(){
fn test_mul_float() {
let v1 = Vec3::new(0.1, 0.5, 0.7);
let f1 = 0.5;
let expected = Vec3::new(0.05, 0.25, 0.35);
assert_eq!( v1*f1, expected );
assert_eq!(v1 * f1, expected);
}
#[test]
fn test_mul_vec_assign(){
fn test_mul_vec_assign() {
let mut v1 = Vec3::new(0.1, 0.5, 0.7);
let v2 = Vec3::new(1.0, 2.0, 1.0);
let expected = Vec3::new(0.1, 1.0, 0.7);
v1*=v2;
assert_eq!( v1, expected );
v1 *= v2;
assert_eq!(v1, expected);
}
#[test]
fn test_mul_float_assign(){
fn test_mul_float_assign() {
let mut v1 = Vec3::new(0.1, 0.5, 0.7);
let f1 = 0.5;
let expected = Vec3::new(0.05, 0.25, 0.35);
v1*=f1;
assert_eq!( v1, expected );
v1 *= f1;
assert_eq!(v1, expected);
}
#[test]
fn test_div_vec(){
fn test_div_vec() {
let v1 = Vec3::new(0.1, 0.5, 0.7);
let v2 = Vec3::new(0.5, 2.0, 1.0);
let expected = Vec3::new(0.2, 0.25, 0.7);
assert_eq!( v1/v2, expected );
assert_eq!(v1 / v2, expected);
}
#[test]
fn test_div_float(){
fn test_div_float() {
let v1 = Vec3::new(0.1, 0.5, 0.7);
let f1 = 0.5;
let expected = Vec3::new(0.2, 1.0, 1.4);
assert_eq!( v1/f1, expected );
assert_eq!(v1 / f1, expected);
}
#[test]
fn test_div_vec_assign(){
fn test_div_vec_assign() {
let mut v1 = Vec3::new(0.1, 0.5, 0.7);
let v2 = Vec3::new(1.0, 2.0, 1.0);
let expected = Vec3::new(0.1, 0.25, 0.7);
v1/=v2;
assert_eq!( v1, expected );
v1 /= v2;
assert_eq!(v1, expected);
}
#[test]
fn test_div_float_assign(){
fn test_div_float_assign() {
let mut v1 = Vec3::new(0.1, 0.5, 0.7);
let f1 = 0.5;
let expected = Vec3::new(0.2, 1., 1.4);
v1/=f1;
assert_eq!( v1, expected );
v1 /= f1;
assert_eq!(v1, expected);
}
#[test]
fn test_length_squared(){
fn test_length_squared() {
let v = Vec3::new(2.0, 0.0, 2.0);
let len = v.length_squared();
assert_eq!(len, 8.0);
}
#[test]
fn test_length(){
fn test_length() {
let v = Vec3::new(3.0, 4.0, 0.0);
let len = v.length();
assert_eq!(len, 5.0)
}
#[test]
fn test_dot_perpendicular(){
fn test_dot_perpendicular() {
let v1 = Vec3::new(1.0, 0.0, 0.0);
let v2 = Vec3::new(0.0, 1.0, 0.0);
assert_eq!(Vec3::dot(v1, v2), 0.0);
}
#[test]
fn test_dot_parallel(){
fn test_dot_parallel() {
let v1 = Vec3::new(1.0, 0.0, 0.0);
let v2 = Vec3::new(1.0, 0.0, 0.0);
assert_eq!(Vec3::dot(v1, v2), 1.0);
}
#[test]
fn test_dot_acute(){
fn test_dot_acute() {
let v1 = Vec3::new(1.0, 1.0, 0.0);
let v2 = Vec3::new(0.5, 1.0, 0.0);
assert_eq!(Vec3::dot(v1, v2), 1.5);
}
#[test]
fn test_dot_obtuse(){
fn test_dot_obtuse() {
let v1 = Vec3::new(1.0, 1.0, 0.0);
let v2 = Vec3::new(0.5, -1.0, 0.0);
assert_eq!(Vec3::dot(v1, v2), -0.5);
}
#[test]
fn test_cross_perpendicular(){
fn test_cross_perpendicular() {
let v1 = Vec3::new(1.0, 0.0, 0.0);
let v2 = Vec3::new(0.0, 1.0, 0.0);
let expected = Vec3::new(0.0, 0.0, 1.0);
assert_eq!(Vec3::cross(v1, v2), expected);
}
#[test]
fn test_cross_parallel(){
fn test_cross_parallel() {
let v1 = Vec3::new(1.0, 0.0, 0.0);
let v2 = Vec3::new(1.0, 0.0, 0.0);
@@ -606,7 +611,7 @@ mod test{
}
#[test]
fn test_cross_111(){
fn test_cross_111() {
let v1 = Vec3::new(1.0, 1.0, 1.0);
let v2 = Vec3::new(0.0, 1.0, 0.0);
@@ -616,32 +621,32 @@ mod test{
}
#[test]
fn test_unit_shorten(){
fn test_unit_shorten() {
let v = Vec3::new(2.0, 0.0, 0.0);
let expected = Vec3::new(1.0, 0.0, 0.0);
assert_eq!(Vec3::as_unit(v), expected);
}
#[test]
fn test_unit_lengthen(){
fn test_unit_lengthen() {
let v = Vec3::new(0.5, 0.0, 0.0);
let expected = Vec3::new(1.0, 0.0, 0.0);
assert_eq!(Vec3::as_unit(v), expected);
}
#[test]
fn test_unit_111(){
fn test_unit_111() {
let v = Vec3::new(1.0, 1.0, 1.0);
let expected = Vec3::new(0.577350269,0.577350269,0.577350269);
let expected = Vec3::new(0.577350269, 0.577350269, 0.577350269);
assert!(Vec3::as_unit(v) <= expected * 1.001); // within very small under-estimate
assert!(Vec3::as_unit(v) >= expected * 0.999); // within very small over-estimate
}
#[test]
fn test_reflect_flat(){
fn test_reflect_flat() {
let ray = Vec3::new(1.0, 0.0, 0.0);
let normal = Vec3::new(-1.0, 0.0, 0.0);
@@ -649,24 +654,22 @@ mod test{
let expected = Vec3::new(-1.0, 0.0, 0.0);
assert!(refl == expected);
}
#[test]
fn test_reflect_flat_back(){
fn test_reflect_flat_back() {
let ray = Vec3::new(1.0, 0.0, 0.0);
let normal = Vec3::new(1.0, 0.0, 0.0);
let refl = Vec3::reflect(ray, normal);
let expected = Vec3::new(-1.0, 0.0, 0.0);
assert!(refl == expected);
}
#[test]
fn test_reflect_45(){
fn test_reflect_45() {
let ray = Vec3::new(1.0, 0.0, 0.0);
let normal = Vec3::as_unit(Vec3::new(-1.0, 1.0, 0.0));
let refl = Vec3::reflect(ray, normal);
let expected = Vec3::new(0.0, 1.0, 0.0);
let diff = refl - expected;
@@ -675,15 +678,12 @@ mod test{
}
#[test]
fn check_lerp(){
let ray = Ray{
fn check_lerp() {
let ray = Ray {
orig: Vec3::new(0.0, 0.0, 0.0),
dir: Vec3::new(1.0, 1.0, 0.0)
dir: Vec3::new(1.0, 1.0, 0.0),
};
let half = ray.at(0.5);
assert_eq!(
half,
Vec3::new(0.5, 0.5, 0.0)
);
assert_eq!(half, Vec3::new(0.5, 0.5, 0.0));
}
}

View File

@@ -1,21 +1,15 @@
use crate::primitives::{
Vec2i,
Vec2f,
Vec3,
Ray,
Rect,
};
use crate::scene::{
Hittable,
Scene,
};
use crate::primitives::{Ray, Rect, Vec2f, Vec2i, Vec3};
use crate::scene::{Hittable, Scene};
use rand::rngs::SmallRng;
use itertools::{self, Itertools};
const SKY_COLOR: Vec3 = Vec3 { x: 0.5, y: 0.7, z: 1.0};
const SKY_COLOR: Vec3 = Vec3 {
x: 0.5,
y: 0.7,
z: 1.0,
};
pub struct RenderProperties {
pub samples: u32, // samples are averaged results over a pixel
@@ -28,65 +22,52 @@ fn to_uv(coord: Vec2i, img_size: Vec2i) -> Vec2f {
Vec2f::new(u, v)
}
fn ray_color(
r: Ray, surface: &Hittable, depth: u32,
rng: &mut SmallRng,
) -> Vec3 {
fn ray_color(r: Ray, surface: &Hittable, depth: u32, rng: &mut SmallRng) -> Vec3 {
// recursion guard
if depth == 0 {
return Vec3::zero();
return Vec3::ZERO;
}
// cast a ray, interrogate hit record
if let Some(record) = surface.hit(r, 0.001, f32::INFINITY){
if let Some(record) = surface.hit(r, 0.001, f32::INFINITY) {
let mut scattered = Ray {
orig: Vec3::zero(),
dir: Vec3::zero(),
orig: Vec3::ZERO,
dir: Vec3::ZERO,
};
let mut attenuation = Vec3::zero();
if record.material.scatter(
r,
&record,
&mut attenuation,
&mut scattered,
rng
) {
return attenuation * ray_color(
scattered, surface, depth-1, rng
);
let mut attenuation = Vec3::ZERO;
if record
.material
.scatter(r, &record, &mut attenuation, &mut scattered, rng)
{
return attenuation * ray_color(scattered, surface, depth - 1, rng);
}
} // TODO: explicit else block
// Rust gets angry about the inner if{} block because it evaluates to ()
// when the else path is taken. This is a problem for a function
// that returns Vec3 and not ().
{ // when nothing is struck, return sky color
let unitdir = Vec3::as_unit(r.dir);
let t = 0.5 * (unitdir.y + 1.0);
return Vec3::ones() * (1.0 - t) + SKY_COLOR * t
}
// when nothing is struck, return sky color
let unitdir = Vec3::as_unit(r.dir);
let t = 0.5 * (unitdir.y + 1.0);
Vec3::ONES * (1.0 - t) + SKY_COLOR * t
}
fn sample_pixel(
coord: Vec2i, // location in image/screen space
scene: &Scene, // scene we're drawing
coord: Vec2i, // location in image/screen space
scene: &Scene, // scene we're drawing
render_props: &RenderProperties,
img_size: Vec2i,
// Supplied by the execution environment (the thread)
rng: &mut SmallRng,
) -> Vec3{
(0..render_props.samples)
.fold(
Vec3::zero(),
|color, _sample| -> Vec3 {
let uv = to_uv(coord, img_size);
let ray = scene.camera.get_ray(uv.x, uv.y, rng);
if ray.dir.x.is_nan() {
panic!("Ray dir.x is NAN");
}
color + ray_color(ray, &scene.world, render_props.bounces, rng)
) -> Vec3 {
(0..render_props.samples).fold(Vec3::ZERO, |color, _sample| -> Vec3 {
let uv = to_uv(coord, img_size);
let ray = scene.camera.get_ray(uv.x, uv.y, rng);
if ray.dir.x.is_nan() {
panic!("Ray dir.x is NAN");
}
)
color + ray_color(ray, &scene.world, render_props.bounces, rng)
})
}
pub struct Tile {
@@ -96,28 +77,31 @@ pub struct Tile {
impl Tile {
pub fn render_tile(
bounds: Rect, // bounds of the region to render
img_size: Vec2i, // final image resolution (needed for proper UV mapping)
bounds: Rect, // bounds of the region to render
img_size: Vec2i, // final image resolution (needed for proper UV mapping)
scene: &Scene,
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 +112,16 @@ 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,
)
}
}

View File

@@ -1,11 +1,10 @@
use crate::primitives::{Vec3, Ray};
use crate::primitives::{Ray, Vec3};
use rand::Rng;
use rand::distr::Uniform;
use rand::rngs::SmallRng;
use rand::distributions::Uniform;
pub struct HitRecord{
pub struct HitRecord {
pub p: Vec3,
pub normal: Vec3,
pub material: Material,
@@ -13,40 +12,53 @@ pub struct HitRecord{
pub front_face: bool,
}
impl HitRecord{
pub fn set_face_normal(&mut self, r: Ray, outward_normal: Vec3) -> (){
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)]
#[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);
let c = oc.length_squared() - radius * radius;
let discriminant = half_b*half_b - a*c;
let discriminant = half_b * half_b - a * c;
if discriminant < 0.0 {
return None;
@@ -61,7 +73,7 @@ impl Hittable {
return None;
}
}
let mut record = HitRecord{
let mut record = HitRecord {
p: r.at(root),
normal: (r.at(root) - *center) / *radius,
material: *material,
@@ -81,11 +93,10 @@ impl Hittable {
}
}
#[derive(Copy, Clone, Debug)]
pub enum Material{
pub enum Material {
Lambertian { albedo: Vec3 },
Metal { albedo:Vec3, fuzz: f32 },
Metal { albedo: Vec3, fuzz: f32 },
Dielectric { index_refraction: f32 },
}
@@ -103,55 +114,60 @@ 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,
rec.normal // replace with normal
let scatter_dir = if scatter_dir.near_zero() {
// if near zero,
rec.normal // replace with normal
} else {
scatter_dir // else preserve current
scatter_dir // else preserve current
};
//TODO: Revisit this out-parameter pattern
// It's a side effect of C++'s obtuse move semantics (and the RTIOW author not
// using them at all)
*scattered = Ray{
*scattered = Ray {
orig: rec.p,
dir: scatter_dir
dir: scatter_dir,
};
*attenuation = *albedo; // deref on both sides? Wacky
return true;
},
true
}
Material::Metal { albedo, fuzz } => {
let reflected = Vec3::reflect(
Vec3::as_unit(ray_in.dir),
rec.normal
);
*scattered = Ray{
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;
},
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 };
*attenuation = Vec3::ONES;
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);
let sin_theta = (1.0 - cos_theta * cos_theta).sqrt();
let cannot_refract = refraction_ratio * sin_theta > 1.0;
let distrib_zero_one = Uniform::new(0.0, 1.0);
let direction = if cannot_refract || Material::reflectance(cos_theta, refraction_ratio) > srng.sample(distrib_zero_one) {
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)
{
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;
},
true
}
}
}
@@ -159,7 +175,7 @@ impl Material {
// Schlick's approximation for reflectance.
let r0 = (1.0 - ref_idx) / (1.0 + ref_idx);
let r0 = r0 * r0;
return r0 + (1.0 - r0) * (1.0 - cosine).powf(5.0);
r0 + (1.0 - r0) * (1.0 - cosine).powf(5.0)
}
}
@@ -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();
@@ -202,12 +219,13 @@ impl Camera {
let verti = v * vp_height * focus_dist;
let lower_left_corner = orig - horiz / 2.0 - verti / 2.0 - w * focus_dist;
Camera{
Camera {
origin: orig,
lower_left_corner,
horizontal: horiz,
vertical: verti,
u, v, /* w,*/
u,
v, /* w,*/
lens_radius: aperture / 2.0,
}
}
@@ -216,18 +234,15 @@ 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;
Ray{
let dir =
self.lower_left_corner + self.horizontal * s + self.vertical * t - self.origin - offset;
Ray {
orig: self.origin + offset,
dir,
}
}
}
pub struct Scene {
pub camera: Camera,
pub world: Hittable,
@@ -235,12 +250,20 @@ 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() };
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);
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,
});
let distrib_zero_one = Uniform::new(0.0, 1.0).unwrap();
for a in -11..11 {
for b in -11..11 {
let choose_mat = srng.sample(distrib_zero_one);
@@ -250,69 +273,71 @@ 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 {
center,
radius: 0.2,
material: sphere_material,
}
);
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);
let distr_fuzz = Uniform::new(0.0, 0.5);
let distr_albedo = Uniform::new(0.5, 1.0).unwrap();
let distr_fuzz = Uniform::new(0.0, 0.5).unwrap();
let albedo = Vec3::rand(srng, distr_albedo);
let fuzz = srng.sample(distr_fuzz);
let material = Material::Metal { albedo, fuzz };
world.push(
Hittable::Sphere {
center,
radius: 0.2,
material: material,
}
);
world.push(Hittable::Sphere {
center,
radius: 0.2,
material,
});
} else {
// glass
let material = Material::Dielectric { index_refraction: 1.5 };
world.push(
Hittable::Sphere{
center,
radius: 0.2,
material: material,
}
);
let material = Material::Dielectric {
index_refraction: 1.5,
};
world.push(Hittable::Sphere {
center,
radius: 0.2,
material,
});
};
}
}
}
let material1 = Material::Dielectric { index_refraction: 1.5 };
world.push( Hittable::Sphere{
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) };
world.push( Hittable::Sphere {
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 };
world.push( Hittable::Sphere {
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
}
}
}