General functionality implemented.
This commit is contained in:
172
src/main.rs
172
src/main.rs
@@ -28,11 +28,6 @@ impl Ray {
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}
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}
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struct OrthoCamera {
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pos: Vec3<f64>,
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plane: bmp::Image
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}
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struct LightSrc {
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pos: Vec3<f64>,
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intensity: f64
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@@ -47,12 +42,18 @@ impl LightSrc {
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}
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}
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struct OrthoCamera {
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pos: Vec3<f64>,
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plane: bmp::Image,
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spheres: Vec<Sphere>,
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light: LightSrc
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}
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impl OrthoCamera {
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fn new(pos: Vec3<f64>) -> OrthoCamera {
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OrthoCamera {
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pos: pos,
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plane: Image::new(256,256)
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}
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fn trace(&self, ray: &Ray) -> Option<Intersection> {
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self.spheres.iter()
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.filter_map(|s| s.intersection(ray).map(|d| Intersection::new(d, s) ))
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.min_by(|i1, i2| i1.distance.partial_cmp(&i2.distance).unwrap())
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}
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}
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@@ -94,14 +95,61 @@ impl Sphere {
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}
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}
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fn main() {
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let mut camera = OrthoCamera::new(Vec3::new(0.0, 0.0, 0.0));
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let mut spheres = Vec::new();
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let light = LightSrc::new(Vec3::new(125.0, 0.0, 100.0), 500.0);
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struct Intersection<'a> {
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distance: f64,
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object: &'a Sphere
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}
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spheres.push(Sphere::new(Vec3::new(125.0, 75.0, 100.0), 20.0));
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spheres.push(Sphere::new(Vec3::new(125.0, 175.0, 100.0), 60.0));
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// spheres.push(Sphere::new(Vec3::new(0.0, 0.0, 100.0), 10.0));
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impl<'a> Intersection<'a> {
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fn new<'b>(distance: f64, object: &'b Sphere) -> Intersection<'b> {
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Intersection {
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distance: distance,
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object: & object
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}
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}
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}
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fn get_color(camera: &OrthoCamera, ray: &Ray, intersection: &Intersection) -> f64 {
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let hit_point = ray.at(intersection.distance);
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let normal = intersection.object.pos - hit_point;
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let light_vec = hit_point - camera.light.pos;
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let light_intensity = camera.light.intensity;
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let light_power = (normal.normalize().dot(&light_vec.normalize()) as f64).max(0.0) * light_intensity;
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let light_reflected = 2.0 / std::f64::consts::PI;
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return light_power * light_reflected;
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// let shadow_ray = Ray {
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// pos: hit + (normal.normalize() * 1e-03),
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// dir: -light_vec.normalize()
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// };
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//
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// let mut in_light = false;
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// let mut light_calc = 0.0;
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// for shadow_sphere in &spheres {
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// if shadow_sphere.intersection(&shadow_ray).is_none() {
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// in_light = true;
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// }
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//
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// let light_intensity = if in_light { light.intensity } else { 0.0 };
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// let light_power = (normal.normalize().dot(&light_vec.normalize()) as f64).max(0.0) * light_intensity;
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// let light_reflected = 2.0 / std::f64::consts::PI;
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// light_calc = light_power * light_reflected;
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// }
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}
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fn main() {
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let mut camera = OrthoCamera {
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pos: Vec3::new(0.0, 0.0, 0.0),
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plane: Image::new(256,256),
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spheres: Vec::new(),
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light: LightSrc::new(Vec3::new(125.0, -100.0, 100.0), 500.0)
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};
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camera.spheres.push(Sphere::new(Vec3::new(125.0, 75.0, 100.0), 20.0));
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camera.spheres.push(Sphere::new(Vec3::new(115.0, 175.0, 100.0), 60.0));
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camera.spheres.push(Sphere::new(Vec3::new(0.0, 0.0, 100.0), 10.0));
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// for i in 0..15 {
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// let mut rng = rand::thread_rng();
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// let x: f64 = rng.gen::<f64>() * 250.0;
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@@ -113,51 +161,55 @@ fn main() {
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for (x, y) in camera.plane.coordinates() {
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camera.plane.set_pixel(x, y, px!(0, y, 0));
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}
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for (x, y) in camera.plane.coordinates() {
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for sphere in &spheres {
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let ray = Ray::new(Vec3::new(x as f64, y as f64, camera.pos.z as f64), Vec3::new(0.0, 0.0, 1.0));
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let result = sphere.intersection(&ray);
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match result {
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Some(distance) => {
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let hit = ray.at(distance);
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let normal = sphere.pos - hit;
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let light_vec = hit - light.pos;
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let shadow_ray = Ray {
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pos: hit + (normal.normalize() * 1e-03),
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dir: -light_vec.normalize()
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};
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let mut in_light = false;
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for shadow_sphere in &spheres {
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if shadow_sphere.intersection(&shadow_ray).is_none() {
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in_light = true;
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}
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if in_light {
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println!("in light");
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}
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let light_intensity = if in_light { light.intensity } else { 0.0 };
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let light_power = (normal.normalize().dot(&light_vec.normalize()) as f64).max(0.0) * light_intensity;
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let light_reflected = 2.0 / std::f64::consts::PI;
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let light_calc = light_power * light_reflected;
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camera.plane.set_pixel(x, y, px!(light_calc, light_calc, light_calc));
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if !in_light {
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//camera.plane.set_pixel(x, y, px!(255, 0, 0));
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}
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}
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}
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None => { },
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}
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let ray = Ray::new(Vec3::new(x as f64, y as f64, camera.pos.z as f64), Vec3::new(0.0, 0.0, 1.0));
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let result = camera.trace(&ray);
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match result {
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Some(intersection) => {
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let light_color = get_color(&camera, &ray, &intersection);
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camera.plane.set_pixel(x, y, px!(light_color, 0, 0))
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},
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None => { }
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}
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}
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// for (x, y) in camera.plane.coordinates() {
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// for sphere in &spheres {
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// let ray = Ray::new(Vec3::new(x as f64, y as f64, camera.pos.z as f64), Vec3::new(0.0, 0.0, 1.0));
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// let result = sphere.intersection(&ray);
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//
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//
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// match result {
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// Some(distance) => {
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// let hit = ray.at(distance);
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// let normal = sphere.pos - hit;
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// let light_vec = hit - light.pos;
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//
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// let shadow_ray = Ray {
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// pos: hit + (normal.normalize() * 1e-03),
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// dir: -light_vec.normalize()
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// };
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//
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// let mut in_light = false;
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// let mut light_calc = 0.0;
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// for shadow_sphere in &spheres {
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// if shadow_sphere.intersection(&shadow_ray).is_none() {
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// in_light = true;
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// }
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//
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// let light_intensity = if in_light { light.intensity } else { 0.0 };
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// let light_power = (normal.normalize().dot(&light_vec.normalize()) as f64).max(0.0) * light_intensity;
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// let light_reflected = 2.0 / std::f64::consts::PI;
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// light_calc = light_power * light_reflected;
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//
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// }
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// camera.plane.set_pixel(x, y, px!(light_calc, light_calc, light_calc));
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//
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// }
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// None => { },
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// }
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// }
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// }
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let _ = camera.plane.save("img.bmp");
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}
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