Shadows working

This commit is contained in:
Madeline Pace
2021-12-19 09:27:08 -05:00
parent f75c6ae729
commit 37667fa650

View File

@@ -97,17 +97,18 @@ impl Sphere {
fn main() { fn main() {
let mut camera = OrthoCamera::new(Vec3::new(0.0, 0.0, 0.0)); let mut camera = OrthoCamera::new(Vec3::new(0.0, 0.0, 0.0));
let mut spheres = Vec::new(); let mut spheres = Vec::new();
let light = LightSrc::new(Vec3::new(120.0, 0.0, 100.0), 500.0); let light = LightSrc::new(Vec3::new(125.0, 0.0, 100.0), 500.0);
spheres.push(Sphere::new(Vec3::new(125.0, 50.0, 100.0), 20.0)); spheres.push(Sphere::new(Vec3::new(125.0, 75.0, 100.0), 20.0));
spheres.push(Sphere::new(Vec3::new(150.0, 150.0, 100.0), 40.0)); spheres.push(Sphere::new(Vec3::new(125.0, 175.0, 100.0), 60.0));
// spheres.push(Sphere::new(Vec3::new(0.0, 0.0, 100.0), 10.0));
// for i in 0..15 { // for i in 0..15 {
// let mut rng = rand::thread_rng(); // let mut rng = rand::thread_rng();
// let x: f64 = rng.gen::<f64>() * 250.0; // let x: f64 = rng.gen::<f64>() * 250.0;
// let y: f64 = rng.gen::<f64>() * 250.0; // let y: f64 = rng.gen::<f64>() * 250.0;
// let z: f64 = rng.gen::<f64>() * 250.0; // let z: f64 = rng.gen::<f64>() * 250.0;
// let radius: f64 = rng.gen::<f64>() * 40.0; // let radius: f64 = rng.gen::<f64>() * 40.0;
// spheres.push(Sphere::new(Vec3::new(x, y, 1000.0), radius)); // spheres.push(Sphere::new(Vec3::new(x, y, 100.0), radius));
// } // }
for (x, y) in camera.plane.coordinates() { for (x, y) in camera.plane.coordinates() {
@@ -125,13 +126,33 @@ fn main() {
let hit = ray.at(distance); let hit = ray.at(distance);
let normal = sphere.pos - hit; let normal = sphere.pos - hit;
let light_vec = hit - light.pos; let light_vec = hit - light.pos;
let angle = f64::abs(f64::acos(hit.dot(&normal)/(hit.norm()*normal.norm())));
let light_power = (normal.normalize().dot(&light_vec.normalize()) as f64).max(0.0) * light.intensity; let shadow_ray = Ray {
let light_reflected = 2.0 / std::f64::consts::PI; pos: hit + (normal.normalize() * 1e-03),
let light_calc = light_power * light_reflected; dir: -light_vec.normalize()
println!("{}", light_calc); };
camera.plane.set_pixel(x, y, px!(light_calc, light_calc, light_calc));
let mut in_light = false;
for shadow_sphere in &spheres {
if shadow_sphere.intersection(&shadow_ray).is_none() {
in_light = true;
}
if in_light {
println!("in light");
}
let light_intensity = if in_light { light.intensity } else { 0.0 };
let light_power = (normal.normalize().dot(&light_vec.normalize()) as f64).max(0.0) * light_intensity;
let light_reflected = 2.0 / std::f64::consts::PI;
let light_calc = light_power * light_reflected;
camera.plane.set_pixel(x, y, px!(light_calc, light_calc, light_calc));
if !in_light {
//camera.plane.set_pixel(x, y, px!(255, 0, 0));
}
}
} }
None => { }, None => { },
} }