Add planes
This commit is contained in:
177
src/main.rs
177
src/main.rs
@@ -10,7 +10,7 @@ use nalgebra::*;
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use bmp::Image;
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use bmp::Pixel;
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struct Ray {
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pub struct Ray {
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pos: Vec3<f64>,
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dir: Vec3<f64>
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}
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@@ -40,12 +40,46 @@ impl LightSrc {
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intensity: intensity
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}
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}
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fn distance(&self, hit_point: Vec3<f64>) -> f64 {
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let difference = self.pos - hit_point;
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difference.norm()
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}
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}
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enum Element {
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Sphere(Sphere),
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Plane(Plane),
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}
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impl Element {
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fn pos(&self) -> Vec3<f64> {
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match *self {
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Element::Sphere(ref s) => s.pos,
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Element::Plane(ref p) => p.pos,
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}
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}
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fn color(&self) -> &Color {
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match *self {
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Element::Sphere(ref s) => &s.material.coloration,
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Element::Plane(ref p) => &p.color,
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}
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}
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fn normal(&self, pos: Vec3<f64>) -> Vec3<f64> {
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match *self {
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Element::Sphere(ref s) => pos - s.pos,
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Element::Plane(ref p) => -p.normal,
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}
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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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output_img: bmp::Image,
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elements: Vec<Element>,
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//spheres: Vec<Sphere>,
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light: LightSrc,
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shadow_bias: f64,
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@@ -54,8 +88,8 @@ struct OrthoCamera {
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impl OrthoCamera {
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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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self.elements.iter()
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.filter_map(|s| s.intersect(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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@@ -98,16 +132,17 @@ impl Color {
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}
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}
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struct Sphere {
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pub struct Sphere {
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pos: Vec3<f64>,
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radius: f64,
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material: Material,
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}
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impl Sphere {
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impl Intersectable for Sphere {
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// Implemented from
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// http://kylehalladay.com/blog/tutorial/math/2013/12/24/Ray-Sphere-Intersection.html
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fn intersection(&self, ray: &Ray) -> Option<f64> {
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fn intersect(&self, ray: &Ray) -> Option<f64> {
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let l = self.pos - ray.pos;
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let adj = l.dot(&ray.dir);
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let d2 = l.dot(&l) - (adj * adj);
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@@ -128,15 +163,42 @@ impl Sphere {
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let distance = if t0 < t1 { t0 } else { t1 };
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Some(distance)
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}
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}
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pub struct Plane {
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pos: Vec3<f64>,
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normal: Vec3<f64>,
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color: Color,
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//material: Material,
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}
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pub trait Intersectable {
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fn intersect(&self, ray: &Ray) -> Option<f64>;
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}
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impl Intersectable for Plane {
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fn intersect(&self, ray: &Ray) -> Option<f64> {
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let normal = &self.normal;
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let denom = normal.dot(&ray.dir);
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if denom > 1e-6 {
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let v = self.pos - ray.pos;
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let distance = v.dot(&normal) / denom;
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if distance >= 0.0 {
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return Some(distance);
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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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struct Intersection<'a> {
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distance: f64,
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object: &'a Sphere
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object: &'a Element
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}
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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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fn new<'b>(distance: f64, object: &'b Element) -> Intersection<'b> {
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Intersection {
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distance: distance,
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object: & object
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@@ -144,6 +206,15 @@ impl<'a> Intersection<'a> {
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}
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}
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impl Intersectable for Element {
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fn intersect(&self, ray: &Ray) -> Option<f64> {
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match *self {
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Element::Sphere(ref s) => s.intersect(ray),
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Element::Plane(ref p) => p.intersect(ray),
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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) -> Color {
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// let hit_point = ray.at(intersection.distance);
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@@ -161,9 +232,9 @@ impl<'a> Intersection<'a> {
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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), 20.0),
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output_img: Image::new(2560,2560),
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elements: Vec::new(),
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light: LightSrc::new(Vec3::new(200.0, 200.0, 300.0), 5.0),
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shadow_bias: 1e-3,
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max_recursion_depth: 5
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};
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@@ -173,10 +244,10 @@ fn main() {
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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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let y: f64 = rng.gen::<f64>() * 250.0;
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let z: f64 = rng.gen::<f64>() * 250.0;
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let radius: f64 = rng.gen::<f64>() * 40.0;
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let x: f64 = rng.gen::<f64>() * 250.0 * 10.0;
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let y: f64 = rng.gen::<f64>() * 250.0 * 10.0;
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let z: f64 = rng.gen::<f64>() * 250.0 * 10.0;
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let radius: f64 = rng.gen::<f64>() * 40.0 * 10.0;
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let red: f64 = rng.gen::<f64>() * 100.0;
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let green: f64 = rng.gen::<f64>() * 100.0;
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let blue: f64 = rng.gen::<f64>() * 100.0;
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@@ -185,42 +256,84 @@ fn main() {
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radius: radius,
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material: Material::new(Color::new(red, green, blue), 2.0, SurfaceType::Reflective { reflectivity: 1.0 })
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};
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camera.spheres.push(sphere);
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camera.elements.push(Element::Sphere(sphere));
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//camera.spheres.push(Sphere::new(Vec3::new(x, y, 100.0), radius));
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}
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for (x, y) in camera.plane.coordinates() {
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camera.plane.set_pixel(x, y, px!(20, 20, 20));
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let back_plane = Plane {
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//pos: Vec3::new(0.0, 0.0, 100.0),
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pos: Vec3::new(0.0, 0.0, 1500.0),
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color: Color::new(20.0, 20.0, 255.0),
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normal: Vec3::new(0.0, 0.0, 1.0),
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};
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camera.elements.push(Element::Plane(back_plane));
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let bottom_plane = Plane {
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pos: Vec3::new(2500.0, 0.0, 1500.0),
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color: Color::new(20.0, 20.0, 80.0),
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normal: Vec3::new(0.0, 0.4, 1.0),
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};
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camera.elements.push(Element::Plane(bottom_plane));
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let center_sphere = Sphere {
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pos: Vec3::new(1280.0, 1280.0, 500.0),
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radius: 300.0,
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material: Material::new(Color::new(255.0, 20.0, 20.0), 2.0, SurfaceType::Reflective { reflectivity: 1.0 })
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};
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camera.elements.push(Element::Sphere(center_sphere));
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//let sky_sphere = Sphere {
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// pos: Vec3::new(1280.0, 1280.0, 0.0),
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// radius: 50000.0,
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// material: Material::new(Color::new(255.0, 20.0, 20.0), 2.0, SurfaceType::Reflective { reflectivity: 1.0 })
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//};
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//camera.spheres.push(sky_sphere);
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println!("Raytracing ...");
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for (x, y) in camera.output_img.coordinates() {
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camera.output_img.set_pixel(x, y, px!(20, 20, 20));
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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 hit_point = ray.at(intersection.distance);
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let normal = hit_point - intersection.object.pos;
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let light_dir = hit_point - camera.light.pos;
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let light_color = &intersection.object.material.coloration;
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let object_pos = intersection.object.pos();
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//let normal = hit_point - object_pos;
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let normal = intersection.object.normal(hit_point);
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let light_dir = camera.light.pos - hit_point; //hit_point - camera.light.pos;
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let light_color = &intersection.object.color(); //&intersection.object.material.coloration;
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let shadow_ray = Ray {
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pos: hit_point + (normal.normalize()),
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dir: -light_dir.normalize()
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dir: light_dir.normalize()
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};
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println!("{} {}", shadow_ray.pos, shadow_ray.dir);
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//println!("{} {}", shadow_ray.pos, shadow_ray.dir);
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let in_light = camera.trace(&shadow_ray).is_none();
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// TODO: Get shadow calculations working better
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// Working code below
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let shadow_intersection = camera.trace(&shadow_ray);
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//println!("{} < {}", camera.light.distance(hit_point), shadow_intersection.as_ref().unwrap().distance);
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let in_light = shadow_intersection.is_none() || shadow_intersection.unwrap().distance > camera.light.distance(hit_point);
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//let in_light = true;
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let light_intensity = if in_light { camera.light.intensity } else { 0.0 };
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let light_power = (normal.normalize().dot(&-light_dir.normalize()) as f64).max(0.0) * light_intensity;
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//let light_intensity = camera.light.intensity;
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let light_power = (normal.normalize().dot(&light_dir.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 red = light_color.red * light_power * light_reflected;
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let green = light_color.green * light_power * light_reflected;
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let blue = light_color.blue * light_power * light_reflected;
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let red = light_color.red * light_power;// * light_reflected;
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let green = light_color.green * light_power;// * light_reflected;
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let blue = light_color.blue * light_power;// * light_reflected;
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camera.plane.set_pixel(x, y, px!(red, green, blue))
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//let red = light_color.red;
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//let green = light_color.green;
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//let blue = light_color.blue;
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camera.output_img.set_pixel(x, y, px!(red, green, blue))
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},
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None => { }
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}
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}
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let _ = camera.plane.save("img.bmp");
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let _ = camera.output_img.save("img.bmp");
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}
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