Add texture support.
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@@ -2,12 +2,10 @@
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use std::f32;
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use nalgebra::*;
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use std::ops::{Add,Mul};
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use crate::camera::*;
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use crate::elements::{Element,Intersectable};
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use crate::materials::SurfaceType;
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use crate::elements::*;
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const BLACK: Color = Color {
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red: 0.0,
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@@ -33,70 +31,6 @@ impl Ray {
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}
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}
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#[derive(Copy, Clone)]
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pub struct Color {
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pub red: f32,
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pub green: f32,
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pub blue: f32,
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}
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impl Color {
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pub fn new(red: f32, green: f32, blue: f32) -> Color {
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Color {
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red: red,
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green: green,
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blue: blue
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}
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}
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}
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impl Mul for Color {
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type Output = Color;
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fn mul(self, other: Color) -> Color {
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Color {
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red: self.red * other.red,
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green: self.green * other.green,
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blue: self.blue * other.blue,
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}
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}
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}
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impl Mul<f32> for Color {
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type Output = Color;
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fn mul(self, other: f32) -> Color {
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Color {
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red: self.red * other,
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green: self.green * other,
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blue: self.blue * other,
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}
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}
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}
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impl Add for Color {
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type Output = Color;
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fn add(self, other: Color) -> Color {
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Color {
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red: self.red + other.red,
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green: self.green + other.green,
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blue: self.blue + other.blue,
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}
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}
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}
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impl Mul<Color> for f32 {
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type Output = Color;
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fn mul(self, other: Color) -> Color {
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other * self
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}
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}
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pub struct Intersection<'a> {
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pub distance: f64,
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pub object: &'a Element
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@@ -111,15 +45,6 @@ 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 create_reflection(normal: Vec3<f64>, incident: Vec3<f64>, hit_point: Vec3<f64>, bias: f64) -> Ray {
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Ray {
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@@ -155,6 +80,7 @@ fn shade_diffuse(camera: &PerspectiveCamera, object: &Element, hit_point: Vec3<f
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let material = object.material();
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// TODO: Change light intensity to take hit_point for some reason (read source)
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// https://github.com/bheisler/raytracer/blob/7130556181de7fc59eaa29346f5d4134db3e720e/src/rendering.rs#L195
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let texture_coords = object.texture_coords(&hit_point);
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// Shadow stuff
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let shadow_ray = Ray {
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@@ -171,7 +97,7 @@ fn shade_diffuse(camera: &PerspectiveCamera, object: &Element, hit_point: Vec3<f
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let light_reflected = material.albedo / f32::consts::PI;
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let light_color = light_intensity * light_power * light_reflected;
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color = color + (material.coloration * light_color);
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color = color + (material.coloration.color(&texture_coords) * light_color);
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}
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return color;
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