Shadows implemented.

This commit is contained in:
Madeline Pace
2021-12-19 15:09:04 -05:00
parent 1ad9e037f7
commit eced48025b

View File

@@ -119,24 +119,6 @@ fn get_color(camera: &OrthoCamera, ray: &Ray, intersection: &Intersection) -> f6
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;
return light_power * light_reflected;
// let shadow_ray = Ray {
// pos: hit + (normal.normalize() * 1e-03),
// dir: -light_vec.normalize()
// };
//
// let mut in_light = false;
// let mut light_calc = 0.0;
// for shadow_sphere in &spheres {
// if shadow_sphere.intersection(&shadow_ray).is_none() {
// in_light = true;
// }
//
// 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;
// light_calc = light_power * light_reflected;
// }
}
fn main() {
@@ -144,20 +126,20 @@ fn main() {
pos: Vec3::new(0.0, 0.0, 0.0),
plane: Image::new(256,256),
spheres: Vec::new(),
light: LightSrc::new(Vec3::new(125.0, -100.0, 100.0), 500.0)
light: LightSrc::new(Vec3::new(125.0, -100.0, 100.0), 20.0)
};
camera.spheres.push(Sphere::new(Vec3::new(125.0, 75.0, 100.0), 20.0));
camera.spheres.push(Sphere::new(Vec3::new(115.0, 175.0, 100.0), 60.0));
camera.spheres.push(Sphere::new(Vec3::new(0.0, 0.0, 100.0), 10.0));
// for i in 0..15 {
// let mut rng = rand::thread_rng();
// let x: f64 = rng.gen::<f64>() * 250.0;
// let y: f64 = rng.gen::<f64>() * 250.0;
// let z: f64 = rng.gen::<f64>() * 250.0;
// let radius: f64 = rng.gen::<f64>() * 40.0;
// spheres.push(Sphere::new(Vec3::new(x, y, 100.0), radius));
// }
for i in 0..15 {
let mut rng = rand::thread_rng();
let x: f64 = rng.gen::<f64>() * 250.0;
let y: f64 = rng.gen::<f64>() * 250.0;
let z: f64 = rng.gen::<f64>() * 250.0;
let radius: f64 = rng.gen::<f64>() * 40.0;
camera.spheres.push(Sphere::new(Vec3::new(x, y, 100.0), radius));
}
for (x, y) in camera.plane.coordinates() {
camera.plane.set_pixel(x, y, px!(0, y, 0));
@@ -165,8 +147,25 @@ fn main() {
let result = camera.trace(&ray);
match result {
Some(intersection) => {
let hit_point = ray.at(intersection.distance);
let normal = hit_point - intersection.object.pos;
let light_dir = hit_point - camera.light.pos;
let light_color = get_color(&camera, &ray, &intersection);
camera.plane.set_pixel(x, y, px!(light_color, 0, 0))
let shadow_ray = Ray {
pos: hit_point + (normal.normalize()),
dir: -light_dir.normalize()
};
println!("{} {}", shadow_ray.pos, shadow_ray.dir);
let in_light = camera.trace(&shadow_ray).is_none();
let light_intensity = if in_light { camera.light.intensity } else { 0.0 };
if in_light {
println!("in light");
} else {
println!("in shadow");
}
camera.plane.set_pixel(x, y, px!(light_color * light_intensity, 0, 0))
},
None => { }
}