Multiple colors supported.
This commit is contained in:
51
src/main.rs
51
src/main.rs
@@ -83,13 +83,13 @@ impl Material {
|
||||
|
||||
|
||||
struct Color {
|
||||
red: f32,
|
||||
green: f32,
|
||||
blue: f32
|
||||
red: f64,
|
||||
green: f64,
|
||||
blue: f64
|
||||
}
|
||||
|
||||
impl Color {
|
||||
fn new(red: f32, green: f32, blue: f32) -> Color {
|
||||
fn new(red: f64, green: f64, blue: f64) -> Color {
|
||||
Color {
|
||||
red: red,
|
||||
green: green,
|
||||
@@ -145,16 +145,18 @@ impl<'a> Intersection<'a> {
|
||||
}
|
||||
|
||||
|
||||
fn get_color(camera: &OrthoCamera, ray: &Ray, intersection: &Intersection) -> f64 {
|
||||
let hit_point = ray.at(intersection.distance);
|
||||
let normal = intersection.object.pos - hit_point;
|
||||
let light_vec = hit_point - camera.light.pos;
|
||||
|
||||
let light_intensity = camera.light.intensity;
|
||||
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;
|
||||
}
|
||||
//fn get_color(camera: &OrthoCamera, ray: &Ray, intersection: &Intersection) -> Color {
|
||||
// let hit_point = ray.at(intersection.distance);
|
||||
// let normal = intersection.object.pos - hit_point;
|
||||
// let light_vec = hit_point - camera.light.pos;
|
||||
//
|
||||
// let light_intensity = camera.light.intensity;
|
||||
// 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 total_light: f32 = light_power * light_reflected;
|
||||
//
|
||||
// return color;
|
||||
//}
|
||||
|
||||
fn main() {
|
||||
let mut camera = OrthoCamera {
|
||||
@@ -175,10 +177,13 @@ fn main() {
|
||||
let y: f64 = rng.gen::<f64>() * 250.0;
|
||||
let z: f64 = rng.gen::<f64>() * 250.0;
|
||||
let radius: f64 = rng.gen::<f64>() * 40.0;
|
||||
let red: f64 = rng.gen::<f64>() * 100.0;
|
||||
let green: f64 = rng.gen::<f64>() * 100.0;
|
||||
let blue: f64 = rng.gen::<f64>() * 100.0;
|
||||
let sphere = Sphere {
|
||||
pos: Vec3::new(x, y, 100.0),
|
||||
radius: radius,
|
||||
material: Material::new(Color::new(120.0, 0.0, 0.0), 2.0, SurfaceType::Reflective { reflectivity: 1.0 })
|
||||
material: Material::new(Color::new(red, green, blue), 2.0, SurfaceType::Reflective { reflectivity: 1.0 })
|
||||
};
|
||||
camera.spheres.push(sphere);
|
||||
//camera.spheres.push(Sphere::new(Vec3::new(x, y, 100.0), radius));
|
||||
@@ -193,7 +198,7 @@ fn main() {
|
||||
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);
|
||||
let light_color = &intersection.object.material.coloration;
|
||||
let shadow_ray = Ray {
|
||||
pos: hit_point + (normal.normalize()),
|
||||
dir: -light_dir.normalize()
|
||||
@@ -203,12 +208,14 @@ fn main() {
|
||||
|
||||
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))
|
||||
let light_power = (normal.normalize().dot(&-light_dir.normalize()) as f64).max(0.0) * light_intensity;
|
||||
let light_reflected = 2.0 / std::f64::consts::PI;
|
||||
|
||||
let red = light_color.red * light_power * light_reflected;
|
||||
let green = light_color.green * light_power * light_reflected;
|
||||
let blue = light_color.blue * light_power * light_reflected;
|
||||
|
||||
camera.plane.set_pixel(x, y, px!(red, green, blue))
|
||||
},
|
||||
None => { }
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user