Files
rusty-rays/src/main.rs
2021-12-19 14:40:26 -05:00

216 lines
5.5 KiB
Rust

use std::mem;
#[macro_use]
extern crate bmp;
extern crate rand;
extern crate nalgebra;
use rand::Rng;
use nalgebra::*;
use bmp::Image;
use bmp::Pixel;
struct Ray {
pos: Vec3<f64>,
dir: Vec3<f64>
}
impl Ray {
fn new(pos: Vec3<f64>, dir: Vec3<f64>) -> Ray {
Ray {
pos: pos,
dir: dir
}
}
fn at(&self, t: f64) -> Vec3<f64> {
self.pos + t * self.dir
}
}
struct LightSrc {
pos: Vec3<f64>,
intensity: f64
}
impl LightSrc {
fn new(pos: Vec3<f64>, intensity: f64) -> LightSrc {
LightSrc {
pos: pos,
intensity: intensity
}
}
}
struct OrthoCamera {
pos: Vec3<f64>,
plane: bmp::Image,
spheres: Vec<Sphere>,
light: LightSrc
}
impl OrthoCamera {
fn trace(&self, ray: &Ray) -> Option<Intersection> {
self.spheres.iter()
.filter_map(|s| s.intersection(ray).map(|d| Intersection::new(d, s) ))
.min_by(|i1, i2| i1.distance.partial_cmp(&i2.distance).unwrap())
}
}
struct Sphere {
pos: Vec3<f64>,
radius: f64
}
impl Sphere {
fn new(pos: Vec3<f64>, radius: f64) -> Sphere {
Sphere {
pos: pos,
radius: radius
}
}
// Implemented from
// http://kylehalladay.com/blog/tutorial/math/2013/12/24/Ray-Sphere-Intersection.html
fn intersection(&self, ray: &Ray) -> Option<f64> {
let l = self.pos - ray.pos;
let adj = l.dot(&ray.dir);
let d2 = l.dot(&l) - (adj * adj);
let radius2 = self.radius * self.radius;
if d2 > radius2 {
return None;
}
let thc = (radius2 - d2).sqrt();
let t0 = adj - thc;
let t1 = adj + thc;
if t0 < 0.0 && t1 < 0.0 {
return None;
}
let distance = if t0 < t1 { t0 } else { t1 };
Some(distance)
}
}
struct Intersection<'a> {
distance: f64,
object: &'a Sphere
}
impl<'a> Intersection<'a> {
fn new<'b>(distance: f64, object: &'b Sphere) -> Intersection<'b> {
Intersection {
distance: distance,
object: & object
}
}
}
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;
// 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() {
let mut camera = OrthoCamera {
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)
};
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 (x, y) in camera.plane.coordinates() {
camera.plane.set_pixel(x, y, px!(0, y, 0));
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));
let result = camera.trace(&ray);
match result {
Some(intersection) => {
let light_color = get_color(&camera, &ray, &intersection);
camera.plane.set_pixel(x, y, px!(light_color, 0, 0))
},
None => { }
}
}
// for (x, y) in camera.plane.coordinates() {
// for sphere in &spheres {
// 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));
// let result = sphere.intersection(&ray);
//
//
// match result {
// Some(distance) => {
// let hit = ray.at(distance);
// let normal = sphere.pos - hit;
// let light_vec = hit - light.pos;
//
// 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;
//
// }
// camera.plane.set_pixel(x, y, px!(light_calc, light_calc, light_calc));
//
// }
// None => { },
// }
// }
// }
let _ = camera.plane.save("img.bmp");
}