Add light
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19107f20c9
commit
11c4d2c991
84
src/main.rs
84
src/main.rs
@ -1,6 +1,5 @@
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use std::sync::{Arc, Mutex};
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use std::time::Instant;
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use crate::camera::Camera;
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use crate::hittable::{Sphere, HittableList, HittableObject};
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use crate::output::{Output, PNG};
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@ -10,7 +9,7 @@ use hittable::MovableSphere;
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use rand::Rng;
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use rand::distributions::{Distribution, Uniform};
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use rayon::iter::{IntoParallelIterator, ParallelIterator};
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use crate::material::{Dielectric, Lambertian, Material, Metal};
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use crate::material::{Dielectric, DiffuseLight, Lambertian, Material, Metal};
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use crate::aabb::Aabb;
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use crate::image_texture::ImageTexture;
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use crate::noise::NoiseTexture;
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@ -37,7 +36,45 @@ const IMAGE_HEIGHT: usize = (IMAGE_WIDTH as f64 / ASPECT_RATIO) as usize;
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const SAMPLES_PER_PIXEL: i32 = 100;
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const MAX_DEPTH: i32 = 50;
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fn earth() -> (HittableList, Camera) {
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struct Scene {
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pub world: HittableList,
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pub cam: Camera,
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pub background: Color
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}
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fn sun() -> Scene {
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let mut world:HittableList = Vec::new();
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let earth_material = Arc::new(
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Material::DiffuseLight(DiffuseLight::from(Color::new(1.0, 1.0, 0.0))));
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world.push(Arc::new(Sphere {
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center: Point3::new(0.0, 0.0, 0.0),
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radius: 2.0,
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material: earth_material
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}));
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let look_from = Point3::new(13.0, 2.0, 3.0);
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let look_at = Point3::new(0.0, 0.0, 0.0);
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let focus_dist = 2.0;
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let cam = Camera::new(
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look_from,
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look_at,
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Vec3::new(0.0, 1.0, 0.0),
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ASPECT_RATIO,
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20.0,
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0.0,
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focus_dist,
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0.0,
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1.0);
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Scene {
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world,
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cam,
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background: Color::default()
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}
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}
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fn earth() -> Scene {
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let mut world:HittableList = Vec::new();
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let earth_texture = ImageTexture::new("textures/earthmap.jpg");
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let earth_material = Arc::new(
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@ -63,10 +100,14 @@ fn earth() -> (HittableList, Camera) {
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0.0,
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1.0);
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(world, cam)
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Scene {
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world,
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cam,
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background: Color::new(0.70, 0.80, 1.00)
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}
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}
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fn two_spheres() -> (HittableList, Camera) {
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fn two_spheres() -> Scene {
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let mut world:HittableList = Vec::new();
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let checker = CheckerTexture::colored(
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Color::new(0.2, 0.3, 0.1),
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@ -98,9 +139,13 @@ fn two_spheres() -> (HittableList, Camera) {
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0.0,
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1.0);
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(world, cam)
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Scene {
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world,
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cam,
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background: Color::new(0.70, 0.80, 1.00)
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}
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fn two_perlin_spheres() -> (HittableList, Camera) {
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}
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fn two_perlin_spheres() -> Scene {
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let mut world:HittableList = Vec::new();
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let noise = NoiseTexture { noise: Perlin::new(), scale: 4.0 };
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let noise_material = Arc::new(Material::Lambertian(Lambertian::textured(Arc::new(noise))));
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@ -130,10 +175,14 @@ fn two_perlin_spheres() -> (HittableList, Camera) {
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0.0,
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1.0);
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(world, cam)
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Scene {
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world,
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cam,
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background: Color::new(0.70, 0.80, 1.00)
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}
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}
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fn random_scene() -> (HittableList, Camera) {
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fn random_scene() -> Scene {
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let mut world: HittableList = Vec::new();
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let checker = CheckerTexture::colored(
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@ -225,17 +274,22 @@ fn random_scene() -> (HittableList, Camera) {
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0.0,
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1.0);
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(world, cam)
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Scene {
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world,
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cam,
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background: Color::new(0.70, 0.80, 1.00)
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}
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}
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fn main() {
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// World
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let scene: u8 = 2;
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let (world, cam) = match scene {
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let scene: u8 = 3;
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let scene_setup = match scene {
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0 => two_spheres(),
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1 => two_perlin_spheres(),
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2 => earth(),
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_ => random_scene()
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3 => sun(),
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_ => random_scene(),
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};
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let between = Uniform::from(0.0..1.0);
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@ -253,8 +307,8 @@ fn main() {
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let random_number = between.sample(&mut rng);
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let u = (col as f64 + random_number) / (IMAGE_WIDTH - 1) as f64;
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let v = (row as f64 + random_number) / (IMAGE_HEIGHT - 1) as f64;
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let ray = cam.get_ray(u, v);
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color += ray.pixel_color(&world, MAX_DEPTH);
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let ray = scene_setup.cam.get_ray(u, v);
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color += ray.pixel_color(scene_setup.background, &scene_setup.world, MAX_DEPTH);
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});
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let bytes = color.into_bytes(SAMPLES_PER_PIXEL);
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pixel[0] = bytes[0];
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@ -1,17 +1,19 @@
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use std::sync::Arc;
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use rand::Rng;
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use crate::hittable::HitRecord;
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use crate::{Color, Ray, Vec3};
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use crate::{Color, Point3, Ray, Vec3};
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use crate::texture::{SolidColor, Texture};
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pub trait Scatterable {
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fn scatter(&self, ray: &Ray, hit_record: &HitRecord) -> Option<(Option<Ray>, Color)>;
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fn emitted(&self, u: f64, v: f64, point: &Point3) -> Color;
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}
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pub enum Material {
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Lambertian(Lambertian),
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Metal(Metal),
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Dielectric(Dielectric)
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Dielectric(Dielectric),
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DiffuseLight(DiffuseLight)
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}
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impl Default for Material {
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@ -25,9 +27,37 @@ impl Scatterable for Material {
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match self {
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Material::Lambertian(l) => l.scatter(ray, hit_record),
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Material::Metal(m) => m.scatter(ray, hit_record),
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Material::Dielectric(d) => d.scatter(ray, hit_record)
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Material::Dielectric(d) => d.scatter(ray, hit_record),
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Material::DiffuseLight(l) => l.scatter(ray, hit_record)
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}
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}
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fn emitted(&self, u: f64, v: f64, point: &Point3) -> Color {
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match self {
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Material::DiffuseLight(l) => l.emitted(u, v, point),
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_ => Color::new(0.0, 0.0, 0.0)
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}
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}
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}
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pub struct DiffuseLight {
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pub emit: Arc<dyn Texture>
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}
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impl From<Color> for DiffuseLight {
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fn from(color: Color) -> Self {
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DiffuseLight {
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emit: Arc::new(SolidColor::from(color))
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}
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}
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}
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impl DiffuseLight {
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pub fn emitted(&self, u: f64, v: f64, point: &Point3) -> Color {
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self.emit.value(u, v, point)
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}
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pub fn scatter(&self, _ray: &Ray, _hit_record: &HitRecord) -> Option<(Option<Ray>, Color)> {
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None
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}
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}
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pub struct Lambertian {
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@ -43,8 +73,8 @@ impl Lambertian {
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}
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}
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impl Scatterable for Lambertian {
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fn scatter(&self, ray: &Ray, hit_record: &HitRecord) -> Option<(Option<Ray>, Color)> {
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impl Lambertian {
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pub fn scatter(&self, ray: &Ray, hit_record: &HitRecord) -> Option<(Option<Ray>, Color)> {
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let mut direction = hit_record.normal + Vec3::random_unit_vector();
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if direction.near_zero() {
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direction = hit_record.normal;
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@ -69,8 +99,8 @@ impl Metal {
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}
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}
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impl Scatterable for Metal {
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fn scatter(&self, ray: &Ray, hit_record: &HitRecord) -> Option<(Option<Ray>, Color)> {
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impl Metal {
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pub fn scatter(&self, ray: &Ray, hit_record: &HitRecord) -> Option<(Option<Ray>, Color)> {
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let reflected = ray.direction().unit_vector().reflected(&hit_record.normal);
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let scattered = Ray::new(
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hit_record.point,
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@ -99,8 +129,8 @@ impl Dielectric {
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}
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}
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impl Scatterable for Dielectric {
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fn scatter(&self, ray: &Ray, hit_record: &HitRecord) -> Option<(Option<Ray>, Color)> {
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impl Dielectric {
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pub fn scatter(&self, ray: &Ray, hit_record: &HitRecord) -> Option<(Option<Ray>, Color)> {
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let color = Color::new(1.0, 1.0, 1.0);
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let refraction_ratio = if hit_record.front_face {
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1.0/self.index_of_refraction
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34
src/ray.rs
34
src/ray.rs
@ -25,30 +25,58 @@ impl Ray {
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pub fn direction(&self) -> Vec3 { self.direction }
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pub fn origin(&self) -> Point3 { self.origin }
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pub fn time(&self) -> f64 { self.time }
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pub fn pixel_color(&self, world: &HittableList, depth: i32) -> Color {
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pub fn pixel_color(&self, background: Color, world: &HittableList, depth: i32) -> Color {
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if depth <= 0 {
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return Color::default();
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}
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/*
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if let Some(rect) = self.hit_world(world, 0.001, f64::INFINITY) {
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let scattered = rect.material.scatter(self, &rect);
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return match scattered {
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Some((scattered_ray, albedo)) => {
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match scattered_ray {
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Some(sr) => {
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albedo * sr.pixel_color(world, depth-1)
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albedo * sr.pixel_color(background, world, depth-1)
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},
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None => albedo
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}
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},
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None => { return Color::default() }
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None => { return background }
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};
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} else {
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let unit_direction = self.direction().unit_vector();
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let t = 0.5 * (unit_direction.y() + 1.0);
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return (1.0 - t) * Color::new(1.0, 1.0, 1.0) + t * Color::new(0.5, 0.7, 1.0);
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//return background;
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}
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//Hot nothing, display sky color
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let unit_direction = self.direction().unit_vector();
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let t = 0.5 * (unit_direction.y() + 1.0);
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(1.0 - t) * Color::new(1.0, 1.0, 1.0) + t * Color::new(0.5, 0.7, 1.0)
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//return background;
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*/
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match self.hit_world(world, 0.001, f64::INFINITY) {
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Some(rect) => {
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let scattered = rect.material.scatter(self, &rect);
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let emitted = rect.material.emitted(rect.u, rect.v, &rect.point);
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match scattered {
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Some((scattered, albedo)) => {
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match scattered {
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Some(scattered) => {
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emitted + albedo * scattered.pixel_color(background, world, depth-1)
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},
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None => albedo
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}
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},
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_ => emitted
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}
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},
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None => background
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}
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}
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fn hit_world<'material>(
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&self,
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