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src/constant_medium.rs
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89
src/constant_medium.rs
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@ -0,0 +1,89 @@
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use std::sync::Arc;
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use crate::{Aabb, Color, Material, Ray, Vec3};
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use crate::hittable::{HitRecord, Hittable};
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use crate::isotropic::Isotropic;
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use crate::material::Scatterable;
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use crate::texture::Texture;
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/*
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#[derive(Clone, Copy)]
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pub struct HitRecord<'material> {
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pub point: Point3,
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pub normal: Vec3,
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pub t: f64,
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pub u: f64,
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pub v: f64,
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pub front_face: bool,
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pub material: &'material Arc<Material>
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}
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*/
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pub struct ConstantMedium<H: Hittable> {
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boundary: H,
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phase_function: Arc<Material>,
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neg_inv_density: f64
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}
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impl<H: Hittable,> ConstantMedium<H> {
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pub fn new(boundary: H, phase_function: Arc<Material>, density: f64) -> Self {
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Self {
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boundary,
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phase_function,
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neg_inv_density: -1.0 / density
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}
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}
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pub fn textured(boundary: H, texture: Arc<dyn Texture>, density: f64) -> Self {
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Self {
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boundary,
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phase_function: Arc::new(Material::Isotropic(Isotropic::from(texture))),
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neg_inv_density: -1.0 / density
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}
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}
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pub fn colored(boundary: H, color: Color, density: f64) -> Self {
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Self {
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boundary,
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phase_function: Arc::new(Material::Isotropic(Isotropic::from(color))),
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neg_inv_density: -1.0 / density
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}
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}
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}
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impl<H: Hittable>Hittable for ConstantMedium<H>{
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fn hit(&self, ray: &Ray, t_min: f64, t_max: f64) -> Option<HitRecord> {
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let rec1 = self.boundary.hit(ray, f64::NEG_INFINITY, f64::INFINITY);
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if rec1.is_none() {
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return None;
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}
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let mut rec1 = rec1.unwrap();
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let rec2 = self.boundary.hit(ray, rec1.t+0.0001, f64::INFINITY);
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if rec2.is_none() {
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return None;
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}
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let mut rec2 = rec2.unwrap();
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if rec1.t < t_min { rec1.t = t_min; }
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if rec2.t > t_max { rec2.t = t_max; }
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if rec1.t > rec2.t { return None; }
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if rec1.t < t_min { rec1.t = 0.0; }
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let ray_length = ray.direction().length();
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let distance_inside_boundary = (rec2.t - rec1.t) * ray_length;
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let hit_distance = self.neg_inv_density * rand::random::<f64>().ln();
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if hit_distance > distance_inside_boundary { return None; }
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let t = rec1.t + hit_distance / ray_length;
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Some(HitRecord {
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point: ray.at(t),
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normal: Vec3::new(1.0, 0.0, 0.0), // arbitrary
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t,
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u: 0.0,
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v: 0.0,
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front_face: true, // also arbitrary
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material: &self.phase_function
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})
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}
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fn bounding_box(&self, time0: f64, time1: f64) -> Option<Aabb> {
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self.boundary.bounding_box(time0, time1)
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}
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}
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33
src/isotropic.rs
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33
src/isotropic.rs
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@ -0,0 +1,33 @@
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use std::sync::Arc;
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use crate::hittable::HitRecord;
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use crate::{Color, Ray, Vec3};
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use crate::texture::{SolidColor, Texture};
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pub struct Isotropic {
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pub albedo: Arc<dyn Texture>
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}
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impl Isotropic {
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pub fn scatter(&self, ray: &Ray, hit_record: &HitRecord) -> Option<(Option<Ray>, Color)> {
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Some((
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Some(
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Ray::new(
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hit_record.point,
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Vec3::random_in_unit_sphere(),
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ray.time())),
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self.albedo.value(hit_record.u, hit_record.v, &hit_record.point)
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))
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}
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}
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impl From<Color> for Isotropic {
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fn from(albedo: Color) -> Self {
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let texture = SolidColor::from(albedo);
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Isotropic { albedo: Arc::new(texture) }
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}
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}
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impl From<Arc<dyn Texture>> for Isotropic {
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fn from(albedo: Arc<dyn Texture>) -> Self {
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Isotropic { albedo }
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}
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}
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136
src/main.rs
136
src/main.rs
@ -11,6 +11,7 @@ use rand::distributions::{Distribution, Uniform};
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use rayon::iter::{IntoParallelIterator, ParallelIterator};
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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::constant_medium::ConstantMedium;
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use crate::cuboid::Cuboid;
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use crate::image_texture::ImageTexture;
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use crate::noise::NoiseTexture;
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@ -36,11 +37,13 @@ mod rect;
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mod cuboid;
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mod translate;
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mod rotate_y;
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mod constant_medium;
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mod isotropic;
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// Image
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const DEFAULT_ASPECT_RATIO: f64 = 3.0 / 2.0;
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const IMAGE_WIDTH: usize = 400;
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const SAMPLES_PER_PIXEL: i32 = 100;
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const IMAGE_WIDTH: usize = 600;
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const SAMPLES_PER_PIXEL: i32 = 200;
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const MAX_DEPTH: i32 = 50;
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struct Scene {
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@ -167,6 +170,132 @@ fn cornell_box() -> Scene {
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}
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}
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fn cornell_box_smoke() -> Scene {
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let mut world:HittableList = Vec::new();
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let red = Material::Lambertian(
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Lambertian::from(Color::new(0.65, 0.05, 0.05)));
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let white = Arc::new(Material::Lambertian(
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Lambertian::from(Color::new(0.73, 0.73, 0.73))));
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let green = Material::Lambertian(
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Lambertian::from(Color::new(0.12, 0.45, 0.15)));
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let light = Material::DiffuseLight(
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DiffuseLight::from(Color::new(7.0, 7.0, 7.0)));
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// Walls
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world.push(Arc::new(Rect2D::new(
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Plane::YZ,
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0.0,
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555.0,
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0.0,
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555.0,
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555.0,
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Arc::new(green)
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)));
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world.push(Arc::new(Rect2D::new(
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Plane::YZ,
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0.0,
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555.0,
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0.0,
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555.0,
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0.0,
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Arc::new(red)
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)));
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world.push(Arc::new(Rect2D::new(
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Plane::XZ,
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113.0,
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443.0,
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127.0,
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432.0,
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554.0,
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Arc::new(light)
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)));
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world.push(Arc::new(Rect2D::new(
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Plane::XZ,
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0.0,
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555.0,
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0.0,
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555.0,
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0.0,
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white.clone()
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)));
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world.push(Arc::new(Rect2D::new(
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Plane::XZ,
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0.0,
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555.0,
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0.0,
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555.0,
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555.0,
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white.clone()
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)));
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world.push(Arc::new(Rect2D::new(
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Plane::XY,
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0.0,
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555.0,
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0.0,
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555.0,
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555.0,
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white.clone()
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)));
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// Boxes
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let rotated1 = RotateY::new(
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Cuboid::new(
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Point3::new(0.0, 0.0, 0.0),
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Point3::new(165.0, 330.0, 165.0),
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white.clone()
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),
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15.0
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);
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let box1 = Translate::new(
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rotated1,
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Vec3::new(265.0, 0.0, 295.0)
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);
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let medium1 = ConstantMedium::colored(
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box1,
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Color::new(0.0, 0.0, 0.0),
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0.01);
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world.push(Arc::new(medium1));
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let rotated2 = RotateY::new(
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Cuboid::new(
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Point3::new(0.0, 0.0, 0.0),
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Point3::new(165.0, 165.0, 165.0),
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white.clone()
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),
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-18.0
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);
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let box2 = Translate::new(
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rotated2,
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Vec3::new(130.0,0.0,65.0)
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);
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let medium2 = ConstantMedium::colored(
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box2,
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Color::new(1.0, 1.0, 1.0),
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0.01);
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world.push(Arc::new(medium2));
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let look_from = Point3::new(278.0, 278.0, -800.0);
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let look_at = Point3::new(278.0, 278.0, 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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1.0,
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40.0,
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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 simple_light() -> Scene {
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let mut world:HittableList = Vec::new();
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@ -476,7 +605,7 @@ fn random_scene() -> Scene {
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fn main() {
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// World
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let scene: u8 = 5;
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let scene: u8 = 6;
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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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@ -484,6 +613,7 @@ fn main() {
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3 => sun(),
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4 => simple_light(),
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5 => cornell_box(),
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6 => cornell_box_smoke(),
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_ => random_scene(),
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};
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@ -2,6 +2,7 @@ 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, Point3, Ray, Vec3};
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use crate::isotropic::Isotropic;
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use crate::texture::{SolidColor, Texture};
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pub trait Scatterable {
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@ -13,7 +14,8 @@ 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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DiffuseLight(DiffuseLight)
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DiffuseLight(DiffuseLight),
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Isotropic(Isotropic)
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}
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impl Default for Material {
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@ -28,7 +30,8 @@ impl Scatterable for Material {
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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::DiffuseLight(l) => l.scatter(ray, hit_record)
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Material::DiffuseLight(l) => l.scatter(ray, hit_record),
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Material::Isotropic(i) => i.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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