Finish perlin noise
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d10292622a
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d5d24cee03
@ -48,7 +48,7 @@ fn two_spheres() -> HittableList {
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}
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fn two_perlin_spheres() -> HittableList {
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let mut world:HittableList = Vec::new();
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let noise = NoiseTexture { noise: Perlin::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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world.push(Arc::new(Sphere {
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center: Point3::new(0.0, -1000.0, 0.0),
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@ -3,11 +3,14 @@ use crate::{Color, Point3};
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use crate::texture::Texture;
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pub struct NoiseTexture {
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pub noise: Perlin
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pub noise: Perlin,
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pub scale: f64
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}
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impl Texture for NoiseTexture {
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fn value(&self, _u: f64, _v: f64, point: &Point3) -> Color {
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Color::new(1.0, 1.0, 1.0) * self.noise.noise(point)
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Color::new(1.0, 1.0, 1.0)
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* 0.5
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* (1.0 + self.noise.noise(&(*point * self.scale)))
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}
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}
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@ -1,9 +1,8 @@
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use rand::distributions::{Distribution, Uniform};
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use rand::Rng;
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use crate::Point3;
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use crate::{Point3, Vec3};
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pub struct Perlin {
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ranfloat: Vec<f64>,
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ranvec: Vec<Vec3>,
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perm_x: Vec<usize>,
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perm_y: Vec<usize>,
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perm_z: Vec<usize>,
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@ -13,12 +12,10 @@ impl Perlin {
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const POINT_COUNT: usize = 256;
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pub fn new() -> Self {
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let range = Uniform::from(0.0..1.0);
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let mut rng = rand::thread_rng();
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let mut ranfloat = Vec::with_capacity(Perlin::POINT_COUNT);
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(0..Perlin::POINT_COUNT).for_each(|_i|ranfloat.push(range.sample(&mut rng)));
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let mut ranvec = Vec::with_capacity(Perlin::POINT_COUNT);
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(0..Perlin::POINT_COUNT).for_each(|_i|ranvec.push(Vec3::random(-1.0, 1.0)));
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Perlin {
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ranfloat,
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ranvec,
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perm_x: Perlin::perlin_generate_perm(),
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perm_y: Perlin::perlin_generate_perm(),
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perm_z: Perlin::perlin_generate_perm(),
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@ -29,13 +26,10 @@ impl Perlin {
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let u = point.x() - point.x().floor();
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let v = point.y() - point.y().floor();
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let w = point.z() - point.z().floor();
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let u = u * u * (3.0 - 2.0 * u);
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let v = v * v * (3.0 - 2.0 * v);
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let w = w * w * (3.0 - 2.0 * w);
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let i = point.x().floor() as i32;
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let j = point.y().floor() as i32;
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let k = point.z().floor() as i32;
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let mut c: [[[f64; 2]; 2]; 2] = [[[0.0; 2]; 2]; 2];
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let mut c: [[[Vec3; 2]; 2]; 2] = [[[Vec3::default(); 2]; 2]; 2];
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for di in 0..2 {
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for dj in 0..2 {
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@ -43,11 +37,11 @@ impl Perlin {
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let idx = self.perm_x[((i+di) & 255) as usize] ^
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self.perm_y[((j+dj) & 255) as usize] ^
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self.perm_z[((k+dk) & 255) as usize];
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c[di as usize][dj as usize][dk as usize] = self.ranfloat[idx];
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c[di as usize][dj as usize][dk as usize] = self.ranvec[idx];
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}
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}
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}
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Perlin::trilinerar_interpolation(c, u, v, w)
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Perlin::perlin_interp(c, u, v, w)
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}
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fn perlin_generate_perm() -> Vec<usize> {
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@ -61,7 +55,11 @@ impl Perlin {
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p
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}
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fn trilinerar_interpolation(c: [[[f64; 2]; 2]; 2], u: f64, v: f64, w: f64) -> f64 {
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fn perlin_interp(c: [[[Vec3; 2]; 2]; 2], u: f64, v: f64, w: f64) -> f64 {
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let uu = u * u * (3.0 - 2.0 * u);
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let vv = v * v * (3.0 - 2.0 * v);
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let ww = w * w * (3.0 - 2.0 * w);
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let mut accum = 0.0;
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for i in 0..2 {
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for j in 0..2 {
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@ -69,10 +67,11 @@ impl Perlin {
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let ifl = i as f64;
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let jfl = j as f64;
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let kfl = k as f64;
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accum += (ifl*u + (1.0-ifl)*(1.0-u)) *
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(jfl*v + (1.0-jfl)*(1.0-v)) *
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(kfl*w + (1.0-kfl)*(1.0-w)) *
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c[i][j][k];
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let weight_v = Vec3::new(u - ifl, v - jfl, w - kfl);
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accum += (ifl*uu + (1.0-ifl)*(1.0-uu))
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* (jfl*vv + (1.0-jfl)*(1.0-vv))
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* (kfl*ww + (1.0-kfl)*(1.0-ww))
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* (c[i][j][k]).dot(&weight_v);
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}
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}
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}
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