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36 Commits

Author SHA1 Message Date
dc19f09da9 Toy with different teapot scenes 2022-07-14 13:06:30 +02:00
ab349b1d7e Fix triangle issue 2022-07-14 12:00:28 +02:00
cee009f5a8 Add OBJ loading 2022-07-14 10:52:02 +02:00
526e92f582 Fix bounding box and BVH 2022-07-11 20:47:18 +02:00
a0eda53be1 Fix translation 2022-07-11 15:41:05 +02:00
a63e001edd WIP: Add final scene 2022-07-11 15:35:09 +02:00
a552c4721f Clean up 2022-07-11 13:23:40 +02:00
8501bb3a7a Added volumes 2022-07-11 13:21:57 +02:00
30b972ce5c Add example to lower system load 2022-07-11 08:11:07 +02:00
560b921b3a Fix translation hit record 2022-07-11 08:10:47 +02:00
c90b185b8d Merge remote-tracking branch 'origin/master' 2022-07-11 07:33:32 +02:00
c6b0fb59ae Add rotate 2022-07-11 07:33:25 +02:00
35643fef39 Prettify earth setting 2022-07-08 16:57:50 +02:00
f5f46a7a0b Add translation and rotation 2022-07-08 15:43:12 +02:00
f2a8db6430 rename default aspect ratio 2022-07-08 14:32:36 +02:00
9ce878a47a Add cuboids, fox aspect raio 2022-07-08 14:31:32 +02:00
c2d16937ff Using convert for Lambertian material 2022-07-08 13:59:28 +02:00
429b87e912 Add rects 2022-07-08 13:34:26 +02:00
14b5b2b125 Add XY aligned rects 2022-07-08 08:13:42 +02:00
11c4d2c991 Add light 2022-07-07 14:43:26 +02:00
19107f20c9 Allow scenes to specify their camera 2022-07-07 13:06:46 +02:00
d69fd86f8b Add image texture 2022-07-07 12:08:17 +02:00
38a67a6890 Add marbled texture 2022-07-07 09:18:21 +02:00
0e72e21f92 Add turbulence 2022-07-07 08:57:53 +02:00
d5d24cee03 Finish perlin noise 2022-07-07 07:42:32 +02:00
d10292622a Add Hermitian smoothing 2022-07-06 13:30:05 +02:00
9564ee92b6 Add trilinear smoothing 2022-07-06 13:28:06 +02:00
de64b56b38 Add perlin noise texture 2022-07-06 13:11:04 +02:00
6f6fc5e375 Cleanup 2022-07-06 08:48:00 +02:00
28105145c4 Add solid and checker texture 2022-07-05 15:57:54 +02:00
93cbb67b39 Add BVH bounding boxes missing files 2022-07-05 11:21:54 +02:00
dbb0ab2b91 Add BVH bounding boxes 2022-07-05 11:21:37 +02:00
3de572d4a9 Implement motion blur 2022-07-03 20:29:06 +02:00
558851b5f6 Add PNG output 2022-07-03 19:24:27 +02:00
4b8b556ea3 Implement multithreading 2022-07-02 18:17:03 +02:00
2903c9b0b9 Write output to file 2022-07-02 15:42:04 +02:00
26 changed files with 22244 additions and 112 deletions

1
.gitignore vendored
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@ -3,3 +3,4 @@
.idea
*.iml
.vscode/
*.png

291
Cargo.lock generated
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@ -2,12 +2,134 @@
# It is not intended for manual editing.
version = 3
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@ -19,12 +141,133 @@ dependencies = [
"wasi",
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@ -61,13 +304,61 @@ dependencies = [
"getrandom",
]
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@ -2,8 +2,15 @@
name = "rustracer"
version = "0.1.0"
edition = "2021"
include = ["/src"]
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
image = { version = "0.24.2", default-features = false, features=["png", "jpeg", "jpeg_rayon"] }
rand = "0.8.5"
rayon = "1.5.3"
tobj = "3.2.3"
[profile.release]
debug = 1

50
src/aabb.rs Normal file
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@ -0,0 +1,50 @@
use crate::vec3::{Point3};
use crate::ray::{Ray};
use std::mem;
#[derive(Copy, Debug, Clone)]
pub struct Aabb {
pub minimum: Point3,
pub maximum: Point3,
}
impl Aabb {
pub fn min(&self) -> Point3 { self.minimum }
pub fn max(&self) -> Point3 { self.maximum }
}
impl Default for Aabb {
fn default() -> Self {
Aabb {minimum: Point3::default(), maximum: Point3::default() }
}
}
impl Aabb {
pub fn hit(&self, ray: &Ray, mut t_min: f64, mut t_max: f64) -> bool {
for a in 0..3 {
let inv_d = 1.0 / ray.direction()[a];
let mut t0 = (self.minimum[a] - ray.origin()[a]) * inv_d;
let mut t1 = (self.maximum[a] - ray.origin()[a]) * inv_d;
if inv_d < 0.0 {
mem::swap(&mut t0, &mut t1);
}
t_min = t_min.max(t0);
t_max = t_max.min(t1);
if t_max <= t_min {
return false;
}
}
true
}
pub fn surrounding(&self, other: &Aabb) -> Aabb {
let minimum = Point3::new(
self.minimum.x().min(other.minimum.x()),
self.minimum.y().min(other.minimum.y()),
self.minimum.z().min(other.minimum.z()));
let maximum = Point3::new(
self.maximum.x().max(other.maximum.x()),
self.maximum.y().max(other.maximum.y()),
self.maximum.z().max(other.maximum.z()));
Aabb {minimum, maximum}
}
}

93
src/bvh.rs Normal file
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@ -0,0 +1,93 @@
use crate::hittable::{HittableList, Hittable, HitRecord, HittableObject};
use crate::aabb::Aabb;
use std::cmp;
use crate::Ray;
// https://github.com/fralken/ray-tracing-the-next-week/blob/master/src/bvh.rs
enum BVHNode {
Branch { left: Box<BVH>, right: Box<BVH> },
Leaf(HittableObject)
}
pub struct BVH {
tree: BVHNode,
bounding_box: Aabb
}
impl BVH {
pub fn new(mut objects: HittableList, time0: f64, time1: f64) -> Self {
fn box_compare(time0: f64, time1: f64, axis: usize) -> impl FnMut(&HittableObject, &HittableObject) -> cmp::Ordering {
move |a, b| {
let a_bbox = a.bounding_box(time0, time1);
let b_bbox = b.bounding_box(time0, time1);
if let (Some(a), Some(b)) = (a_bbox, b_bbox) {
let ac = a.min()[axis] + a.max()[axis];
let bc = b.min()[axis] + b.max()[axis];
ac.partial_cmp(&bc).unwrap()
} else {
panic!("no bounding box in bvh node")
}
}
}
fn axis_range(objects: &HittableList, time0: f64, time1: f64, axis: usize) -> f64 {
let (min, max) = objects.iter().fold((f64::MAX, f64::MIN), |(bmin, bmax), hit| {
if let Some(aabb) = hit.bounding_box(time0, time1) {
(bmin.min(aabb.min()[axis]), bmax.max(aabb.max()[axis]))
} else {
(bmin, bmax)
}
});
max - min
}
let mut axis_ranges: Vec<(usize, f64)> = (0..3)
.map(|a| (a, axis_range(&objects, time0, time1, a)))
.collect();
axis_ranges.sort_unstable_by(|a, b| b.1.partial_cmp(&a.1).unwrap());
let axis = axis_ranges[0].0;
objects.sort_unstable_by(box_compare(time0, time1, axis));
let len = objects.len();
match len {
0 => panic!("no elements in scene"),
1 => {
let leaf = objects.pop().unwrap();
if let Some(bounding_box) = leaf.bounding_box(time0, time1) {
BVH { tree: BVHNode::Leaf(leaf), bounding_box }
} else {
panic!("no bounding box in bvh node")
}
},
_ => {
let right = BVH::new(objects.drain(len / 2..).collect(), time0, time1);
let left = BVH::new(objects, time0, time1);
let bounding_box = left.bounding_box.surrounding(&right.bounding_box);
BVH { tree: BVHNode::Branch { left: Box::new(left), right: Box::new(right) }, bounding_box }
}
}
}
}
impl Hittable for BVH {
fn hit(&self, ray: &Ray, t_min: f64, mut t_max: f64) -> Option<HitRecord> {
if !self.bounding_box.hit(ray, t_min, t_max) {
return None;
}
match &self.tree {
BVHNode::Leaf(leaf) => leaf.hit(ray, t_min, t_max),
BVHNode::Branch { left, right } => {
let hit_left = left.hit(ray, t_min, t_max);
if let Some(hl) = &hit_left { t_max = hl.t };
let hit_right = right.hit(ray, t_min, t_max);
if hit_right.is_some() { hit_right } else { hit_left }
}
}
}
fn bounding_box(&self, _time0: f64, _time1: f64) -> Option<Aabb> {
Some(self.bounding_box)
}
}

View File

@ -1,3 +1,5 @@
use rand::Rng;
use crate::{Point3, Ray, Vec3};
pub struct Camera {
@ -11,18 +13,22 @@ pub struct Camera {
lens_radius: f64,
u: Vec3,
v: Vec3,
w: Vec3
w: Vec3,
time0: f64,
time1: f64
}
impl Camera {
pub fn get_ray(&self, s: f64, t: f64) -> Ray {
let rd = self.lens_radius * Vec3::random_unit_disk();
let offset = self.u * rd.x() + self.v * rd.y();
let time = rand::thread_rng().gen_range(self.time0..self.time1);
Ray::new(
self.origin + offset,
self.lower_left_corner + s*self.horizontal + t*self.vertical - self.origin - offset)
self.lower_left_corner + s*self.horizontal + t*self.vertical - self.origin - offset,
time)
}
pub fn new(
pub fn still(
look_from: Point3,
look_at: Point3,
up: Vec3,
@ -31,6 +37,29 @@ impl Camera {
aperture: f64,
focus_dist: f64) -> Self {
Camera::new(
look_from,
look_at,
up,
aspect_ratio,
vfov,
aperture,
focus_dist,
0.0,
0.0)
}
pub fn new(
look_from: Point3,
look_at: Point3,
up: Vec3,
aspect_ratio: f64,
vfov: f64,
aperture: f64,
focus_dist: f64,
time0: f64,
time1: f64) -> Self {
let theta = vfov.to_radians();
let h = (theta / 2.0).tan();
let viewport_height = 2.0 * h;
@ -53,7 +82,11 @@ impl Camera {
lens_radius: aperture / 2.0,
u,
v,
w
w,
time0,
time1
}
}
pub fn aspect_ratio(&self) -> f64 { self.aspect_ratio }
}

88
src/constant_medium.rs Normal file
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@ -0,0 +1,88 @@
use std::sync::Arc;
use crate::{Aabb, Color, Material, Ray, Vec3};
use crate::hittable::{HitRecord, Hittable};
use crate::isotropic::Isotropic;
use crate::texture::Texture;
/*
#[derive(Clone, Copy)]
pub struct HitRecord<'material> {
pub point: Point3,
pub normal: Vec3,
pub t: f64,
pub u: f64,
pub v: f64,
pub front_face: bool,
pub material: &'material Arc<Material>
}
*/
pub struct ConstantMedium<H: Hittable> {
boundary: H,
phase_function: Arc<Material>,
neg_inv_density: f64
}
impl<H: Hittable,> ConstantMedium<H> {
pub fn new(boundary: H, phase_function: Arc<Material>, density: f64) -> Self {
Self {
boundary,
phase_function,
neg_inv_density: -1.0 / density
}
}
pub fn textured(boundary: H, texture: Arc<dyn Texture>, density: f64) -> Self {
Self {
boundary,
phase_function: Arc::new(Material::Isotropic(Isotropic::from(texture))),
neg_inv_density: -1.0 / density
}
}
pub fn colored(boundary: H, color: Color, density: f64) -> Self {
Self {
boundary,
phase_function: Arc::new(Material::Isotropic(Isotropic::from(color))),
neg_inv_density: -1.0 / density
}
}
}
impl<H: Hittable>Hittable for ConstantMedium<H>{
fn hit(&self, ray: &Ray, t_min: f64, t_max: f64) -> Option<HitRecord> {
let rec1 = self.boundary.hit(ray, f64::NEG_INFINITY, f64::INFINITY);
if rec1.is_none() {
return None;
}
let mut rec1 = rec1.unwrap();
let rec2 = self.boundary.hit(ray, rec1.t+0.0001, f64::INFINITY);
if rec2.is_none() {
return None;
}
let mut rec2 = rec2.unwrap();
if rec1.t < t_min { rec1.t = t_min; }
if rec2.t > t_max { rec2.t = t_max; }
if rec1.t > rec2.t { return None; }
if rec1.t < t_min { rec1.t = 0.0; }
let ray_length = ray.direction().length();
let distance_inside_boundary = (rec2.t - rec1.t) * ray_length;
let hit_distance = self.neg_inv_density * rand::random::<f64>().ln();
if hit_distance > distance_inside_boundary { return None; }
let t = rec1.t + hit_distance / ray_length;
Some(HitRecord {
point: ray.at(t),
normal: Vec3::new(1.0, 0.0, 0.0), // arbitrary
t,
u: 0.0,
v: 0.0,
front_face: true, // also arbitrary
material: &self.phase_function
})
}
fn bounding_box(&self, time0: f64, time1: f64) -> Option<Aabb> {
self.boundary.bounding_box(time0, time1)
}
}

88
src/cuboid.rs Normal file
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@ -0,0 +1,88 @@
use std::sync::Arc;
use crate::{Aabb, HittableList, Material, Plane, Point3, Ray, Rect2D};
use crate::hittable::{HitRecord, Hittable};
pub struct Cuboid {
minimum: Point3,
maximum: Point3,
sides: HittableList
}
impl Cuboid {
pub fn new(p0: Point3, p1: Point3, material: Arc<Material>) -> Self {
let mut sides: HittableList = Vec::with_capacity(6);
sides.push(Arc::new(Rect2D::new(
Plane::XY,
p0.x(),
p1.x(),
p0.y(),
p1.y(),
p1.z(),
material.clone()
)));
sides.push(Arc::new(Rect2D::new(
Plane::XY,
p0.x(),
p1.x(),
p0.y(),
p1.y(),
p0.z(),
material.clone()
)));
sides.push(Arc::new(Rect2D::new(
Plane::XZ,
p0.x(),
p1.x(),
p0.z(),
p1.z(),
p1.y(),
material.clone()
)));
sides.push(Arc::new(Rect2D::new(
Plane::XZ,
p0.x(),
p1.x(),
p0.z(),
p1.z(),
p0.y(),
material.clone()
)));
sides.push(Arc::new(Rect2D::new(
Plane::YZ,
p0.y(),
p1.y(),
p0.z(),
p1.z(),
p1.x(),
material.clone()
)));
sides.push(Arc::new(Rect2D::new(
Plane::YZ,
p0.y(),
p1.y(),
p0.z(),
p1.z(),
p0.x(),
material.clone()
)));
Cuboid {
minimum: p0,
maximum: p1,
sides
}
}
}
impl Hittable for Cuboid {
fn hit(&self, ray: &Ray, t_min: f64, t_max: f64) -> Option<HitRecord> {
ray.hit_world(&self.sides, t_min, t_max)
}
fn bounding_box(&self, _time0: f64, _time1: f64) -> Option<Aabb> {
Some(Aabb {
minimum: self.minimum,
maximum: self.maximum
})
}
}

View File

@ -1,38 +1,86 @@
use crate::{Point3, Ray, Vec3};
use crate::material::{Material};
use crate::aabb::Aabb;
use std::f64::consts::PI;
use std::sync::Arc;
#[derive(Debug, Clone, Copy)]
pub type HittableObject = Arc<dyn Hittable + Sync + Send>;
pub type HittableList = Vec<HittableObject>;
//#[derive(Debug, Clone, Copy)]
#[derive(Clone, Copy)]
pub struct HitRecord<'material> {
pub point: Point3,
pub normal: Vec3,
pub t: f64,
pub u: f64,
pub v: f64,
pub front_face: bool,
pub material: &'material Material
pub material: &'material Arc<Material>
}
impl<'material> HitRecord<'material> {
pub fn normalized(&mut self, ray: &Ray) {
let dot = ray.direction().dot(&self.normal);
let front_face = dot < 0.0;
let normal = if front_face { self.normal } else { -self.normal };
self.normal = normal;
self.front_face = front_face;
}
/*pub fn normalized(& self) -> Self {
let dot = ray.direction().dot(self.normal);
let front_face = dot < 0.0;
let normal = if front_face { self.normal } else { -self.normal };
HitRecord {
point: self.point,
normal,
t: self.t,
u: self.u,
v: self.v,
front_face,
material: self.material
}
}*/
}
pub trait Hittable {
fn hit(&self, ray: &Ray, t_min: f64, t_max: f64) -> Option<HitRecord>;
fn bounding_box(&self, time0: f64, time1: f64) -> Option<Aabb>;
}
//#[derive(Clone)]
pub struct Sphere {
pub center: Point3,
pub radius: f64,
pub material: Material
pub material: Arc<Material>
}
impl Sphere {
pub fn new(center: Point3, radius: f64, material: Material) -> Sphere {
pub fn new(center: Point3, radius: f64, material: Arc<Material>) -> Sphere {
Sphere { center, radius, material }
}
pub fn uv(point: &Point3) -> (f64, f64) {
// p: a given point on the sphere of radius one, centered at the origin.
// u: returned value [0,1] of angle around the Y axis from X=-1.
// v: returned value [0,1] of angle from Y=-1 to Y=+1.
// <1 0 0> yields <0.50 0.50> <-1 0 0> yields <0.00 0.50>
// <0 1 0> yields <0.50 1.00> < 0 -1 0> yields <0.50 0.00>
// <0 0 1> yields <0.25 0.50> < 0 0 -1> yields <0.75 0.50>
let theta = -(point.y()).acos();
let phi = -(point.z()).atan2(point.x()) + PI;
(phi / (2.0 * PI), theta / PI)
}
}
impl Default for Sphere {
fn default() -> Self {
Sphere {
center: Point3::default(),
radius: 0.0,
material: Material::default()
material: Arc::new(Material::default())
}
}
}
impl Hittable for Sphere {
fn hit(&self, ray: &Ray, t_min: f64, t_max: f64) -> Option<HitRecord> {
let oc = &ray.origin() - &self.center;
@ -50,15 +98,105 @@ impl Hittable for Sphere {
}
let point = ray.at(root);
let normal = (point - self.center) / self.radius;
let (u, v) = Sphere::uv(&normal);
let mut rec = HitRecord {
point,
normal,
t: root,
u,
v,
front_face: false, // Will be set during normalied()
material: &self.material
};
rec.normalized(ray);
Some(rec)
}
fn bounding_box(&self, _time0: f64, _time1: f64) -> Option<Aabb> {
let s = Vec3::new(self.radius, self.radius, self.radius);
Some(Aabb {
minimum: self.center - s,
maximum: self.center + s,
})
}
}
//#[derive(Clone)]
pub struct MovableSphere {
pub center0: Point3,
pub center1: Point3,
pub radius: f64,
pub material: Arc<Material>,
pub time0: f64,
pub time1: f64,
}
impl MovableSphere {
pub fn new(
center0: Point3,
center1: Point3,
radius: f64,
material: Arc<Material>,
time0: f64,
time1: f64) -> Self {
MovableSphere { center0, center1, radius, material, time0, time1 }
}
pub fn center(&self, time: f64) -> Point3 {
self.center0 + ((time - self.time0) / (self.time1 - self.time0))*(self.center1 - self.center0)
}
}
impl Default for MovableSphere {
fn default() -> Self {
MovableSphere {
center0: Point3::default(),
center1: Point3::default(),
radius: 0.0,
material: Arc::new(Material::default()),
time0: 0.0,
time1: 0.0
}
}
}
impl Hittable for MovableSphere {
fn hit(&self, ray: &Ray, t_min: f64, t_max: f64) -> Option<HitRecord> {
let oc = &ray.origin() - &self.center(ray.time());
let a = ray.direction().length_squared();
let half_b = oc.dot(&ray.direction());
let c = oc.length_squared() - &self.radius * &self.radius;
let discriminant = half_b * half_b - a * c;
if discriminant < 0.0 { return None; }
let sqrtd = discriminant.sqrt();
let mut root = (-half_b - sqrtd) / a;
if root < t_min || t_max < root {
root = (-half_b + sqrtd) / a;
if root < t_min || t_max < root { return None; }
}
let point = ray.at(root);
let normal = (point - self.center(ray.time())) / self.radius;
let dot = ray.direction().dot(&normal);
let front_face = dot < 0.0;
let (u, v) = Sphere::uv(&normal);
let normal = if front_face { normal } else { -normal };
Some(HitRecord {
point,
normal,
t: root,
u,
v,
front_face,
material: &self.material
material: &self.material,
})
}
fn bounding_box(&self, time0: f64, time1: f64) -> Option<Aabb> {
let s = Vec3::new(self.radius, self.radius, self.radius);
let center0 = self.center(time0);
let center1 = self.center(time1);
Some(Aabb {
minimum: center0 - s,
maximum: center0 + s,
}.surrounding(&Aabb {
minimum: center1 - s,
maximum: center1 + s
}))
}
}

48
src/image_texture.rs Normal file
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@ -0,0 +1,48 @@
use image::{RgbImage};
use crate::{Color, Point3};
use crate::texture::Texture;
pub struct ImageTexture {
image: Option<RgbImage>
}
impl ImageTexture {
pub fn new(path: &str) -> Self {
let image = image::open(path)
.map(|i|i.into_rgb8())
.ok();
Self {
image
}
}
fn value_from_image(image: &RgbImage, u: f64, v: f64) -> Color {
// Clamp input texture coordinates to [0,1] x [1,0]
let u = u.clamp(0.0, 1.0);
let v = v.abs().clamp(0.0, 1.0); // Flip V to image coordinates
let i = match (u * image.width() as f64) as i32 {
i if i >= image.width() as i32 => image.width() as i32 - 1,
i => i
};
let j = match (v * image.height() as f64) as i32 {
j if j >= image.height() as i32 => image.height() as i32 - 1,
j => j
};
let color_scale = 1.0 / 255.0;
let pixel = image.get_pixel(i as u32, j as u32);
let x = pixel.0[0] as f64 * color_scale;
let y = pixel.0[1] as f64 * color_scale;
let z = pixel.0[2] as f64 * color_scale;
Color::new(x, y, z)
}
}
impl Texture for ImageTexture {
fn value(&self, u: f64, v: f64, _point: &Point3) -> Color {
match &self.image {
Some(i) => ImageTexture::value_from_image(i, u, v),
// If we have no texture data, then return solid cyan as a debugging aid.
_ => Color::new(0.0, 1.0, 1.0)
}
}
}

33
src/isotropic.rs Normal file
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@ -0,0 +1,33 @@
use std::sync::Arc;
use crate::hittable::HitRecord;
use crate::{Color, Ray, Vec3};
use crate::texture::{SolidColor, Texture};
pub struct Isotropic {
pub albedo: Arc<dyn Texture>
}
impl Isotropic {
pub fn scatter(&self, ray: &Ray, hit_record: &HitRecord) -> Option<(Option<Ray>, Color)> {
Some((
Some(
Ray::new(
hit_record.point,
Vec3::random_in_unit_sphere(),
ray.time())),
self.albedo.value(hit_record.u, hit_record.v, &hit_record.point)
))
}
}
impl From<Color> for Isotropic {
fn from(albedo: Color) -> Self {
let texture = SolidColor::from(albedo);
Isotropic { albedo: Arc::new(texture) }
}
}
impl From<Arc<dyn Texture>> for Isotropic {
fn from(albedo: Arc<dyn Texture>) -> Self {
Isotropic { albedo }
}
}

View File

@ -1,26 +1,587 @@
use std::sync::{Arc, Mutex};
use std::time::Instant;
use crate::camera::Camera;
use crate::hittable::{Hittable, Sphere};
use crate::hittable::{Sphere, HittableList, HittableObject};
use crate::output::{Output, PNG};
use crate::ray::Ray;
use crate::vec3::{Color, Point3, Vec3};
use hittable::MovableSphere;
use rand::Rng;
use rand::distributions::{Distribution, Uniform};
use crate::material::{Dielectric, Lambertian, Material, Metal};
use rayon::iter::{IntoParallelIterator, ParallelIterator};
use crate::material::{Dielectric, DiffuseLight, Lambertian, Material, Metal};
use crate::aabb::Aabb;
use crate::bvh::BVH;
use crate::constant_medium::ConstantMedium;
use crate::cuboid::Cuboid;
use crate::image_texture::ImageTexture;
use crate::noise::NoiseTexture;
use crate::obj::obj_to_hitable;
use crate::perlin::Perlin;
use crate::texture::CheckerTexture;
use crate::rect::{Plane, Rect2D};
use crate::rotate_y::RotateY;
use crate::translate::Translate;
use crate::triangle::Triangle;
mod vec3;
mod ray;
mod hittable;
mod material;
mod camera;
mod output;
mod aabb;
mod bvh;
mod texture;
mod perlin;
mod noise;
mod image_texture;
mod rect;
mod cuboid;
mod translate;
mod rotate_y;
mod constant_medium;
mod isotropic;
mod obj;
mod triangle;
fn random_scene() -> Vec<Box<dyn Hittable>> {
let mut world:Vec<Box<dyn Hittable>> = Vec::new();
// Image
const DEFAULT_ASPECT_RATIO: f64 = 3.0 / 2.0;
const IMAGE_WIDTH: usize = 300;
const SAMPLES_PER_PIXEL: i32 = 100;
const MAX_DEPTH: i32 = 50;
let material_ground = Material::Lambertian(Lambertian::new(Color::new(0.5, 0.5, 0.5)));
struct Scene {
pub world: HittableList,
pub cam: Camera,
pub background: Color
}
fn obj(path: &str) -> Scene {
let object = obj_to_hitable(&std::path::Path::new(path));
print!("Object hitbox: {:#?}", object.bounding_box(0.0, 1.0));
let difflight = Arc::new(Material::white_light(4.0));
let world: HittableList = vec![
object,
Arc::new(Rect2D::new(
Plane::XZ,
-2.0,
2.0,
-2.0,
2.0,
10.0,
difflight.clone()
)),
Arc::new(Sphere::new(
Point3::new(-5.0, 5.0, 0.0),
1.0,
difflight.clone()
)),
Arc::new(Sphere::new(
Point3::new(0.6, 3.5, -0.6),
0.4,
Arc::new(Material::Metal(Metal::new(Color::new(1.0, 0.0, 0.0), 0.2)))
)),
Arc::new(Sphere::new(
Point3::new(1.7, 0.4, 1.7),
0.4,
Arc::new(Material::solid(0.2, 0.2, 0.8))
)),
Arc::new(Sphere::new(
Point3::new(0.0, 300.0, 0.0),
300.0,
Arc::new(Material::Lambertian(Lambertian::textured(Arc::new(NoiseTexture { noise: Perlin::new(), scale: 0.1 }))))
))];
let look_from = Point3::new(8.0, 10.0, 8.0);
let look_at = Point3::new(0.0, 1.0, 0.0);
let focus_dist = 2.0;
let cam = Camera::new(
look_from,
look_at,
Vec3::new(0.0, 1.0, 0.0),
1.0,
30.0,
0.0,
focus_dist,
0.0,
1.0);
Scene {
world,
cam,
background: Color::default()
}
}
fn cornell_box() -> Scene {
let mut world:HittableList = Vec::new();
let red = Material::Lambertian(
Lambertian::from(Color::new(0.65, 0.05, 0.05)));
let white = Arc::new(Material::Lambertian(
Lambertian::from(Color::new(0.73, 0.73, 0.73))));
let green = Material::Lambertian(
Lambertian::from(Color::new(0.12, 0.45, 0.15)));
let light = Material::DiffuseLight(
DiffuseLight::from(Color::new(15.0, 15.0, 15.0)));
// Walls
world.push(Arc::new(Rect2D::new(
Plane::YZ,
0.0,
555.0,
0.0,
555.0,
555.0,
Arc::new(green)
)));
world.push(Arc::new(Rect2D::new(
Plane::YZ,
0.0,
555.0,
0.0,
555.0,
0.0,
Arc::new(red)
)));
world.push(Arc::new(Rect2D::new(
Plane::XZ,
213.0,
343.0,
227.0,
332.0,
554.0,
Arc::new(light)
)));
world.push(Arc::new(Rect2D::new(
Plane::XZ,
0.0,
555.0,
0.0,
555.0,
0.0,
white.clone()
)));
world.push(Arc::new(Rect2D::new(
Plane::XZ,
0.0,
555.0,
0.0,
555.0,
555.0,
white.clone()
)));
world.push(Arc::new(Rect2D::new(
Plane::XY,
0.0,
555.0,
0.0,
555.0,
555.0,
white.clone()
)));
// Boxes
let rotated1 = RotateY::new(
Cuboid::new(
Point3::new(0.0, 0.0, 0.0),
Point3::new(165.0, 330.0, 165.0),
white.clone()
),
15.0
);
let box1 = Translate::new(
rotated1,
Vec3::new(265.0, 0.0, 295.0)
);
world.push(Arc::new(box1));
let rotated2 = RotateY::new(
Cuboid::new(
Point3::new(0.0, 0.0, 0.0),
Point3::new(165.0, 165.0, 165.0),
white.clone()
),
-18.0
);
let box2 = Translate::new(
rotated2,
Vec3::new(130.0,0.0,65.0)
);
world.push(Arc::new(box2));
let look_from = Point3::new(278.0, 278.0, -800.0);
let look_at = Point3::new(278.0, 278.0, 0.0);
let focus_dist = 2.0;
let cam = Camera::new(
look_from,
look_at,
Vec3::new(0.0, 1.0, 0.0),
1.0,
40.0,
0.0,
focus_dist,
0.0,
1.0);
Scene {
world,
cam,
background: Color::default()
}
}
fn cornell_box_smoke() -> Scene {
let mut world:HittableList = Vec::new();
let red = Material::Lambertian(
Lambertian::from(Color::new(0.65, 0.05, 0.05)));
let white = Arc::new(Material::Lambertian(
Lambertian::from(Color::new(0.73, 0.73, 0.73))));
let green = Material::Lambertian(
Lambertian::from(Color::new(0.12, 0.45, 0.15)));
let light = Material::DiffuseLight(
DiffuseLight::from(Color::new(7.0, 7.0, 7.0)));
// Walls
world.push(Arc::new(Rect2D::new(
Plane::YZ,
0.0,
555.0,
0.0,
555.0,
555.0,
Arc::new(green)
)));
world.push(Arc::new(Rect2D::new(
Plane::YZ,
0.0,
555.0,
0.0,
555.0,
0.0,
Arc::new(red)
)));
world.push(Arc::new(Rect2D::new(
Plane::XZ,
113.0,
443.0,
127.0,
432.0,
554.0,
Arc::new(light)
)));
world.push(Arc::new(Rect2D::new(
Plane::XZ,
0.0,
555.0,
0.0,
555.0,
0.0,
white.clone()
)));
world.push(Arc::new(Rect2D::new(
Plane::XZ,
0.0,
555.0,
0.0,
555.0,
555.0,
white.clone()
)));
world.push(Arc::new(Rect2D::new(
Plane::XY,
0.0,
555.0,
0.0,
555.0,
555.0,
white.clone()
)));
// Boxes
let rotated1 = RotateY::new(
Cuboid::new(
Point3::new(0.0, 0.0, 0.0),
Point3::new(165.0, 330.0, 165.0),
white.clone()
),
15.0
);
let box1 = Translate::new(
rotated1,
Vec3::new(265.0, 0.0, 295.0)
);
let medium1 = ConstantMedium::colored(
box1,
Color::new(0.0, 0.0, 0.0),
0.01);
world.push(Arc::new(medium1));
let rotated2 = RotateY::new(
Cuboid::new(
Point3::new(0.0, 0.0, 0.0),
Point3::new(165.0, 165.0, 165.0),
white.clone()
),
-18.0
);
let box2 = Translate::new(
rotated2,
Vec3::new(130.0,0.0,65.0)
);
let medium2 = ConstantMedium::colored(
box2,
Color::new(1.0, 1.0, 1.0),
0.01);
world.push(Arc::new(medium2));
let look_from = Point3::new(278.0, 278.0, -800.0);
let look_at = Point3::new(278.0, 278.0, 0.0);
let focus_dist = 2.0;
let cam = Camera::new(
look_from,
look_at,
Vec3::new(0.0, 1.0, 0.0),
1.0,
40.0,
0.0,
focus_dist,
0.0,
1.0);
Scene {
world,
cam,
background: Color::default()
}
}
fn simple_light() -> Scene {
let mut world:HittableList = Vec::new();
let noise = NoiseTexture { noise: Perlin::new(), scale: 4.0 };
let noise_material = Arc::new(Material::Lambertian(Lambertian::textured(Arc::new(noise))));
world.push(Arc::new(Sphere {
center: Point3::new(0.0, -1000.0, 0.0),
radius: 1000.0,
material: Arc::clone(&noise_material)
}));
world.push(Arc::new(Sphere {
center: Point3::new(0.0, 2.0, 0.0),
radius: 2.0,
material: noise_material
}));
let difflight = Material::DiffuseLight(
// Brighter than 1.0/1.0/1.0 so it can light things
DiffuseLight::from(Color::new(4.0, 4.0, 4.0)));
world.push(Arc::new(Rect2D::new(
Plane::XY,
3.0,
5.0,
1.0,
3.0,
-2.0,
Arc::new(difflight)
)));
let look_from = Point3::new(26.0, 3.0, 6.0);
let look_at = Point3::new(0.0, 2.0, 0.0);
let focus_dist = 2.0;
let cam = Camera::new(
look_from,
look_at,
Vec3::new(0.0, 1.0, 0.0),
DEFAULT_ASPECT_RATIO,
20.0,
0.0,
focus_dist,
0.0,
1.0);
Scene {
world,
cam,
background: Color::default()
}
}
fn sun() -> Scene {
let mut world:HittableList = Vec::new();
let earth_material = Arc::new(
Material::DiffuseLight(DiffuseLight::from(Color::new(1.0, 1.0, 0.0))));
world.push(Arc::new(Sphere {
center: Point3::new(0.0, 0.0, 0.0),
radius: 2.0,
material: earth_material
}));
let look_from = Point3::new(13.0, 2.0, 3.0);
let look_at = Point3::new(0.0, 0.0, 0.0);
let focus_dist = 2.0;
let cam = Camera::new(
look_from,
look_at,
Vec3::new(0.0, 1.0, 0.0),
DEFAULT_ASPECT_RATIO,
20.0,
0.0,
focus_dist,
0.0,
1.0);
Scene {
world,
cam,
background: Color::default()
}
}
fn earth() -> Scene {
let mut world:HittableList = Vec::new();
let earth_texture = ImageTexture::new("textures/earthmap.jpg");
let earth_material = Arc::new(
Material::Lambertian(Lambertian::textured(Arc::new(earth_texture))));
world.push(Arc::new(Sphere {
center: Point3::new(0.0, 2.0, 1.0),
radius: 2.0,
material: earth_material
}));
let glass = Arc::new(
Material::Dielectric(Dielectric::new(1.5)));
world.push(Arc::new(Sphere {
center: Point3::new(-0.5,1.0, -1.5),
radius: 1.0,
material: glass
}));
let noise = NoiseTexture { noise: Perlin::new(), scale: 4.0 };
let noise_material = Arc::new(Material::Lambertian(Lambertian::textured(Arc::new(noise))));
world.push(Arc::new(Sphere {
center: Point3::new(0.0, -1000.0, 0.0),
radius: 1000.0,
material: noise_material
}));
let look_from = Point3::new(10.0, 6.0, 3.0);
let look_at = Point3::new(0.0, 0.0, 0.0);
let focus_dist = 2.0;
let cam = Camera::new(
look_from,
look_at,
Vec3::new(0.0, 1.0, 0.0),
DEFAULT_ASPECT_RATIO,
40.0,
0.0,
focus_dist,
0.0,
1.0);
Scene {
world,
cam,
background: Color::new(0.70, 0.80, 1.00)
}
}
fn two_spheres() -> Scene {
let mut world:HittableList = Vec::new();
let checker = CheckerTexture::colored(
Color::new(0.2, 0.3, 0.1),
Color::new(0.9, 0.9, 0.9));
let checker_material = Arc::new(Material::Lambertian(Lambertian::textured(Arc::new(checker))));
world.push(Arc::new(Sphere {
center: Point3::new(0.0, -10.0, 0.0),
radius: 10.0,
material: Arc::clone(&checker_material)
}));
world.push(Arc::new(Sphere {
center: Point3::new(0.0, 10.0, 0.0),
radius: 10.0,
material: checker_material
}));
let look_from = Point3::new(13.0, 2.0, 3.0);
let look_at = Point3::new(0.0, 0.0, 0.0);
let focus_dist = 2.0;
let cam = Camera::new(
look_from,
look_at,
Vec3::new(0.0, 1.0, 0.0),
DEFAULT_ASPECT_RATIO,
20.0,
0.0,
focus_dist,
0.0,
1.0);
Scene {
world,
cam,
background: Color::new(0.70, 0.80, 1.00)
}
}
fn two_perlin_spheres() -> Scene {
let mut world:HittableList = Vec::new();
let noise = NoiseTexture { noise: Perlin::new(), scale: 4.0 };
let noise_material = Arc::new(Material::Lambertian(Lambertian::textured(Arc::new(noise))));
world.push(Arc::new(Sphere {
center: Point3::new(0.0, -1000.0, 0.0),
radius: 1000.0,
material: Arc::clone(&noise_material)
}));
world.push(Arc::new(Sphere {
center: Point3::new(1.0, 2.0, 1.0),
radius: 2.0,
material: noise_material
}));
let look_from = Point3::new(13.0, 2.0, 3.0);
let look_at = Point3::new(0.0, 0.0, 0.0);
let focus_dist = 2.0;
let cam = Camera::new(
look_from,
look_at,
Vec3::new(0.0, 1.0, 0.0),
DEFAULT_ASPECT_RATIO,
20.0,
0.0,
focus_dist,
0.0,
1.0);
Scene {
world,
cam,
background: Color::new(0.70, 0.80, 1.00)
}
}
fn random_scene() -> Scene {
let mut world: HittableList = Vec::new();
let checker = CheckerTexture::colored(
Color::new(0.2, 0.3, 0.1),
Color::new(0.9, 0.9, 0.9));
let material_ground = Arc::new(Material::Lambertian(Lambertian::textured(Arc::new(checker))));
let ground = Sphere {
center: Point3::new(0.0, -1000.0, 0.0),
radius: 1000.0,
material: material_ground
};
world.push(Box::new(ground));
world.push(Arc::new(ground));
let unit_range = Uniform::from(0.0..1.0);
let fuzz_range = Uniform::from(0.0..0.5);
@ -37,68 +598,293 @@ fn random_scene() -> Vec<Box<dyn Hittable>> {
continue;
}
let material = match choose_material {
_ if choose_material < 0.8 => Material::Lambertian(Lambertian::new(
Color::random(0.0, 1.0) * Color::random(0.0, 1.0))),
_ if choose_material < 0.95 => Material::Metal(Metal::new(
_ if choose_material < 0.8 => Arc::new(Material::Lambertian(Lambertian::from(
Color::random(0.0, 1.0) * Color::random(0.0, 1.0)))),
_ if choose_material < 0.95 => Arc::new(Material::Metal(Metal::new(
Color::random(0.5, 1.0),
fuzz_range.sample(&mut rng))),
_ => Material::Dielectric(Dielectric::new(1.5)),
fuzz_range.sample(&mut rng)))),
_ => Arc::new(Material::Dielectric(Dielectric::new(1.5))),
};
let sphere: HittableObject = match rng.gen_bool(1.0 / 3.0) {
true => {
let center1 = center + Vec3::new(0.0, fuzz_range.sample(&mut rng) / 2.0, 0.0);
Arc::new(MovableSphere {
center0: center,
center1,
radius: 0.2,
material,
time0: 0.0,
time1: 1.0
})
}
false => Arc::new(Sphere {
center,
radius: 0.2,
material
})
};
let sphere = Box::new(Sphere {
center,
radius: 0.2,
material
});
world.push(sphere);
}
}
world
}
fn main() {
// Image
const ASPECT_RATIO: f64 = 3.0 / 2.0;
const IMAGE_WIDTH: i32 = 1200;
const IMAGE_HEIGHT: i32 = (IMAGE_WIDTH as f64 / ASPECT_RATIO) as i32;
const SAMPLES_PER_PIXEL: i32 = 10;
const MAX_DEPTH: i32 = 50;
let material1 = Arc::new(Material::Dielectric(Dielectric::new(1.5)));
world.push(Arc::new(Sphere {
center: Point3::new(0.0, 1.0, 0.0),
radius: 1.0,
material: material1
}));
let material2 = Arc::new(Material::Lambertian(Lambertian::from(Color::new(0.4, 0.2, 0.1))));
world.push(Arc::new(Sphere {
center: Point3::new(-4.0, 1.0, 0.0),
radius: 1.0,
material: material2
}));
let material3 = Arc::new(Material::Metal(Metal::new(Color::new(0.7, 0.6, 0.5), 0.0)));
world.push(Arc::new(Sphere {
center: Point3::new(4.0, 1.0, 0.0),
radius: 1.0,
material: material3
}));
let look_from = Point3::new(13.0, 2.0, 3.0);
let look_at = Point3::new(0.0, 0.0, 0.0);
let focus_dist = 10.0;
// Camera
let focus_dist = 2.0;
let cam = Camera::new(
look_from,
look_at,
Vec3::new(0.0, 1.0, 0.0),
ASPECT_RATIO,
DEFAULT_ASPECT_RATIO,
20.0,
0.1,
focus_dist);
0.0,
focus_dist,
0.0,
1.0);
// World
let world= random_scene();
Scene {
world,
cam,
background: Color::new(0.70, 0.80, 1.00)
}
}
println!("P3\n{} {}\n255", IMAGE_WIDTH, IMAGE_HEIGHT);
let between = Uniform::from(0.0..1.0);
fn next_week_final() -> Scene {
let ground = Arc::new(
Material::Lambertian(Lambertian::from(Color::new(0.48, 0.84, 0.53))));
let boxes_per_side = 20;
let mut rng = rand::thread_rng();
for j in (0..IMAGE_HEIGHT).rev() {
eprint!("\rScanlines remaining: {} ", j);
for i in 0..IMAGE_WIDTH {
let mut color = Color::default();
for s in 0..SAMPLES_PER_PIXEL {
let random_number = between.sample(&mut rng);
let u = (i as f64 + random_number) / (IMAGE_WIDTH - 1) as f64;
let v = (j as f64 + random_number) / (IMAGE_HEIGHT - 1) as f64;
let ray = cam.get_ray(u, v);
if i == 200 && (j == 112 || j == 113) {
let tt = 0;
}
color += ray.pixel_color(&world, MAX_DEPTH);
}
color.write_color(SAMPLES_PER_PIXEL);
let box_range = Uniform::from(1.0..101.0);
let mut boxes1: HittableList = Vec::with_capacity(boxes_per_side*boxes_per_side);
for i in 0..boxes_per_side {
for j in 0..boxes_per_side {
let w = 100.0;
let x0 = -1000.0 + (i as f64)*w;
let z0 = -1000.0 + (j as f64)*w;
let y0 = 0.0;
let x1 = x0 + w;
let y1 = box_range.sample(&mut rng);
let z1 = z0 + w;
boxes1.push(Arc::new(Cuboid::new(
Vec3::new(x0, y0, z0),
Vec3::new(x1, y1, z1),
ground.clone()
)));
}
}
eprintln!("\nDone");
let mut world: HittableList = Vec::new();
world.push(Arc::new(BVH::new(boxes1, 0.0, 1.0)));
let light = Arc::new(
Material::DiffuseLight(DiffuseLight::from(Color::new(7.0, 7.0, 7.0))));
world.push(Arc::new(Rect2D::new(
Plane::XZ,
123.0,
423.0,
147.0,
412.0,
554.0,
light
)));
// Moving Sphere
let moving_sphere_material = Arc::new(
Material::Lambertian(Lambertian::from(Color::new(0.7, 0.3, 0.1))));
let center1 = Point3::new(400.0, 400.0, 200.0);
world.push(Arc::new(MovableSphere::new(
center1,
center1 + Vec3::new(30.0, 0.0, 0.0),
50.0,
moving_sphere_material,
0.0,
1.0
)));
let glass = Arc::new(Material::Dielectric(Dielectric::new(1.5)));
// Glass
world.push(Arc::new(Sphere::new(
Point3::new(260.0, 150.0, 45.0),
50.0,
glass.clone()
)));
// Metal sphere
world.push(Arc::new(Sphere::new(
Point3::new(0.0, 150.0, 145.0),
50.0,
Arc::new(
Material::Metal(Metal::new(Color::new(0.8, 0.8, 0.9), 1.0)))
)));
let boundary = Sphere::new(
Point3::new(360.0, 150.0, 145.0),
70.0,
glass.clone()
);
let boundary_clone = Sphere::new(
Point3::new(360.0, 150.0, 145.0),
70.0,
glass.clone()
);
world.push(Arc::new(boundary_clone));
world.push(Arc::new(
ConstantMedium::colored(
boundary,
Color::new(0.2, 0.4, 0.9),
0.2)));
let boundary = Sphere::new(
Point3::new(0.0, 0.0, 0.0),
5000.0,
glass.clone()
);
world.push(Arc::new(
ConstantMedium::colored(
boundary,
Color::new(1.0, 1.0, 1.0),
0.0001)));
// Earth
let earth_material = Arc::new(Material::Lambertian(
Lambertian::textured(
Arc::new(ImageTexture::new("textures/earthmap.jpg")))));
world.push(Arc::new(Sphere::new(
Point3::new(400.0, 200.0, 400.0),
100.0,
earth_material
)));
// Gray sphere
let pertext = Arc::new(Material::Lambertian(Lambertian::textured(
Arc::new(NoiseTexture {
noise: Perlin::new(),
scale: 0.1
}))));
world.push(Arc::new(Sphere::new(
Point3::new(220.0, 280.0, 300.0),
80.0,
pertext
)));
let ns = 1000;
let mut boxes2: HittableList = Vec::with_capacity(ns);
let white = Arc::new(Material::Lambertian(
Lambertian::from(Color::new(0.73, 0.73, 0.73))));
for _i in 0..ns {
let sphere = Sphere::new(
Point3::random(0.0, 165.0),
10.0,
white.clone()
);
boxes2.push(Arc::new(sphere));
}
world.push(
Arc::new(
Translate::new(
RotateY::new(
BVH::new(boxes2, 0.0, 1.0),
15.0
),
Vec3::new(-100.0, 270.0, 395.0)
)
)
);
let look_from = Point3::new(478.0, 278.0, -600.0);
let look_at = Point3::new(278.0, 278.0, 0.0);
let focus_dist = 2.0;
let cam = Camera::new(
look_from,
look_at,
Vec3::new(0.0, 1.0, 0.0),
1.0,
40.0,
0.0,
focus_dist,
0.0,
1.0);
Scene {
world,
cam,
background: Color::default()
}
}
fn main() {
rayon::ThreadPoolBuilder::new().num_threads(1).build_global().unwrap(); // Enable, to reduce load
// World
let scene: u8 = 8;
let scene_setup = match scene {
0 => two_spheres(),
1 => two_perlin_spheres(),
2 => earth(),
3 => sun(),
4 => simple_light(),
5 => cornell_box(),
6 => cornell_box_smoke(),
7 => next_week_final(),
8 => obj("teapot.obj"),
_ => random_scene(),
};
let between = Uniform::from(0.0..1.0);
let start = Instant::now();
let image_height: usize = (IMAGE_WIDTH as f64 / scene_setup.cam.aspect_ratio()) as usize;
let mut pixels = vec![0; IMAGE_WIDTH * image_height * 3];
let bands: Vec<(usize, &mut [u8])> = pixels.chunks_mut(3).enumerate().collect();
let count = Mutex::new(0);
bands.into_par_iter().for_each(|(i, pixel)| {
let row = image_height - (i / IMAGE_WIDTH) - 1;
let col = i % IMAGE_WIDTH;
let mut rng = rand::thread_rng();
let mut color = Color::default();
(0..SAMPLES_PER_PIXEL).for_each(|_s| {
let random_number = between.sample(&mut rng);
let u = (col as f64 + random_number) / (IMAGE_WIDTH - 1) as f64;
let v = (row as f64 + random_number) / (image_height - 1) as f64;
let ray = scene_setup.cam.get_ray(u, v);
color += ray.pixel_color(scene_setup.background, &scene_setup.world, MAX_DEPTH);
});
let bytes = color.into_bytes(SAMPLES_PER_PIXEL);
pixel[0] = bytes[0];
pixel[1] = bytes[1];
pixel[2] = bytes[2];
if i % 100 == 0 {
let mut rem = count.lock().unwrap();
let percent_done_before = 100 * *rem / (IMAGE_WIDTH * image_height);
*rem += 100;
let percent_done_after = 100 * *rem / (IMAGE_WIDTH * image_height);
if percent_done_before != percent_done_after {
eprint!("\rProgress: {}% ", percent_done_after);
}
}
});
PNG::write("imc.png", &pixels, IMAGE_WIDTH, image_height).expect("Error writing image: {}");
eprintln!("\nDone. Time: {}ms", start.elapsed().as_millis());
}

View File

@ -1,21 +1,38 @@
use std::sync::Arc;
use rand::Rng;
use crate::hittable::HitRecord;
use crate::{Color, Ray, Vec3};
use crate::{Color, Point3, Ray, Vec3};
use crate::isotropic::Isotropic;
use crate::texture::{SolidColor, Texture};
pub trait Scatterable {
fn scatter(&self, ray: &Ray, hit_record: &HitRecord) -> Option<(Option<Ray>, Color)>;
fn emitted(&self, u: f64, v: f64, point: &Point3) -> Color;
}
#[derive(Debug, Clone)]
pub enum Material {
Lambertian(Lambertian),
Metal(Metal),
Dielectric(Dielectric)
Dielectric(Dielectric),
DiffuseLight(DiffuseLight),
Isotropic(Isotropic)
}
impl Default for Material {
fn default() -> Self {
Material::Lambertian(Lambertian::new(Color::default()))
Material::solid(0.8, 0.8, 0.8)
}
}
impl Material {
pub fn solid(r: f64, g: f64, b: f64) -> Self {
Material::Lambertian(Lambertian::from(Color::new(r, g, b)))
}
pub fn light(r: f64, g: f64, b: f64) -> Self {
Material::DiffuseLight(DiffuseLight::from(Color::new(r, g, b)))
}
pub fn white_light(brightness: f64) -> Self {
Material::DiffuseLight(DiffuseLight::from(Color::new(brightness, brightness, brightness)))
}
}
@ -24,29 +41,64 @@ impl Scatterable for Material {
match self {
Material::Lambertian(l) => l.scatter(ray, hit_record),
Material::Metal(m) => m.scatter(ray, hit_record),
Material::Dielectric(d) => d.scatter(ray, hit_record)
Material::Dielectric(d) => d.scatter(ray, hit_record),
Material::DiffuseLight(l) => l.scatter(ray, hit_record),
Material::Isotropic(i) => i.scatter(ray, hit_record)
}
}
fn emitted(&self, u: f64, v: f64, point: &Point3) -> Color {
match self {
Material::DiffuseLight(l) => l.emitted(u, v, point),
_ => Color::new(0.0, 0.0, 0.0)
}
}
}
#[derive(Debug, Clone)]
pub struct DiffuseLight {
pub emit: Arc<dyn Texture>
}
impl From<Color> for DiffuseLight {
fn from(color: Color) -> Self {
DiffuseLight {
emit: Arc::new(SolidColor::from(color))
}
}
}
impl DiffuseLight {
pub fn emitted(&self, u: f64, v: f64, point: &Point3) -> Color {
self.emit.value(u, v, point)
}
pub fn scatter(&self, _ray: &Ray, _hit_record: &HitRecord) -> Option<(Option<Ray>, Color)> {
None
}
}
pub struct Lambertian {
pub albedo: Color
pub albedo: Arc<dyn Texture>
}
impl From<Color> for Lambertian {
fn from(albedo: Color) -> Self {
let texture = SolidColor::from(albedo);
Lambertian { albedo: Arc::new(texture) }
}
}
impl Lambertian {
pub fn new(albedo: Color) -> Self {
pub fn textured(albedo: Arc<dyn Texture>) -> Self {
Lambertian { albedo }
}
}
impl Scatterable for Lambertian {
fn scatter(&self, ray: &Ray, hit_record: &HitRecord) -> Option<(Option<Ray>, Color)> {
impl Lambertian {
pub fn scatter(&self, ray: &Ray, hit_record: &HitRecord) -> Option<(Option<Ray>, Color)> {
let mut direction = hit_record.normal + Vec3::random_unit_vector();
if direction.near_zero() {
direction = hit_record.normal;
}
let scattered = Ray::new(hit_record.point, direction);
Some((Some(scattered), self.albedo))
let scattered = Ray::new(hit_record.point, direction, ray.time());
Some((Some(scattered), self.albedo.value(hit_record.u, hit_record.v, &hit_record.point)))
}
}
@ -65,12 +117,12 @@ impl Metal {
}
}
impl Scatterable for Metal {
fn scatter(&self, ray: &Ray, hit_record: &HitRecord) -> Option<(Option<Ray>, Color)> {
impl Metal {
pub fn scatter(&self, ray: &Ray, hit_record: &HitRecord) -> Option<(Option<Ray>, Color)> {
let reflected = ray.direction().unit_vector().reflected(&hit_record.normal);
let scattered = Ray::new(
hit_record.point,
reflected + self.fuzz * Vec3::random_in_unit_sphere());
reflected + self.fuzz * Vec3::random_in_unit_sphere(), ray.time());
if scattered.direction().dot(&hit_record.normal) > 0.0 {
Some((Some(scattered), self.albedo))
} else {
@ -95,8 +147,8 @@ impl Dielectric {
}
}
impl Scatterable for Dielectric {
fn scatter(&self, ray: &Ray, hit_record: &HitRecord) -> Option<(Option<Ray>, Color)> {
impl Dielectric {
pub fn scatter(&self, ray: &Ray, hit_record: &HitRecord) -> Option<(Option<Ray>, Color)> {
let color = Color::new(1.0, 1.0, 1.0);
let refraction_ratio = if hit_record.front_face {
1.0/self.index_of_refraction
@ -113,11 +165,11 @@ impl Scatterable for Dielectric {
if cannot_refract || reflectance > rng.gen::<f64>() {
let reflected = unit_direction.reflected(&hit_record.normal);
let scattered = Ray::new(hit_record.point, reflected);
let scattered = Ray::new(hit_record.point, reflected, ray.time());
Some((Some(scattered), color))
} else {
let direction = unit_direction.refract(&hit_record.normal, refraction_ratio);
let scattered = Ray::new(hit_record.point, direction);
let scattered = Ray::new(hit_record.point, direction, ray.time());
Some((Some(scattered), color))
}
}

17
src/noise.rs Normal file
View File

@ -0,0 +1,17 @@
use crate::perlin::Perlin;
use crate::{Color, Point3};
use crate::texture::Texture;
pub struct NoiseTexture {
pub noise: Perlin,
pub scale: f64
}
impl Texture for NoiseTexture {
fn value(&self, _u: f64, _v: f64, point: &Point3) -> Color {
let sin = self.scale * point.z() + 10.0 * self.noise.default_turbulence(point);
Color::new(1.0, 1.0, 1.0)
* 0.5
* (1.0 + sin.sin())
}
}

51
src/obj.rs Normal file
View File

@ -0,0 +1,51 @@
use std::path::Path;
use std::sync::Arc;
use tobj::LoadOptions;
use crate::{BVH, Color, Dielectric, HittableList, HittableObject, Lambertian, Material, Point3, Vec3};
use crate::hittable::Hittable;
use crate::triangle::Triangle;
pub fn obj_to_hitable(path: &Path) -> HittableObject {
let mut lo = LoadOptions::default();
lo.triangulate = true;
let (models, materials) = tobj::load_obj(path, &lo)
.unwrap();
let default_mat: Arc<Material> = Arc::new(
Material::Dielectric(
Dielectric::new(1.5)
)
);
let mut triangles: HittableList = Vec::with_capacity(models.len());
for model in models {
let mesh = model.mesh;
for f in 0..mesh.indices.len() / 3 {
let i0 = mesh.indices[3 * f] as usize;
let i1 = mesh.indices[3 * f + 1] as usize;
let i2 = mesh.indices[3 * f + 2] as usize;
let v0 = Point3::new(
mesh.positions[i0 * 3] as f64,
mesh.positions[i0 * 3 + 1] as f64,
mesh.positions[i0 * 3 + 2] as f64);
let v1 = Point3::new(
mesh.positions[i1 * 3] as f64,
mesh.positions[i1 * 3 + 1] as f64,
mesh.positions[i1 * 3 + 2] as f64);
let v2 = Point3::new(
mesh.positions[i2 * 3] as f64,
mesh.positions[i2 * 3 + 1] as f64,
mesh.positions[i2 * 3 + 2] as f64);
let triangle = if mesh.normals.len() <= i0 * 3 + 2 {
Triangle::without_normal(v0, v1, v2, default_mat.clone())
} else {
let normal = Vec3::new(
mesh.normals[i0 * 3] as f64,
mesh.normals[i0 * 3 + 1] as f64,
mesh.normals[i0 * 3 + 2] as f64);
Triangle::new(v0, v1, v2, normal, default_mat.clone())
};
triangles.push(Arc::new(triangle));
}
}
Arc::new(BVH::new(triangles, 0.0, 1.0))
}

37
src/output.rs Normal file
View File

@ -0,0 +1,37 @@
use std::{fs::File, io::{Error, Write, BufWriter, ErrorKind}};
use image::ImageOutputFormat;
pub trait Output {
fn write(filename: &str, pixels: &Vec<u8>, width: usize, height: usize) -> Result<(), Error>;
}
pub struct P3 {}
impl Output for P3 {
fn write(filename: &str, pixels: &Vec<u8>, width: usize, height: usize) -> Result<(), Error> {
let mut file = File::create(filename)?;
file.write(format!("P3\n{} {}\n255\n", width, height).as_bytes())?;
let lines: Result<Vec<usize>, Error> = pixels
.chunks(3)
.map(|chunk| format!("{} {} {}\n", chunk[0], chunk[1], chunk[2]))
.map(|line| file.write(line.as_bytes()))
.collect();
lines.map(|_l|())
}
}
pub struct PNG {}
impl Output for PNG {
fn write(filename: &str, pixels: &Vec<u8>, width: usize, height: usize) -> Result<(), Error> {
let file = File::create(filename)?;
let ref mut writer = BufWriter::new(file);
image::write_buffer_with_format(
writer,
pixels,
width as u32,
height as u32,
image::ColorType::Rgb8,
ImageOutputFormat::Png)
.map_err(|e| Error::new(ErrorKind::Other, e))
}
}

96
src/perlin.rs Normal file
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@ -0,0 +1,96 @@
use rand::Rng;
use crate::{Point3, Vec3};
pub struct Perlin {
ranvec: Vec<Vec3>,
perm_x: Vec<usize>,
perm_y: Vec<usize>,
perm_z: Vec<usize>,
}
impl Perlin {
const POINT_COUNT: usize = 256;
pub fn new() -> Self {
let mut ranvec = Vec::with_capacity(Perlin::POINT_COUNT);
(0..Perlin::POINT_COUNT).for_each(|_i|ranvec.push(Vec3::random(-1.0, 1.0)));
Perlin {
ranvec,
perm_x: Perlin::perlin_generate_perm(),
perm_y: Perlin::perlin_generate_perm(),
perm_z: Perlin::perlin_generate_perm(),
}
}
pub fn default_turbulence(&self, point: &Point3) -> f64 {
self.turbulence(point, 7)
}
pub fn turbulence(&self, point: &Point3, depth: i32) -> f64 {
let mut accum = 0.0;
let mut temp_p = point.clone();
let mut weight = 1.0;
for _i in 0..depth {
accum += weight * self.noise(&temp_p);
weight *= 0.5;
temp_p *= 2.0;
}
accum.abs()
}
pub fn noise(&self, point: &Point3) -> f64 {
let u = point.x() - point.x().floor();
let v = point.y() - point.y().floor();
let w = point.z() - point.z().floor();
let i = point.x().floor() as i32;
let j = point.y().floor() as i32;
let k = point.z().floor() as i32;
let mut c: [[[Vec3; 2]; 2]; 2] = [[[Vec3::default(); 2]; 2]; 2];
for di in 0..2 {
for dj in 0..2 {
for dk in 0..2 {
let idx = self.perm_x[((i+di) & 255) as usize] ^
self.perm_y[((j+dj) & 255) as usize] ^
self.perm_z[((k+dk) & 255) as usize];
c[di as usize][dj as usize][dk as usize] = self.ranvec[idx];
}
}
}
Perlin::perlin_interp(c, u, v, w)
}
fn perlin_generate_perm() -> Vec<usize> {
let mut p = Vec::with_capacity(Perlin::POINT_COUNT);
(0..Perlin::POINT_COUNT).for_each(|i| p.push(i));
let mut rng = rand::thread_rng();
(1..Perlin::POINT_COUNT).rev().for_each(|idx| {
let target = rng.gen_range(0..=idx);
p.swap(idx, target);
});
p
}
fn perlin_interp(c: [[[Vec3; 2]; 2]; 2], u: f64, v: f64, w: f64) -> f64 {
let uu = u * u * (3.0 - 2.0 * u);
let vv = v * v * (3.0 - 2.0 * v);
let ww = w * w * (3.0 - 2.0 * w);
let mut accum = 0.0;
for i in 0..2 {
for j in 0..2 {
for k in 0..2 {
let ifl = i as f64;
let jfl = j as f64;
let kfl = k as f64;
let weight_v = Vec3::new(u - ifl, v - jfl, w - kfl);
accum += (ifl*uu + (1.0-ifl)*(1.0-uu))
* (jfl*vv + (1.0-jfl)*(1.0-vv))
* (kfl*ww + (1.0-kfl)*(1.0-ww))
* (c[i][j][k]).dot(&weight_v);
}
}
}
accum
}
}

View File

@ -1,56 +1,56 @@
use crate::{Color, Hittable, Vec3};
use crate::hittable::HitRecord;
use crate::{Color, Vec3};
use crate::hittable::{HitRecord, HittableList};
use crate::material::Scatterable;
use crate::vec3::Point3;
#[derive(Debug)]
pub struct Ray {
origin: Point3,
direction: Vec3
direction: Vec3,
time: f64
}
impl Default for Ray {
fn default() -> Self {
Ray::new(Vec3::default(), Vec3::default())
Ray::new(Vec3::default(), Vec3::default(), 0.0)
}
}
impl Ray {
pub fn new(origin: Point3, direction: Point3) -> Ray {
Ray { origin, direction }
pub fn new(origin: Point3, direction: Point3, time: f64) -> Ray {
Ray { origin, direction, time }
}
pub fn at(&self, t: f64) -> Point3 {
self.origin + self.direction * t
}
pub fn direction(&self) -> Vec3 { self.direction }
pub fn origin(&self) -> Point3 { self.origin }
pub fn pixel_color(&self, world: &Vec<Box<dyn Hittable>>, depth: i32) -> Color {
pub fn time(&self) -> f64 { self.time }
pub fn pixel_color(&self, background: Color, world: &HittableList, depth: i32) -> Color {
if depth <= 0 {
return Color::default();
}
if let Some(rect) = self.hit_world(world, 0.001, f64::INFINITY) {
let scattered = rect.material.scatter(self, &rect);
return match scattered {
Some((scattered_ray, albedo)) => {
match scattered_ray {
Some(sr) => {
albedo * sr.pixel_color(world, depth-1)
},
None => albedo
}
},
None => { return Color::default() }
};
match self.hit_world(world, 0.001, f64::INFINITY) {
Some(rect) => {
let scattered = rect.material.scatter(self, &rect);
let emitted = rect.material.emitted(rect.u, rect.v, &rect.point);
match scattered {
Some((scattered, albedo)) => {
match scattered {
Some(scattered) => {
emitted + albedo * scattered.pixel_color(background, world, depth-1)
},
None => albedo
}
},
_ => emitted
}
},
None => background
}
//Hot nothing, display sky color
let unit_direction = self.direction().unit_vector();
let t = 0.5 * (unit_direction.y() + 1.0);
(1.0 - t) * Color::new(1.0, 1.0, 1.0) + t * Color::new(0.5, 0.7, 1.0)
}
fn hit_world<'material>(
pub fn hit_world<'material>(
&self,
world: &'material Vec<Box<dyn Hittable>>,
world: &'material HittableList,
t_min: f64,
t_max: f64,
) -> Option<HitRecord<'material>> {

88
src/rect.rs Normal file
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@ -0,0 +1,88 @@
use std::sync::Arc;
use crate::hittable::{HitRecord, Hittable};
use crate::{Aabb, Material, Point3, Ray, Vec3};
pub enum Plane {
XY,
XZ,
YZ
}
pub struct Rect2D {
plane: Plane,
a0: f64,
a1: f64,
b0: f64,
b1: f64,
k: f64,
material: Arc<Material>
}
impl Rect2D {
pub fn new(plane: Plane, a0: f64, a1: f64, b0: f64, b1: f64, k: f64, material: Arc<Material>) -> Self {
Self { plane, a0, a1, b0, b1, k, material }
}
}
impl Hittable for Rect2D {
fn hit(&self, ray: &Ray, t_min: f64, t_max: f64) -> Option<HitRecord> {
let t = match &self.plane {
Plane::XY => (self.k - ray.origin().z()) / ray.direction().z(),
Plane::XZ => (self.k - ray.origin().y()) / ray.direction().y(),
Plane::YZ => (self.k - ray.origin().x()) / ray.direction().x(),
};
let (a, b) = match &self.plane {
Plane::XY => (
ray.origin().x() + t * ray.direction().x(),
ray.origin().y() + t * ray.direction().y()),
Plane::XZ => (
ray.origin().x() + t * ray.direction().x(),
ray.origin().z() + t * ray.direction().z()),
Plane::YZ => (
ray.origin().y() + t * ray.direction().y(),
ray.origin().z() + t * ray.direction().z()),
};
if t < t_min || t > t_max {
return None;
}
if a < self.a0 || a > self.a1 || b < self.b0 || b > self.b1 {
return None;
}
let normal = match &self.plane {
Plane::XY => Vec3::new(0.0, 0.0, 1.0),
Plane::XZ => Vec3::new(0.0, 1.0, 0.0),
Plane::YZ => Vec3::new(1.0, 0.0, 0.0),
};
let dot = ray.direction().dot(&normal);
let front_face = dot < 0.0;
let normal = if front_face { normal } else { -normal };
Some(HitRecord {
point: ray.at(t),
normal,
t,
u: (a-self.a0)/(self.a1 -self.a0),
v: (b-self.b0)/(self.b1 -self.b0),
front_face,
material: &self.material
})
}
fn bounding_box(&self, _time0: f64, _time1: f64) -> Option<Aabb> {
// The bounding box must have non-zero width in each dimension, so pad the Z
// dimension a small amount.
match &self.plane {
Plane::XY => Some(Aabb {
minimum: Point3::new(self.a0, self.b0, self.k-0.0001),
maximum: Point3::new(self.a1, self.b1, self.k+0.0001),
}),
Plane::XZ=> Some(Aabb {
minimum: Point3::new(self.a0, self.k-0.0001, self.b0),
maximum: Point3::new(self.a1, self.k+0.0001, self.b1),
}),
Plane::YZ => Some(Aabb {
minimum: Point3::new(self.k-0.0001, self.a0, self.b0),
maximum: Point3::new(self.k+0.0001, self.a1, self.b1),
})
}
}
}

86
src/rotate_y.rs Normal file
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@ -0,0 +1,86 @@
use crate::hittable::{HitRecord, Hittable};
use crate::{Aabb, Point3, Ray, Vec3};
pub struct RotateY<H: Hittable> {
hittable: H,
sin_theta: f64,
cos_theta: f64,
bounding_box: Option<Aabb>
}
impl<H: Hittable> RotateY<H> {
pub fn new(hittable: H, degrees: f64) -> Self {
let radians = degrees.to_radians();
let sin_theta = radians.sin();
let cos_theta = radians.cos();
let mut bounding_box = hittable.bounding_box(0.0, 1.0);
if let Some(bbox) = bounding_box {
let mut min = Point3::new(f64::INFINITY, f64::INFINITY, f64::INFINITY);
let mut max = Point3::new(f64::NEG_INFINITY, f64::NEG_INFINITY, f64::NEG_INFINITY);
for i in 0..2 {
for j in 0..2 {
for k in 0..2 {
let x = (i as f64)*bbox.maximum.x() + ((1 - i) as f64)*bbox.minimum.x();
let y = (i as f64)*bbox.maximum.y() + ((1 - j) as f64)*bbox.minimum.y();
let z = (i as f64)*bbox.maximum.z() + ((1 - k) as f64)*bbox.minimum.z();
let x = cos_theta * x + sin_theta * z;
let z = -sin_theta * x + cos_theta * z;
let tester = Vec3::new(x, y, z);
for c in 0..3 {
min[c] = min[c].min(tester[c]);
max[c] = max[c].max(tester[c]);
}
}
}
}
bounding_box = Some(Aabb {
minimum: min,
maximum: max
});
}
Self { hittable, sin_theta, cos_theta, bounding_box }
}
}
impl<H: Hittable> Hittable for RotateY<H> {
fn hit(&self, ray: &Ray, t_min: f64, t_max: f64) -> Option<HitRecord> {
let mut origin = ray.origin();
let mut direction = ray.direction();
origin[0] = self.cos_theta * ray.origin()[0] - self.sin_theta*ray.origin()[2];
origin[2] = self.sin_theta * ray.origin()[0] + self.cos_theta*ray.origin()[2];
direction[0] = self.cos_theta * ray.direction()[0] - self.sin_theta*ray.direction()[2];
direction[2] = self.sin_theta * ray.direction()[0] + self.cos_theta*ray.direction()[2];
let rotated = Ray::new(origin, direction, ray.time());
match self.hittable.hit(&rotated, t_min, t_max) {
Some(rec) => {
let mut p = rec.point;
let mut normal = rec.normal;
p[0] = self.cos_theta*rec.point[0] + self.sin_theta * rec.point[2];
p[2] = -self.sin_theta*rec.point[0] + self.cos_theta * rec.point[2];
normal[0] = self.cos_theta*rec.normal[0] + self.sin_theta * rec.normal[2];
normal[2] = -self.sin_theta*rec.normal[0] + self.cos_theta * rec.normal[2];
let mut new_rec = HitRecord {
point: p,
normal,
t: rec.t,
u: rec.u,
v: rec.v,
front_face: rec.front_face,
material: rec.material,
};
new_rec.normalized(&rotated);
Some(new_rec)
},
_ => None
}
}
fn bounding_box(&self, _time0: f64, _time1: f64) -> Option<Aabb> {
self.bounding_box
}
}

56
src/texture.rs Normal file
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@ -0,0 +1,56 @@
use crate::{Point3, Color};
pub trait Texture: Sync + Send {
fn value(&self, u: f64, v: f64, point: &Point3) -> Color;
}
pub struct SolidColor {
color_value: Color
}
impl SolidColor {
pub fn new(red: f64, green: f64, blue: f64) -> Self {
SolidColor {
color_value: Color::new(red, green, blue)
}
}
}
impl From<Color> for SolidColor {
fn from(color: Color) -> Self {
SolidColor { color_value: color }
}
}
impl Texture for SolidColor {
fn value(&self, _u: f64, _v: f64, _point: &Point3) -> Color {
self.color_value
}
}
pub struct CheckerTexture {
pub odd: Box<dyn Texture>,
pub even: Box<dyn Texture>
}
impl CheckerTexture {
pub fn colored(color1: Color, color2: Color) -> Self {
CheckerTexture {
even: Box::new(SolidColor::from(color1)),
odd: Box::new(SolidColor::from(color2)),
}
}
}
impl Texture for CheckerTexture {
fn value(&self, u: f64, v: f64, point: &Point3) -> Color {
let sines = (10.0 * point.x()).sin() *
(10.0 * point.y()).sin() *
(10.0 * point.z()).sin();
match sines {
sines if sines < 0.0 => self.odd.value(u, v, point),
_ => self.even.value(u, v, point),
}
}
}

34
src/translate.rs Normal file
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@ -0,0 +1,34 @@
use crate::hittable::{HitRecord, Hittable};
use crate::{Aabb, Ray, Vec3};
pub struct Translate<H: Hittable> {
hittable: H,
offset: Vec3
}
impl<H: Hittable> Translate<H> {
pub fn new(hittable: H, offset: Vec3) -> Self {
Self { hittable, offset }
}
}
impl<H: Hittable> Hittable for Translate<H> {
fn hit(&self, ray: &Ray, t_min: f64, t_max: f64) -> Option<HitRecord> {
let moved_ray = Ray::new(
ray.origin() - self.offset,
ray.direction(),
ray.time());
self.hittable.hit(&moved_ray, t_min, t_max).map(|mut hr| {
hr.point += self.offset;
hr
})
}
fn bounding_box(&self, time0: f64, time1: f64) -> Option<Aabb> {
self.hittable.bounding_box(time0, time1).map(|mut b| {
b.minimum += self.offset;
b.maximum += self.offset;
b
})
}
}

78
src/triangle.rs Normal file
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@ -0,0 +1,78 @@
use std::sync::Arc;
use crate::hittable::{HitRecord, Hittable};
use crate::{Aabb, Material, Point3, Ray, Vec3};
//https://github.com/perliedman/raytracing-in-one-weekend/blob/master/src/geometry/triangle.rs
pub struct Triangle {
a: Point3,
b: Point3,
c: Point3,
normal: Vec3,
material: Arc<Material>,
}
impl Triangle {
pub fn new(a: Point3, b: Point3, c: Point3, normal: Vec3, material: Arc<Material>, ) -> Self {
Self { a, b, c, normal, material }
}
pub fn without_normal(a: Point3, b: Point3, c: Point3, material: Arc<Material>, ) -> Self {
let normal = (b - a).cross(&(c - a));
Self { a, b, c, normal, material }
}
}
impl Hittable for Triangle {
fn hit(&self, ray: &Ray, t_min: f64, t_max: f64) -> Option<HitRecord> {
let ab = self.b - self.a;
let ac = self.c - self.a;
let pvec = ray.direction().cross(&ac);
let det = ab.dot(&pvec);
if det.abs() < 1e-4 {
return None;
}
let inv_det = 1.0 / det;
let tvec = ray.origin() - self.a;
let u = tvec.dot(&pvec) * inv_det;
if u < 0.0 || u > 1.0 {
return None;
}
let qvec = tvec.cross(&ab);
let v = ray.direction().dot(&qvec) * inv_det;
if v < 0.0 || u + v > 1.0 {
return None;
}
match ac.dot(&qvec) * inv_det {
t if t < t_min || t > t_max => None,
t => {
let mut rec = HitRecord {
point: ray.at(t),
normal: self.normal,
t,
u,
v,
front_face: true,
material: &self.material
};
rec.normalized(ray);
Some(rec)
}
}
}
fn bounding_box(&self, _time0: f64, _time1: f64) -> Option<Aabb> {
Some(Aabb {
minimum: Point3::new(
self.a.x().min(self.b.x()).min(self.c.x()),
self.a.y().min(self.b.y()).min(self.c.y()),
self.a.z().min(self.b.z()).min(self.c.z()),
),
maximum: Point3::new(
self.a.x().max(self.b.x()).max(self.c.x()),
self.a.y().max(self.b.y()).max(self.c.y()),
self.a.z().max(self.b.z()).max(self.c.z()),
),
})
}
}

View File

@ -1,5 +1,5 @@
use std::fmt::{Display, Formatter};
use std::ops::{Add, AddAssign, Div, Mul, Neg, Sub};
use std::ops::{Add, AddAssign, Div, Mul, Neg, Sub, Index, MulAssign, IndexMut};
use rand::distributions::{Distribution, Uniform};
#[derive(Debug, Clone, Copy)]
@ -105,12 +105,12 @@ fn test_refract() {
let n = Point3::new(-1.0, 0.0, 0.0);
let etai_over_etat = 1.0;
let expected = Point3::new(0.0, 1.0, 0.0);
let actual = uv.refract_orig( &n, etai_over_etat);
let actual = uv.refract( &n, etai_over_etat);
assert_eq!(actual, expected);
}
impl Color {
pub fn write_color(self: Color, samples_per_pixel: i32) {
fn tone_map(self: &Color, samples_per_pixel: i32) -> (f64, f64, f64) {
let scale = 1.0 / samples_per_pixel as f64;
let r = f64::sqrt(scale * self.x);
let g = f64::sqrt(scale * self.y);
@ -118,8 +118,16 @@ impl Color {
let r = 256.0 * f64::clamp(r, 0.0, 0.999);
let g = 256.0 * f64::clamp(g, 0.0, 0.999);
let b = 256.0 * f64::clamp(b, 0.0, 0.999);
(r, g, b)
}
pub fn write_color(self: &Color, samples_per_pixel: i32) {
let (r, g, b) = self.tone_map(samples_per_pixel);
println!("{} {} {}", r as i32, g as i32, b as i32);
}
pub fn into_bytes(self: &Color, samples_per_pixel: i32) -> Vec<u8> {
let (r, g, b) = self.tone_map(samples_per_pixel);
vec![r as u8, g as u8, b as u8]
}
}
impl Default for Vec3 {
@ -220,6 +228,32 @@ impl Mul<Vec3> for f64 {
}
}
impl Mul<f64> for &Vec3 {
type Output = Vec3;
fn mul(self, other: f64) -> Vec3 {
Vec3 {
x: self.x * other,
y: self.y * other,
z: self.z * other,
}
}
}
impl Mul<&Vec3> for f64 {
type Output = Vec3;
fn mul(self, other: &Vec3) -> Vec3 {
other * self
}
}
impl MulAssign<f64> for Vec3 {
fn mul_assign(&mut self, rhs: f64) {
*self = *self * rhs;
}
}
impl Div<Vec3> for Vec3 {
type Output = Vec3;
@ -249,3 +283,36 @@ impl PartialEq for Vec3 {
self.x == other.x() && self.y == other.y() && self.z == other.z()
}
}
impl Index<i32> for Vec3 {
type Output = f64;
fn index(&self, index: i32) -> &Self::Output {
match index {
0 => &self.x,
1 => &self.y,
2 => &self.z,
_ => panic!("Unknown index")
}
}
}
impl IndexMut<i32> for Vec3 {
fn index_mut(&mut self, index: i32) -> &mut f64{
match index {
0 => &mut self.x,
1 => &mut self.y,
2 => &mut self.z,
_ => panic!("Unknown index")
}
}
}
impl Index<usize> for Vec3 {
type Output = f64;
fn index(&self, index: usize) -> &Self::Output {
match index {
0 => &self.x,
1 => &self.y,
2 => &self.z,
_ => panic!("Unknown index")
}
}
}

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