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10 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
14 changed files with 20492 additions and 68 deletions

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

27
Cargo.lock generated
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@ -14,6 +14,17 @@ version = "1.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "aae1277d39aeec15cb388266ecc24b11c80469deae6067e17a1a7aa9e5c1f234"
[[package]]
name = "ahash"
version = "0.7.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "fcb51a0695d8f838b1ee009b3fbf66bda078cd64590202a864a8f3e8c4315c47"
dependencies = [
"getrandom",
"once_cell",
"version_check",
]
[[package]]
name = "autocfg"
version = "1.1.0"
@ -324,6 +335,7 @@ dependencies = [
"image",
"rand",
"rayon",
"tobj",
]
[[package]]
@ -332,6 +344,21 @@ version = "1.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "d29ab0c6d3fc0ee92fe66e2d99f700eab17a8d57d1c1d3b748380fb20baa78cd"
[[package]]
name = "tobj"
version = "3.2.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "deacee3abcc4fd8ff3f0f7c08d4583ab51753ed1d5a3acacd6d5773f640c27d6"
dependencies = [
"ahash",
]
[[package]]
name = "version_check"
version = "0.9.4"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "49874b5167b65d7193b8aba1567f5c7d93d001cafc34600cee003eda787e483f"
[[package]]
name = "wasi"
version = "0.11.0+wasi-snapshot-preview1"

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@ -10,6 +10,7 @@ include = ["/src"]
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

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@ -20,9 +20,7 @@ impl Default for Aabb {
}
impl Aabb {
pub fn hit(&self, ray: &Ray, t_min: f64, t_max: f64) -> bool {
let mut t_min = t_min;
let mut t_max = t_max;
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;
@ -42,11 +40,11 @@ impl Aabb {
let minimum = Point3::new(
self.minimum.x().min(other.minimum.x()),
self.minimum.y().min(other.minimum.y()),
self.minimum.y().min(other.minimum.z()));
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.y().max(other.maximum.z()));
self.maximum.z().max(other.maximum.z()));
Aabb {minimum, maximum}
}
}

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@ -83,10 +83,7 @@ impl Hittable for BVH {
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);
match hit_left {
Some(hit_left) => Some(hit_left),
_ => hit_right
}
if hit_right.is_some() { hit_right } else { hit_left }
}
}
}

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)
}
}

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@ -1,11 +1,4 @@
/*
let img = image::open("tests/images/jpg/progressive/cat.jpg").unwrap();
let rgnbi = img.into_rgb8();
rgnbi.get_pixel(0, 0);
rgnbi.
*/
use image::{Pixel, RgbImage};
use image::{RgbImage};
use crate::{Color, Point3};
use crate::texture::Texture;

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 }
}
}

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@ -11,14 +11,18 @@ use rand::distributions::{Distribution, Uniform};
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;
@ -36,10 +40,14 @@ mod rect;
mod cuboid;
mod translate;
mod rotate_y;
mod constant_medium;
mod isotropic;
mod obj;
mod triangle;
// Image
const DEFAULT_ASPECT_RATIO: f64 = 3.0 / 2.0;
const IMAGE_WIDTH: usize = 400;
const IMAGE_WIDTH: usize = 300;
const SAMPLES_PER_PIXEL: i32 = 100;
const MAX_DEPTH: i32 = 50;
@ -49,6 +57,66 @@ struct Scene {
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(
@ -117,6 +185,7 @@ fn cornell_box() -> Scene {
)));
// Boxes
let rotated1 = RotateY::new(
Cuboid::new(
Point3::new(0.0, 0.0, 0.0),
@ -144,6 +213,131 @@ fn cornell_box() -> Scene {
);
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);
@ -474,9 +668,176 @@ fn random_scene() -> Scene {
}
}
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();
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()
)));
}
}
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 = 5;
let scene: u8 = 8;
let scene_setup = match scene {
0 => two_spheres(),
1 => two_perlin_spheres(),
@ -484,6 +845,9 @@ fn main() {
3 => sun(),
4 => simple_light(),
5 => cornell_box(),
6 => cornell_box_smoke(),
7 => next_week_final(),
8 => obj("teapot.obj"),
_ => random_scene(),
};
@ -493,6 +857,7 @@ fn main() {
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;
@ -523,26 +888,3 @@ fn main() {
PNG::write("imc.png", &pixels, IMAGE_WIDTH, image_height).expect("Error writing image: {}");
eprintln!("\nDone. Time: {}ms", start.elapsed().as_millis());
}
fn world_bounding_box(time0: f64, time1: f64, world: &HittableList) -> Option<Aabb> {
if world.is_empty() {
return None;
}
let mut is_first = true;
let mut output_box: Aabb = Aabb {
minimum: Point3::default(),
maximum: Point3::default()
};
for object in world {
if let Some(bb) = object.bounding_box(time0, time1) {
output_box = match is_first {
true => bb,
false => output_box.surrounding(&bb)
};
is_first = false;
} else {
return None;
}
}
Some(output_box)
}

View File

@ -2,6 +2,7 @@ use std::sync::Arc;
use rand::Rng;
use crate::hittable::HitRecord;
use crate::{Color, Point3, Ray, Vec3};
use crate::isotropic::Isotropic;
use crate::texture::{SolidColor, Texture};
pub trait Scatterable {
@ -13,12 +14,25 @@ pub enum Material {
Lambertian(Lambertian),
Metal(Metal),
Dielectric(Dielectric),
DiffuseLight(DiffuseLight)
DiffuseLight(DiffuseLight),
Isotropic(Isotropic)
}
impl Default for Material {
fn default() -> Self {
Material::Lambertian(Lambertian::from(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)))
}
}
@ -28,7 +42,8 @@ impl Scatterable for Material {
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::DiffuseLight(l) => l.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 {

51
src/obj.rs Normal file
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@ -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))
}

View File

@ -18,31 +18,17 @@ impl<H: Hittable> Hittable for Translate<H> {
ray.origin() - self.offset,
ray.direction(),
ray.time());
match &self.hittable.hit(&moved_ray, t_min, t_max) {
Some(hit_record) => {
let mut hr = HitRecord {
point: hit_record.point,
material: hit_record.material,
front_face: hit_record.front_face, // Maybe need to calc normal and front_face again?
normal: hit_record.normal,
t: hit_record.t,
u: hit_record.u,
v: hit_record.v
};
hr.normalized(ray);
Some(hr)
}
_ => None
}
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> {
match &self.hittable.bounding_box(time0, time1) {
Some(bounding_box) => Some(Aabb {
minimum: bounding_box.minimum + self.offset,
maximum: bounding_box.maximum + self.offset,
}),
_ => None
}
self.hittable.bounding_box(time0, time1).map(|mut b| {
b.minimum += self.offset;
b.maximum += self.offset;
b
})
}
}

78
src/triangle.rs Normal file
View File

@ -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()),
),
})
}
}

19814
teapot.obj Normal file

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