Draw first real image
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62b9fdcb56
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50d3874467
16 changed files with 565 additions and 56 deletions
49
ray-tracing-core/src/aabb.rs
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49
ray-tracing-core/src/aabb.rs
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@ -0,0 +1,49 @@
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use crate::prelude::*;
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#[derive(Debug, Clone, Copy)]
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pub struct AABB {
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min: Pos3,
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max: Pos3,
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}
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impl AABB {
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pub fn new_unchecked(min: Pos3, max: Pos3) -> Self {
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Self { min, max }
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}
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pub fn new(a: Pos3, b: Pos3) -> Self {
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Self {
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min: Pos3::new(
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Float::min(a.x, b.x),
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Float::min(a.y, b.y),
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Float::min(a.z, b.z),
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),
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max: Pos3::new(
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Float::max(a.x, b.x),
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Float::max(a.y, b.y),
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Float::max(a.z, b.z),
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),
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}
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}
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pub fn min(self) -> Pos3 {
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self.min
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}
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pub fn max(self) -> Pos3 {
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self.max
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}
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pub fn contains_point(self, pos: Pos3) -> bool {
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self.min.x <= pos.x
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&& pos.x <= self.max.x
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&& self.min.y <= pos.y
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&& pos.y <= self.max.y
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&& self.min.z <= pos.z
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&& pos.z <= self.max.z
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}
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pub fn intersect_ray(self, ray: Ray) -> Option<Float> {
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todo!()
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}
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}
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@ -1,5 +1,5 @@
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use crate::prelude::*;
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use std::ops::{Add, AddAssign, Div};
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use std::ops::{Add, AddAssign, Div, Mul, MulAssign};
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#[derive(Debug, Clone, Copy)]
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pub struct Color {
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@ -32,6 +32,10 @@ impl Color {
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pub fn black() -> Self {
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Self::gray(0.0)
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}
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pub fn white() -> Self {
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Self::gray(1.0)
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}
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}
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impl Add for Color {
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@ -65,3 +69,35 @@ impl Div<Float> for Color {
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}
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}
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}
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impl Mul for Color {
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type Output = Color;
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fn mul(self, rhs: Self) -> Self::Output {
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Color::new(self.r * rhs.r, self.g * rhs.g, self.b * rhs.b)
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}
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}
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impl MulAssign for Color {
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fn mul_assign(&mut self, rhs: Self) {
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self.r *= rhs.r;
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self.g *= rhs.g;
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self.b *= rhs.b;
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}
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}
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impl Mul<Float> for Color {
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type Output = Color;
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fn mul(self, rhs: Float) -> Self::Output {
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Color::new(self.r * rhs, self.g * rhs, self.b * rhs)
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}
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}
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impl Mul<Color> for Float {
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type Output = Color;
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fn mul(self, rhs: Color) -> Self::Output {
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Color::new(self * rhs.r, self * rhs.g, self * rhs.b)
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}
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}
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@ -1,3 +1,4 @@
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pub mod aabb;
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pub mod camera;
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pub mod color;
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pub mod material;
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@ -8,6 +9,7 @@ pub mod scene;
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pub mod prelude {
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pub type Float = f32;
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pub use crate::aabb::AABB;
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pub use crate::color::Color;
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pub use crate::material::Material;
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pub use crate::math::*;
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@ -2,14 +2,53 @@ use crate::prelude::*;
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use rand::Rng;
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/// All calculations for the material are done a tangent space of the intersection.
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pub trait Material<R: Rng> {
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fn eval(&self, w_in: Dir3, w_out: Dir3, rng: &mut R) -> Color;
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pub trait Material<R: Rng>: Sync {
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fn eval(&self, w_in: Dir3, w_out: Dir3, rng: &mut R) -> Option<Color> {
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None
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}
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fn emit(&self, w_in: Dir3, rng: &mut R) -> Option<Color> {
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None
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}
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}
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pub struct DefaultMaterial {}
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impl<R: Rng> Material<R> for DefaultMaterial {
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fn eval(&self, _w_in: Dir3, _w_out: Dir3, rng: &mut R) -> Color {
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Color::black()
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// evaluates the bsdf
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fn eval(&self, _w_in: Dir3, _w_out: Dir3, _rng: &mut R) -> Option<Color> {
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None
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}
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}
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pub struct DiffuseMaterial {
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color: Color,
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}
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impl DiffuseMaterial {
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pub fn new(color: Color) -> Self {
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Self { color }
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}
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}
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impl<R: Rng> Material<R> for DiffuseMaterial {
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fn eval(&self, _w_in: Dir3, _w_out: Dir3, _rng: &mut R) -> Option<Color> {
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Some(self.color)
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}
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}
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pub struct AreaLight {
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color: Color,
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}
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impl AreaLight {
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pub fn new(color: Color) -> Self {
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Self { color }
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}
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}
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impl<R: Rng> Material<R> for AreaLight {
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fn emit(&self, _w_in: Dir3, _rng: &mut R) -> Option<Color> {
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Some(self.color)
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}
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}
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@ -1,4 +1,5 @@
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use crate::prelude::*;
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use rand::Rng;
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use std::ops::{Add, Div, Mul, Neg, Sub};
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#[derive(Debug, Clone, Copy)]
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@ -60,6 +61,17 @@ impl Dir3 {
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self.x * rhs.y - self.y * rhs.x,
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)
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}
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pub fn generate_uniform_hemisphere<R: Rng>(rng: &mut R) -> Self {
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let theta = Float::acos(1.0 - rng.gen::<Float>());
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let phi = 2.0 * FloatConsts::PI * rng.gen::<Float>();
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let r = Float::sin(theta);
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Dir3::new(Float::sin(phi) * r, Float::cos(theta), Float::cos(phi) * r)
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}
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pub fn generate_cosine_hemisphere<R: Rng>(rng: &mut R) -> Self {
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todo!()
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}
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}
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impl Add for Dir3 {
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46
ray-tracing-core/src/math/frame.rs
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46
ray-tracing-core/src/math/frame.rs
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@ -0,0 +1,46 @@
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use crate::prelude::*;
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#[derive(Debug, Clone, Copy)]
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pub struct Frame {
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m: Mat3,
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}
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impl Frame {
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pub fn from_normal(n: Dir3) -> Self {
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let n = n.normalize();
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let x = if n.x().abs() > n.y().abs() {
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Dir3::new(n.z(), 0.0, -n.x())
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} else {
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Dir3::new(0.0, n.z(), -n.y())
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}
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.normalize();
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Self {
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m: Mat3::new([x, n, Dir3::cross(x, n)]),
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}
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}
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pub fn to_frame(&self, dir: Dir3) -> Dir3 {
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self.m.transform_transposed(dir)
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}
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pub fn to_world(&self, dir: Dir3) -> Dir3 {
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self.m.transform(dir)
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}
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}
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#[cfg(test)]
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mod test {
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use super::Frame;
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use crate::prelude::*;
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#[test]
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fn frame() {
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let f = Frame::from_normal(Dir3::new(-1.0, 0.0, 0.0));
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dbg!(f);
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dbg!(f.to_world(Dir3::new(0.0, 1.0, 0.0)));
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panic!()
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}
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}
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24
ray-tracing-core/src/math/mat3.rs
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24
ray-tracing-core/src/math/mat3.rs
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use crate::prelude::*;
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#[derive(Debug, Clone, Copy)]
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pub struct Mat3 {
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v: [Dir3; 3],
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}
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impl Mat3 {
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pub fn new(v: [Dir3; 3]) -> Self {
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Self { v }
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}
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pub fn transform(&self, dir: Dir3) -> Dir3 {
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self.v[0] * dir.x + self.v[1] * dir.y + self.v[2] * dir.z
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}
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pub fn transform_transposed(&self, dir: Dir3) -> Dir3 {
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Dir3::new(
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Dir3::dot(self.v[0], dir),
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Dir3::dot(self.v[1], dir),
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Dir3::dot(self.v[2], dir),
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)
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}
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}
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@ -1,5 +1,9 @@
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pub mod dir3;
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pub mod frame;
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pub mod mat3;
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pub mod pos3;
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pub use dir3::Dir3;
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pub use frame::Frame;
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pub use mat3::Mat3;
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pub use pos3::Pos3;
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@ -23,4 +23,8 @@ impl Ray {
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pub fn time(self) -> Float {
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self.time
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}
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pub fn at(self, t: Float) -> Pos3 {
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self.start + self.dir * t
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}
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}
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@ -9,6 +9,82 @@ pub trait ClassicalRenderer<R: Rng> {
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fn height(&self) -> u32;
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}
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pub struct PathTracer<S, C, R>
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where
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S: Scene<R>,
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C: Camera<R>,
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R: Rng,
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{
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scene: S,
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camera: C,
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rng: PhantomData<R>,
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}
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impl<S, C, R> PathTracer<S, C, R>
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where
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S: Scene<R>,
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C: Camera<R>,
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R: Rng,
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{
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pub fn new(scene: S, camera: C) -> Self {
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Self {
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scene,
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camera,
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rng: PhantomData {},
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}
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}
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}
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impl<S, C, R> ClassicalRenderer<R> for PathTracer<S, C, R>
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where
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S: Scene<R>,
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C: Camera<R>,
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R: Rng,
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{
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fn render_pixel(&self, x: u32, y: u32, rng: &mut R) -> Color {
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let mut sum = Color::black();
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let mut alpha = Color::white();
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let mut r = self.camera.forward(x, y, rng);
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let mut count = 0;
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while let Some(i) = self.scene.intersect(r, 0.001, Float::INFINITY) {
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if count > 4 {
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break;
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}
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let frame = i.tangent_frame();
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let w_in = frame.to_frame(-r.dir());
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let w_out = Dir3::generate_uniform_hemisphere(rng);
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let mat = i.material();
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if let Some(c) = mat.emit(w_in, rng) {
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sum += alpha * c * w_out.y();
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}
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if let Some(c) = mat.eval(w_in, w_out, rng) {
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alpha *= c;
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} else {
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return sum;
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}
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r = Ray::new(r.at(i.t()), frame.to_world(w_out), r.time());
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count += 1;
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}
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sum
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}
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fn width(&self) -> u32 {
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self.camera.width()
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}
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fn height(&self) -> u32 {
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self.camera.height()
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}
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}
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pub struct DepthRenderer<S, C, R>
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where
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S: Scene<R>,
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@ -47,6 +123,7 @@ where
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if let Some(i) = self.scene.intersect(r, 0.0, Float::INFINITY) {
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// Color::gray(1.0 / i.t())
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let c = 0.5 * (i.normal() + Dir3::new(1.0, 1.0, 1.0));
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// let c = i.normal();
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Color::new(c.x, c.y, c.z)
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} else {
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Color::black()
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@ -31,4 +31,8 @@ impl<'sc, R: Rng> Intersection<'sc, R> {
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pub fn material(&self) -> &'sc dyn Material<R> {
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self.material
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}
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pub fn tangent_frame(&self) -> Frame {
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Frame::from_normal(self.normal)
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}
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}
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