Add Texture struct to add extra texture information
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07445dd4be
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@ -40,7 +40,7 @@ fn main() -> std::io::Result<()> {
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let scene = Scene {
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objects: vec![
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Object::new(TriangleMesh::singleton(Point3::new(-1.0, -1.0, 2.0), Point3::new(0.0, 1.0, 2.0), Point3::new(1.0, -1.0, 2.0), |t, u, v| Color::new(t, u, v)))
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Object::new(TriangleMesh::singleton(Point3::new(-1.0, -1.0, 2.0), Point3::new(0.0, 1.0, 2.0), Point3::new(1.0, -1.0, 2.0), |t, u, v| Texture::new(t, u, v, 0.18)))
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],
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lights: Vec::new(),
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background: Color::black()
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@ -22,8 +22,8 @@ pub trait Surface {
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fn normal(&self, point: Point3f) -> Unit3f;
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// Takes in a point (assumed to be on the object's surface)
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// and returns the color information on that point.
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fn getcolor(&self, point: Point3f) -> Color;
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// and returns the texture information on that point.
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fn gettexture(&self, point: Point3f) -> Texture;
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// Creates a bounding sphere around the object.
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fn bound(&self) -> Bound;
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@ -51,12 +51,12 @@ impl Object {
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} else { None }
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}
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pub fn normal(&self, point: Point3f) -> Unit3f { self.surface.normal(point) }
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pub fn getcolor(&self, point: Point3f) -> Color { self.surface.getcolor(point) }
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pub fn gettexture(&self, point: Point3f) -> Texture { self.surface.gettexture(point) }
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}
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pub trait Light {
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// Determine if the light is able to illuminate the point.
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// If so, return the color of the light.
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// If so, return the light amount recieved.
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fn illuminate(&self, point: Point3f, objects: &Vec<Object>) -> Option<Color>;
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// Return the direction from the point to the light source.
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@ -13,15 +13,15 @@ pub struct Plane {
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x_axis: Vector3f, // Plane x-axis (The 3D direction that corresponds to the x-direction on the plane).
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y_axis: Vector3f, // Plane y-axis (The 3D direction that corresponds to the y-direction on the plane).
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texture: Box<dyn Fn(f32, f32) -> Color> // Texture map.
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// Input coordinates are defined in terms of the axes above.
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texture: Box<dyn Fn(f32, f32) -> Texture> // Texture map.
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// Input coordinates are defined in terms of the axes above.
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}
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#[allow(dead_code)]
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impl Plane {
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// Creates a new plane.
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pub fn new<F: 'static>(center: Point3f, x_axis: Vector3f, y_axis: Vector3f, texture: F) -> Self
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where F: Fn(f32, f32) -> Color
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where F: Fn(f32, f32) -> Texture
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{
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Plane {
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center: center,
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@ -34,7 +34,7 @@ impl Plane {
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// Creates a new plane with the normal flipped.
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pub fn new_flip<F: 'static>(center: Point3f, x_axis: Vector3f, y_axis: Vector3f, texture: F) -> Self
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where F: Fn(f32, f32) -> Color
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where F: Fn(f32, f32) -> Texture
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{
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Plane {
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center: center,
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@ -46,20 +46,20 @@ impl Plane {
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}
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// Creates a new plane of a solid color.
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pub fn new_solid(center: Point3f, x_axis: Vector3f, y_axis: Vector3f, color: Color) -> Self
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{ Plane::new(center, x_axis, y_axis, move |_, _| color) }
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pub fn new_solid(center: Point3f, x_axis: Vector3f, y_axis: Vector3f, texture: Texture) -> Self
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{ Plane::new(center, x_axis, y_axis, move |_, _| texture) }
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// Creates a new flipped plane of a solid color.
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pub fn new_solid_flip(center: Point3f, x_axis: Vector3f, y_axis: Vector3f, color: Color) -> Self
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{ Plane::new_flip(center, x_axis, y_axis, move |_, _| color) }
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pub fn new_solid_flip(center: Point3f, x_axis: Vector3f, y_axis: Vector3f, texture: Texture) -> Self
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{ Plane::new_flip(center, x_axis, y_axis, move |_, _| texture) }
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// Creates a new XY-plane with the given texture map.
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pub fn xy<F: 'static + Fn(f32, f32) -> Color>(texture: F) -> Self
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pub fn xy(texture: impl 'static + Fn(f32, f32) -> Texture) -> Self
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{ Plane::new(Point3::origin(), Vector3::x(), Vector3::y(), texture) }
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// Creates a new XZ-plane with the given texture map.
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pub fn xz<F: 'static + Fn(f32, f32) -> Color>(texture: F) -> Self
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pub fn xz(texture: impl 'static + Fn(f32, f32) -> Texture) -> Self
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{ Plane::new(Point3::origin(), Vector3::x(), Vector3::z(), texture) }
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}
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@ -77,7 +77,7 @@ impl Surface for Plane {
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fn normal(&self, _point: Point3f) -> Unit3f { self.normal }
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fn getcolor(&self, point: Point3f) -> Color {
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fn gettexture(&self, point: Point3f) -> Texture {
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let rel_pos = point - self.center;
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let proj_point3 = rel_pos - (*self.normal * self.normal.dot(&rel_pos));
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@ -12,15 +12,15 @@ pub struct Sphere {
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pub center: Point3f, // Center point of the sphere.
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pub radius: f32, // Radius of the sphere.
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texture: Box<dyn Fn(f32, f32) -> Color> // Texture map.
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// Uses spherical coordinates (normalized from 0-1) as input.
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texture: Box<dyn Fn(f32, f32) -> Texture> // Texture map.
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// Uses spherical coordinates (normalized from 0-1) as input.
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}
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#[allow(dead_code)]
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impl Sphere {
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// Creates a new sphere.
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pub fn new<F: 'static>(x: f32, y: f32, z: f32, radius: f32, texture: F) -> Self
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where F: Fn(f32, f32) -> Color
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where F: Fn(f32, f32) -> Texture
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{
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Sphere {
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center: Point3::new(x, y, z),
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@ -30,8 +30,8 @@ impl Sphere {
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}
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// Creates a new sphere of a solid color.
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pub fn new_solid(x: f32, y: f32, z: f32, radius: f32, color: Color) -> Self
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{ Sphere::new(x, y, z, radius, move |_, _| color) }
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pub fn new_solid(x: f32, y: f32, z: f32, radius: f32, texture: Texture) -> Self
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{ Sphere::new(x, y, z, radius, move |_, _| texture) }
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}
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impl Surface for Sphere {
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@ -66,7 +66,7 @@ impl Surface for Sphere {
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Unit::new_normalize(point - self.center)
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}
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fn getcolor(&self, point: Point3f) -> Color {
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fn gettexture(&self, point: Point3f) -> Texture {
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let normal = self.normal(point);
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// In this particular case, the normal is simular to a point on a unit sphere
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@ -16,8 +16,8 @@ pub struct Triangle {
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normal: Unit3f, // Precalculated normal vector.
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area: f32, // Precalculated area for barycentric calculations.
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texture: Box<dyn Fn(f32, f32, f32) -> Color> // Texture map.
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// Uses barycentric coordinates as input.
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texture: Box<dyn Fn(f32, f32, f32) -> Texture> // Texture map.
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// Uses barycentric coordinates as input.
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}
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pub struct TriangleMesh {
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@ -78,7 +78,7 @@ impl Triangle {
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self.intersect_(vertices, ray).map(|(t, u, v)| distance(&ray.origin, &self.from_bary(vertices, t, u, v)))
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}
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fn getcolor(&self, vertices: &Vec<Point3f>, point: Point3f) -> Color {
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fn gettexture(&self, vertices: &Vec<Point3f>, point: Point3f) -> Texture {
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let (t, u, v) = self.to_bary(vertices, point);
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(*self.texture)(t, u, v)
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}
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@ -86,7 +86,7 @@ impl Triangle {
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#[allow(dead_code)]
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impl TriangleMesh {
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pub fn new(vertices: Vec<Point3f>, tris: Vec<(usize, usize, usize, Box<dyn Fn(f32, f32, f32) -> Color>)>) -> Self {
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pub fn new(vertices: Vec<Point3f>, tris: Vec<(usize, usize, usize, Box<dyn Fn(f32, f32, f32) -> Texture>)>) -> Self {
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let triangles = tris.into_iter()
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.map(|(v1, v2, v3, f)| Triangle {
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v1: v1,
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@ -102,7 +102,7 @@ impl TriangleMesh {
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}
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}
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pub fn new_solid(vertices: Vec<Point3f>, tris: Vec<(usize, usize, usize)>, color: Color) -> Self {
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pub fn new_solid(vertices: Vec<Point3f>, tris: Vec<(usize, usize, usize)>, texture: Texture) -> Self {
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let triangles = tris.into_iter()
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.map(|(v1, v2, v3)| Triangle {
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v1: v1,
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@ -110,7 +110,7 @@ impl TriangleMesh {
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v3: v3,
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normal: Unit::new_normalize((&vertices[v2] - &vertices[v1]).cross(&(&vertices[v3] - &vertices[v1]))),
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area: tri_area(&vertices[v1], &vertices[v2], &vertices[v3]),
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texture: Box::new(move |_, _, _| color)
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texture: Box::new(move |_, _, _| texture)
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}).collect();
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TriangleMesh {
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vertices: vertices,
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@ -119,11 +119,11 @@ impl TriangleMesh {
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}
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pub fn singleton<F: 'static>(vertex1: Point3f, vertex2: Point3f, vertex3: Point3f, texture: F) -> Self
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where F: Fn(f32, f32, f32) -> Color
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where F: Fn(f32, f32, f32) -> Texture
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{ TriangleMesh::new(vec![vertex1, vertex2, vertex3], vec![(0, 1, 2, Box::new(texture))]) }
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pub fn singleton_solid(vertex1: Point3f, vertex2: Point3f, vertex3: Point3f, color: Color) -> Self
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{ TriangleMesh::singleton(vertex1, vertex2, vertex3, move |_, _, _| color) }
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pub fn singleton_solid(vertex1: Point3f, vertex2: Point3f, vertex3: Point3f, texture: Texture) -> Self
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{ TriangleMesh::singleton(vertex1, vertex2, vertex3, move |_, _, _| texture) }
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fn closest_tri(&self, point: Point3f) -> &Triangle {
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@ -159,8 +159,8 @@ impl Surface for TriangleMesh {
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self.closest_tri(point).normal
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}
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fn getcolor(&self, point: Point3f) -> Color {
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self.closest_tri(point).getcolor(&self.vertices, point)
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fn gettexture(&self, point: Point3f) -> Texture {
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self.closest_tri(point).gettexture(&self.vertices, point)
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}
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// Uses Welzl's algorithm to solve the bounding sphere problem
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@ -18,8 +18,8 @@ fn trace(ray: Ray, objects: &Vec<Object>) -> Option<(&Object, f32)> {
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pub fn cast_ray(ray: Ray, scene: &Scene) -> Color {
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if let Some((obj, dist)) = trace(ray, &scene.objects) {
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let point = ray.project(dist);
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let surface_color = obj.getcolor(point);
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surface_color
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let surface_texture = obj.gettexture(point);
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surface_texture.color
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}
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else { scene.background }
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}
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16
src/types.rs
16
src/types.rs
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}
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}
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Texture {
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pub color: Color,
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pub albedo: f32
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}
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#[allow(dead_code)]
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impl Texture {
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pub fn new(red: f32, green: f32, blue: f32, albedo: f32) -> Self {
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Texture {
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color: Color::new(red, green, blue),
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albedo: albedo
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}
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}
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}
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