This commit is contained in:
bijan2005 2021-03-20 18:26:23 -04:00
parent 72acde6ea8
commit 68f158f3c9
3 changed files with 16 additions and 19 deletions

View file

@ -36,16 +36,15 @@ fn render(camera: &Camera, scene: &Scene, filename: &str) -> std::io::Result<()>
fn main() -> std::io::Result<()> { fn main() -> std::io::Result<()> {
let camera = Camera::new(Point3::new(0.0,0.0,3.0), Vector3::new(0.0,0.0,-1.0), 1.0, 16.0 / 9.0, 2.0, 720); let camera = Camera::new(Point3::new(0.0,5.0,0.0), Vector3::new(0.0,-1.0,0.0), 1.0, 16.0 / 9.0, 2.0, 720);
let scene = Scene { let scene = Scene {
objects: vec![ objects: vec![
Object::new(Sphere::new_solid(1.0, 0.2, 1.7, 0.2, Texture::new(1.0, 1.0, 1.0, 1.0))), Object::new(Plane::xz(|_, _| Texture { color: Color::white(), albedo: 0.8 })),
Object::new(Sphere::new_solid(0.0, -1.0, 0.0, 1.0, Texture::new(1.0, 1.0, 1.0, 1.0)))
], ],
lights: vec![ lights: vec![
Box::new(PointLight::new(Point3::new(1.5, 1.0, 2.5), Color::white(), 3.0)),
Box::new(PointLight::new(Point3::new(1.0, -0.4, 1.5), Color::white(), 2.0))
], ],
background: Color::gray(0.5) background: Color::gray(0.5)
}; };

View file

@ -22,7 +22,7 @@ impl Light for PointLight {
fn check_shadow(&self, point: Point3f, objects: &Vec<Object>) -> bool { fn check_shadow(&self, point: Point3f, objects: &Vec<Object>) -> bool {
let max_d = distance(&self.pos, &point); let max_d = distance(&self.pos, &point);
objects.iter() objects.iter()
.filter_map(|&obj| obj.intersect(Ray::from_points(self.pos, point))) .filter_map(|obj| obj.intersect(Ray::from_points(self.pos, point)))
.all(|d| d - max_d > -1e-3 ) .all(|d| d - max_d > -1e-3 )
} }

View file

@ -1,27 +1,26 @@
extern crate nalgebra as na; extern crate nalgebra as na;
use std::f32::consts::PI;
use std::cmp::Ordering; use std::cmp::Ordering;
use std::f32::consts::PI;
use na::*; use na::*;
use na::geometry::Point3; use na::geometry::Point3;
use crate::types::*;
use crate::object::*; use crate::object::*;
use crate::types::*;
fn trace(ray: Ray, objects: &Vec<Object>) -> Option<(&Object, f32)> { fn trace(ray: Ray, objects: &Vec<Object>) -> Option<(&Object, f32)> {
objects.iter() objects.iter()
.filter_map(|&obj| obj.intersect(ray) .filter_map(|obj| obj.intersect(ray)
.map(|x| (obj, x))) .map(|x| (obj, x)))
.min_by(|&a, &b| a.1.partial_cmp(&b.1).unwrap_or(Ordering::Equal)) .min_by(|a, b| a.1.partial_cmp(&b.1).unwrap_or(Ordering::Equal))
} }
fn light_point(objects: &Vec<Object>, obj: &Object, point: Point3f, light: &dyn Light) -> Color { fn light_point(objects: &Vec<Object>, obj: &Object, point: Point3f, light: &dyn Light) -> Color {
if light.check_shadow(point, objects) { if light.check_shadow(point, objects) {
let texture = obj.get_texture(point);
let texture = obj.gettexture(point); light.get_color(point) * (texture.albedo / PI) * light.intensity(point) * obj.normal(point).dot(&*light.direction(point))
light.getcolor(point) * (texture.albedo / PI) * light.intensity(point) * obj.normal(point).dot(&*light.direction(point))
} else { } else {
// Point is in shadow // Point is in shadow
Color::black() Color::black()
@ -31,11 +30,10 @@ fn light_point(objects: &Vec<Object>, obj: &Object, point: Point3f, light: &dyn
pub fn cast_ray(ray: Ray, scene: &Scene) -> Color { pub fn cast_ray(ray: Ray, scene: &Scene) -> Color {
if let Some((obj, dist)) = trace(ray, &scene.objects) { if let Some((obj, dist)) = trace(ray, &scene.objects) {
let point = ray.project(dist); let point = ray.project(dist);
let surface_color = obj.gettexture(point).color; let surface_color = obj.get_texture(point).color;
scene.lights.iter() scene.lights.iter()
.map(|&light| light_point(&scene.objects, obj, point, &*light)) .map(|light| light_point(&scene.objects, obj, point, &**light))
.fold(Color::black(), |acc, c| acc + c) * surface_color .fold(Color::black(), |acc, c| acc + c) * surface_color
} } else { scene.background }
else { scene.background }
} }