Fix bugs
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72acde6ea8
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@ -36,16 +36,15 @@ fn render(camera: &Camera, scene: &Scene, filename: &str) -> std::io::Result<()>
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fn main() -> std::io::Result<()> {
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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);
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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);
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let scene = Scene {
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objects: vec![
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Object::new(Sphere::new_solid(1.0, 0.2, 1.7, 0.2, Texture::new(1.0, 1.0, 1.0, 1.0))),
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Object::new(Sphere::new_solid(0.0, -1.0, 0.0, 1.0, Texture::new(1.0, 1.0, 1.0, 1.0)))
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Object::new(Plane::xz(|_, _| Texture { color: Color::white(), albedo: 0.8 })),
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],
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lights: vec![
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Box::new(PointLight::new(Point3::new(1.5, 1.0, 2.5), Color::white(), 3.0)),
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Box::new(PointLight::new(Point3::new(1.0, -0.4, 1.5), Color::white(), 2.0))
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],
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background: Color::gray(0.5)
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};
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@ -22,7 +22,7 @@ impl Light for PointLight {
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fn check_shadow(&self, point: Point3f, objects: &Vec<Object>) -> bool {
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let max_d = distance(&self.pos, &point);
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objects.iter()
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.filter_map(|&obj| obj.intersect(Ray::from_points(self.pos, point)))
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.filter_map(|obj| obj.intersect(Ray::from_points(self.pos, point)))
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.all(|d| d - max_d > -1e-3 )
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}
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@ -1,27 +1,26 @@
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extern crate nalgebra as na;
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use std::f32::consts::PI;
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use std::cmp::Ordering;
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use std::f32::consts::PI;
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use na::*;
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use na::geometry::Point3;
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use crate::types::*;
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use crate::object::*;
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use crate::types::*;
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fn trace(ray: Ray, objects: &Vec<Object>) -> Option<(&Object, f32)> {
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objects.iter()
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.filter_map(|&obj| obj.intersect(ray)
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.filter_map(|obj| obj.intersect(ray)
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.map(|x| (obj, x)))
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.min_by(|&a, &b| a.1.partial_cmp(&b.1).unwrap_or(Ordering::Equal))
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.min_by(|a, b| a.1.partial_cmp(&b.1).unwrap_or(Ordering::Equal))
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}
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fn light_point(objects: &Vec<Object>, obj: &Object, point: Point3f, light: &dyn Light) -> Color {
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if light.check_shadow(point, objects) {
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let texture = obj.get_texture(point);
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let texture = obj.gettexture(point);
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light.getcolor(point) * (texture.albedo / PI) * light.intensity(point) * obj.normal(point).dot(&*light.direction(point))
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light.get_color(point) * (texture.albedo / PI) * light.intensity(point) * obj.normal(point).dot(&*light.direction(point))
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} else {
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// Point is in shadow
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Color::black()
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@ -31,11 +30,10 @@ fn light_point(objects: &Vec<Object>, obj: &Object, point: Point3f, light: &dyn
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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.gettexture(point).color;
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let surface_color = obj.get_texture(point).color;
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scene.lights.iter()
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.map(|&light| light_point(&scene.objects, obj, point, &*light))
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.map(|light| light_point(&scene.objects, obj, point, &**light))
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.fold(Color::black(), |acc, c| acc + c) * surface_color
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}
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else { scene.background }
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} else { scene.background }
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}
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