Finished diffuse shading calculations
This commit is contained in:
parent
20c32fc467
commit
6ef2c65009
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@ -30,7 +30,7 @@ This list may be changed or extended in the future.
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- [ ] Point light sources
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- [x] Point source struct
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- [x] Point source illuminance test
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- [ ] Hard shadows
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- [x] Hard shadows
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- [ ] Soft shadows
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- [ ] ~~Light-emitting surfaces~~
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- [ ] Indirect lighting
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21
src/main.rs
21
src/main.rs
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@ -1,10 +1,10 @@
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extern crate nalgebra as na;
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use std::time::Instant;
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use std::fs::File;
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use std::io::Write;
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use na::*;
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use na::geometry::Point3;
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mod camera; use camera::*;
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mod types; use types::*;
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@ -36,15 +36,24 @@ 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(0.0,0.0,0.0), Vector3::new(0.0,0.0,1.0), 1.0, 16.0 / 9.0, 2.0, 480);
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let camera = Camera::new(Point3::new(0.0,0.0,2.5), Vector3::new(0.0,0.0,-1.0), 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(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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Object::new(Sphere::new(0.0, 0.0, 0.0, 1.0, |a, b| Texture::new(0.0, a, b, 1.0)))
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],
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lights: Vec::new(),
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background: Color::black()
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lights: vec![
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Box::new(PointLight::new(Point3::new(1.0, 0.7, 1.5), Color::white(), 3.0)),
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Box::new(PointLight::new(Point3::new(-1.0, -0.3, 0.4), Color::new(1.0, 0.0, 0.0), 4.0))
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],
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background: Color::gray(0.5)
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};
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render(&camera, &scene, "out.ppm")
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let before = Instant::now();
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render(&camera, &scene, "out.ppm")?;
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println!("{}", before.elapsed().as_millis());
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Ok(())
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}
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@ -5,8 +5,6 @@ mod triangle; pub use triangle::*;
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mod bound; pub use bound::*;
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mod pointlight; pub use pointlight::*;
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use na::*;
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use crate::types::*;
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// A trait for types that can be in Objects.
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@ -56,8 +54,13 @@ impl Object {
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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 light amount recieved.
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fn illuminate(&self, point: Point3f, objects: &Vec<Object>) -> Option<Color>;
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fn check_shadow(&self, point: Point3f, objects: &Vec<Object>) -> bool;
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// Compute color on a point.
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fn getcolor(&self, point: Point3f) -> Color;
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// Compute intensity on a point.
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fn intensity(&self, point: Point3f) -> f32;
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// Return the direction from the point to the light source.
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fn direction(&self, point: Point3f) -> Unit3f;
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@ -68,17 +71,3 @@ pub struct Scene {
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pub lights: Vec<Box<dyn Light>>,
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pub background: Color
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn obj_getcolor() {
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let sphere = Object::new(Sphere::new_solid(0.0, 0.0, 0.0, 1.0, Color::white()));
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let point = Point3::new(1.0, 0.0, 0.0);
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assert_eq!(sphere.getcolor(point), Color::white());
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}
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}
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@ -91,36 +91,3 @@ impl Surface for Plane {
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// bounding sphere could possibly contain one.
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fn bound(&self) -> Bound { Bound::bypass() }
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn plane_new() {
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let plane = Plane::xy(|_, _| Color::black());
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assert_eq!(plane.center, Point3::new(0.0, 0.0, 0.0));
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assert_eq!(plane.normal, Unit::new_unchecked(Vector3::z()));
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}
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#[test]
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fn plane_intersect() {
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const N: f32 = 5.0;
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let plane = Plane::xz(|_, _| Color::black());
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let ray = Ray::new(Point3::new(0.0, N, 0.0), Vector3::new(0.0, -1.0, 0.0));
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assert_eq!(plane.intersect(ray), Some(N));
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}
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#[test]
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fn plane_getcolor() {
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const N: f32 = 5.0;
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let plane = Plane::xz(|x, y| Color::new(x, y, 0.0));
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let point = Point3::new(5.0, 7.0, 6.0);
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assert_eq!(plane.getcolor(point), Color::new(5.0, 6.0, 0.0));
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}
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}
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@ -1,7 +1,6 @@
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extern crate nalgebra as na;
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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 super::*;
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@ -12,6 +11,7 @@ pub struct PointLight {
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pub intensity: f32
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}
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#[allow(dead_code)]
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impl PointLight {
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pub fn new(pos: Point3f, color: Color, intensity: f32) -> PointLight {
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PointLight {
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@ -20,23 +20,35 @@ impl PointLight {
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intensity: intensity
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}
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}
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fn check_point(&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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.all(|d| d > max_d)
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}
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}
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impl Light for PointLight {
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fn illuminate(&self, point: Point3f, objects: &Vec<Object>) -> Option<Color> {
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if self.check_point(point, objects) {
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Some(self.color)
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} else { None }
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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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.all(|d| d - max_d > -1e-3 )
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}
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fn getcolor(&self, _point: Point3f) -> Color { self.color }
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fn intensity(&self, _point: Point3f) -> f32 { self.intensity }
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fn direction(&self, point: Point3f) -> Unit3f {
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Unit::new_normalize(self.pos - point)
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn pointlight_checkshadow() {
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let light = PointLight::new(Point3::new(0.0, 1.0, 0.0), Color::white(), 1.0);
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let block = Object::new(Sphere::new_solid(0.0, 0.5, 0.0, 0.1, Texture::new(0.0, 0.0, 0.0, 0.0)));
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assert!(light.check_shadow(Point3::origin(), &Vec::new()));
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assert!(!light.check_shadow(Point3::origin(), &vec![block]));
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}
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}
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@ -241,102 +241,3 @@ impl Surface for TriangleMesh {
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Bound { center: center, radius: radius + 1e-3, bypass: false }
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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fn roundcolor(color: Color) -> Color {
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Color::new((color.red * 100.0).round() / 100.0, (color.green * 100.0).round() / 100.0, (color.blue * 100.0).round() / 100.0)
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}
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#[test]
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fn triangle_intersect() {
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let triangle = TriangleMesh::singleton_solid(Point3::new(0.0, 0.0, 0.0), Point3::new(1.0, 1.0, 0.0), Point3::new(0.0, 0.0, 1.0), Color::black());
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let ray = Ray::new(Point3::new(0.5, 5.0, 0.3), Vector3::new(0.0, -1.0, 0.0));
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let (t, u, v) = triangle.tris[0].intersect_(&triangle.vertices, ray).unwrap();
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println!("{},{},{}", t, u, v);
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assert!(t >= 0.0 && t <= 1.0);
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assert!(u >= 0.0 && u <= 1.0);
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assert!(v >= 0.0 && v <= 1.0);
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}
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#[test]
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fn triangle_getcolor() {
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let triangle = TriangleMesh::singleton(Point3::new(0.0, 0.0, 0.0), Point3::new(1.0, 1.0, 0.0), Point3::new(0.0, 0.0, 1.0), |t, u, v| Color::new(t, u, v));
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let t = 0.4;
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let u = 0.1;
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let v = 1.0 - t - u;
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let point = triangle.tris[0].from_bary(&triangle.vertices, t, u, v);
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assert_eq!(roundcolor(triangle.getcolor(point)), roundcolor(Color::new(t, u, v)));
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}
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#[test]
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fn triangle_bounds() {
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let point1 = Point3::new(0.0, 0.0, 0.0);
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let point2 = Point3::new(1.0, 0.0, 0.0);
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let point3 = Point3::new(0.0, 1.0, 0.0);
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let triangle = TriangleMesh::singleton_solid(point1, point2, point3, Color::black());
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let bound = triangle.bound();
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println!("{:?}", bound);
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assert!(bound.contains(&point1));
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assert!(bound.contains(&point2));
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assert!(bound.contains(&point3));
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}
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/*
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#[test]
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fn triangle_tobound() {
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let point1 = Point3::new(-3.0, 4.0, -6.0);
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let point2 = Point3::new(5.0, -2.0, -7.0);
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let point3 = Point3::new(9.0, -7.0, 3.0);
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let (center, radius) = triangle_sphere(&point1, &point2, &point3);
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let bound = Bound { center: center, radius: radius + 0.01, bypass: false };
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println!("{:?}", bound);
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println!("{}\n{}\n{}", distance(&bound.center, &point1),
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distance(&bound.center, &point2),
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distance(&bound.center, &point3));
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assert!(bound.contains(&point1));
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assert!(bound.contains(&point2));
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assert!(bound.contains(&point3));
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}
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#[test]
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fn triangle_tetrabound() {
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let point1 = Point3::new(8.0, -2.0, -5.0);
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let point2 = Point3::new(-3.0, 4.0, -6.0);
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let point3 = Point3::new(-3.0, -9.0, 3.0);
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let point4 = Point3::new(-6.0, 5.0, -9.0);
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let (center, radius) = tetrahedron_sphere(&point1, &point2, &point3, &point4);
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let bound = Bound { center: center, radius: radius + 0.01, bypass: false };
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println!("{:?}", bound);
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println!("{}\n{}\n{}\n{}", distance(&bound.center, &point1),
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distance(&bound.center, &point2),
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distance(&bound.center, &point3),
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distance(&bound.center, &point4));
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assert!(bound.contains(&point1));
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assert!(bound.contains(&point2));
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assert!(bound.contains(&point3));
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assert!(bound.contains(&point4));
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}
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*/
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}
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@ -1,5 +1,6 @@
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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 na::*;
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@ -15,11 +16,26 @@ fn trace(ray: Ray, objects: &Vec<Object>) -> Option<(&Object, f32)> {
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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.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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} else {
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// Point is in shadow
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Color::black()
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}
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}
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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_texture = obj.gettexture(point);
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surface_texture.color
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let surface_color = obj.gettexture(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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.fold(Color::black(), |acc, c| acc + c) * surface_color
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}
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else { scene.background }
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}
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