refactor: use 64-bit types instead of 32-bit

I don't know why I wasn't using 64 bit floats from the beginning,
honestly. I had weird priorities back then
This commit is contained in:
Kiana Sheibani 2024-10-14 18:06:50 -04:00
parent 9879184d47
commit 763a4ff923
Signed by: toki
GPG key ID: 6CB106C25E86A9F7
9 changed files with 469 additions and 243 deletions

View file

@ -1,87 +1,123 @@
extern crate nalgebra as na; extern crate nalgebra as na;
use na::*;
use na::geometry::{Point2, Point3}; use na::geometry::{Point2, Point3};
use na::*;
use crate::types::Ray; use crate::types::Ray;
#[derive(Debug)] #[derive(Debug)]
pub struct Camera { pub struct Camera {
matrix: Isometry3<f32>, // The transformation that stores the matrix: Isometry3<f64>, // The transformation that stores the
// position and orientation of the camera. (Not actually a matrix, but w/e) // position and orientation of the camera. (Not actually a matrix, but w/e)
focal_length: f64, // The distance from the camera origin to the canvas.
canvas_size: Vector2<f64>, // The size of the canvas within the world space.
focal_length: f32, // The distance from the camera origin to the canvas. pub image_size: Vector2<u64>, // The size of the final image in pixels.
canvas_size: Vector2<f32>, // The size of the canvas within the world space.
pub image_size: Vector2<u32> // The size of the final image in pixels.
} }
impl Camera { impl Camera {
// Constructs a new camera from a position and viewing direction. // Constructs a new camera from a position and viewing direction.
pub fn new_(pos: Point3<f32>, dir: Vector3<f32>, up: Vector3<f32>, pub fn new_(
focal_length: f32, aspect_ratio: f32, canvas_y: f32, image_y: u32) -> Self { pos: Point3<f64>,
dir: Vector3<f64>,
up: Vector3<f64>,
focal_length: f64,
aspect_ratio: f64,
canvas_y: f64,
image_y: u64,
) -> Self {
let iso = Isometry3::face_towards(&pos, &(pos + dir), &up); let iso = Isometry3::face_towards(&pos, &(pos + dir), &up);
Camera { Camera {
matrix: iso, matrix: iso,
focal_length: focal_length, focal_length: focal_length,
canvas_size: Vector2::new(canvas_y * aspect_ratio, canvas_y), canvas_size: Vector2::new(canvas_y * aspect_ratio, canvas_y),
image_size: Vector2::new((image_y as f32 * aspect_ratio) as u32, image_y) image_size: Vector2::new((image_y as f64 * aspect_ratio) as u64, image_y),
} }
} }
// Constructs a new camera from a position and viewing direction // Constructs a new camera from a position and viewing direction
// (assuming the camera is oriented upright). // (assuming the camera is oriented upright).
pub fn new(pos: Point3<f32>, dir: Vector3<f32>, pub fn new(
focal_length: f32, aspect_ratio: f32, canvas_y: f32, image_y: u32) -> Self pos: Point3<f64>,
{ Camera::new_(pos, dir, Vector3::y(), focal_length, aspect_ratio, canvas_y, image_y) } dir: Vector3<f64>,
focal_length: f64,
aspect_ratio: f64,
canvas_y: f64,
image_y: u64,
) -> Self {
Camera::new_(
pos,
dir,
Vector3::y(),
focal_length,
aspect_ratio,
canvas_y,
image_y,
)
}
pub fn pos(&self) -> Point3<f32> { Point3::from(self.matrix.translation.vector) } pub fn pos(&self) -> Point3<f64> {
Point3::from(self.matrix.translation.vector)
}
// Takes a 2D point in the image space and // Takes a 2D point in the image space and
// maps it to the 3D point on the canvas. // maps it to the 3D point on the canvas.
fn project(&self, x: u32, y: u32) -> Point3<f32> { fn project(&self, x: u64, y: u64) -> Point3<f64> {
// convert point from raster coordinates to center-based coordinates // convert point from raster coordinates to center-based coordinates
let pixelndc = Point2::new(x as f32 + 0.5 - self.image_size.x as f32 * 0.5, -(y as f32 + 0.5) + self.image_size.y as f32 * 0.5); let pixelndc = Point2::new(
x as f64 + 0.5 - self.image_size.x as f64 * 0.5,
-(y as f64 + 0.5) + self.image_size.y as f64 * 0.5,
);
let point: Point3<f32> = Point::from(pixelndc.coords.component_div(&self.image_size.map(|x| x as f32)) let point: Point3<f64> = Point::from(
.component_mul(&self.canvas_size) pixelndc
.fixed_resize(self.focal_length)); .coords
.component_div(&self.image_size.map(|x| x as f64))
.component_mul(&self.canvas_size)
.fixed_resize(self.focal_length),
);
self.matrix * point self.matrix * point
} }
// Takes a 2D point in the image space and // Takes a 2D point in the image space and
// returns a ray in the world space, for use in raytracing. // returns a ray in the world space, for use in raytracing.
pub fn raycast(&self, x: u32, y: u32) -> Ray { pub fn raycast(&self, x: u64, y: u64) -> Ray {
Ray::from_points(self.pos(), self.project(x, y)) Ray::from_points(self.pos(), self.project(x, y))
} }
} }
#[cfg(test)] #[cfg(test)]
mod tests { mod tests {
use super::*; use super::*;
fn round(point: Point3<f32>) -> Point3<f32> { fn round(point: Point3<f64>) -> Point3<f64> {
Point::from(point.coords.map(|x| x.round())) Point::from(point.coords.map(|x| x.round()))
} }
#[test] #[test]
fn camera_pos() { fn camera_pos() {
let camera: Camera = Camera::new(Point3::new(-5.0, 0.0, 0.0), let camera: Camera = Camera::new(
Vector3::new(1.0, 0.0, 0.0), Point3::new(-5.0, 0.0, 0.0),
1.0, 1.0, Vector3::new(1.0, 0.0, 0.0),
2.0, 800); 1.0,
1.0,
2.0,
800,
);
assert_eq!(camera.pos(), Point3::new(-5.0, 0.0, 0.0)); assert_eq!(camera.pos(), Point3::new(-5.0, 0.0, 0.0));
} }
#[test] #[test]
fn camera_matrix1() { fn camera_matrix1() {
let camera: Camera = Camera::new(Point3::new(-5.0, 0.0, 0.0), let camera: Camera = Camera::new(
Vector3::new(1.0, 0.0, 0.0), Point3::new(-5.0, 0.0, 0.0),
1.0, 1.0, Vector3::new(1.0, 0.0, 0.0),
2.0, 800); 1.0,
1.0,
2.0,
800,
);
let point = Point3::new(0.0, 0.0, 4.0); let point = Point3::new(0.0, 0.0, 4.0);
let point = camera.matrix * point; let point = camera.matrix * point;
@ -91,10 +127,14 @@ mod tests {
#[test] #[test]
fn camera_matrix2() { fn camera_matrix2() {
let camera: Camera = Camera::new(Point3::new(-5.0, 0.0, 0.0), let camera: Camera = Camera::new(
Vector3::new(1.0, 0.0, 0.0), Point3::new(-5.0, 0.0, 0.0),
1.0, 1.0, Vector3::new(1.0, 0.0, 0.0),
2.0, 800); 1.0,
1.0,
2.0,
800,
);
let point = Point3::new(4.0, 0.0, 0.0); let point = Point3::new(4.0, 0.0, 0.0);
let point = camera.matrix * point; let point = camera.matrix * point;
@ -104,10 +144,14 @@ mod tests {
#[test] #[test]
fn camera_project1() { fn camera_project1() {
let camera: Camera = Camera::new(Point3::new(-5.0, 0.0, 0.0), let camera: Camera = Camera::new(
Vector3::new(1.0, 0.0, 0.0), Point3::new(-5.0, 0.0, 0.0),
1.0, 1.0, Vector3::new(1.0, 0.0, 0.0),
2.0, 800); 1.0,
1.0,
2.0,
800,
);
let point = camera.project(400, 400); let point = camera.project(400, 400);
let point = round(point); // round to avoid errors let point = round(point); // round to avoid errors
@ -116,10 +160,14 @@ mod tests {
#[test] #[test]
fn camera_project2() { fn camera_project2() {
let camera: Camera = Camera::new(Point3::new(-5.0, 0.0, 0.0), let camera: Camera = Camera::new(
Vector3::new(1.0, 0.0, 0.0), Point3::new(-5.0, 0.0, 0.0),
1.0, 1.0, Vector3::new(1.0, 0.0, 0.0),
2.0, 800); 1.0,
1.0,
2.0,
800,
);
let point = camera.project(0, 0); let point = camera.project(0, 0);
let point = round(point); // round to avoid errors let point = round(point); // round to avoid errors

View file

@ -1,19 +1,22 @@
mod sphere;
mod sphere; pub use sphere::*; pub use sphere::*;
mod plane; pub use plane::*; mod plane;
mod triangle; pub use triangle::*; pub use plane::*;
mod bound; pub use bound::*; mod triangle;
mod point_light; pub use point_light::*; pub use triangle::*;
mod bound;
pub use bound::*;
mod point_light;
pub use point_light::*;
use crate::types::*; use crate::types::*;
// A trait for types that can be in Objects. // A trait for types that can be in Objects.
pub trait Surface { pub trait Surface {
// Takes in a ray and performs an intersection test // Takes in a ray and performs an intersection test
// on itself. If the ray intersects the object, // on itself. If the ray intersects the object,
// returns the distance to the intersection point. // returns the distance to the intersection point.
fn intersect(&self, ray: Ray) -> Option<f32>; fn intersect(&self, ray: Ray) -> Option<f64>;
// Takes in a point (assumed to be on the object's surface) // Takes in a point (assumed to be on the object's surface)
// and returns the normal vector off of that point. // and returns the normal vector off of that point.
@ -29,7 +32,7 @@ pub trait Surface {
pub struct Object { pub struct Object {
pub surface: Box<dyn Surface>, pub surface: Box<dyn Surface>,
bound: Bound bound: Bound,
} }
impl Object { impl Object {
@ -38,18 +41,23 @@ impl Object {
let bound = surface.bound(); let bound = surface.bound();
Object { Object {
surface: Box::new(surface), surface: Box::new(surface),
bound bound,
} }
} }
pub fn intersect(&self, ray: Ray) -> Option<f64> {
pub fn intersect(&self, ray: Ray) -> Option<f32> {
if self.bound.is_intersected(ray) { if self.bound.is_intersected(ray) {
self.surface.intersect(ray) self.surface.intersect(ray)
} else { None } } else {
None
}
}
pub fn normal(&self, point: Point3f) -> Unit3f {
self.surface.normal(point)
}
pub fn get_texture(&self, point: Point3f) -> Texture {
self.surface.get_texture(point)
} }
pub fn normal(&self, point: Point3f) -> Unit3f { self.surface.normal(point) }
pub fn get_texture(&self, point: Point3f) -> Texture { self.surface.get_texture(point) }
} }
pub trait Light { pub trait Light {
@ -60,7 +68,7 @@ pub trait Light {
fn get_color(&self, point: Point3f) -> Color; fn get_color(&self, point: Point3f) -> Color;
// Compute intensity on a point. // Compute intensity on a point.
fn intensity(&self, point: Point3f) -> f32; fn intensity(&self, point: Point3f) -> f64;
// Return the direction from the point to the light source. // Return the direction from the point to the light source.
fn direction(&self, point: Point3f) -> Unit3f; fn direction(&self, point: Point3f) -> Unit3f;
@ -69,5 +77,5 @@ pub trait Light {
pub struct Scene { pub struct Scene {
pub objects: Vec<Object>, pub objects: Vec<Object>,
pub lights: Vec<Box<dyn Light>>, pub lights: Vec<Box<dyn Light>>,
pub background: Color pub background: Color,
} }

View file

@ -10,15 +10,17 @@ use crate::types::*;
#[derive(Debug)] #[derive(Debug)]
pub struct Bound { pub struct Bound {
pub center: Point3f, pub center: Point3f,
pub radius: f32, pub radius: f64,
// If true, then the bounding sphere is disabled. // If true, then the bounding sphere is disabled.
pub bypass: bool pub bypass: bool,
} }
impl Bound { impl Bound {
pub fn is_intersected(&self, ray: Ray) -> bool { pub fn is_intersected(&self, ray: Ray) -> bool {
if self.bypass { return true; } if self.bypass {
return true;
}
let l = ray.origin - self.center; let l = ray.origin - self.center;
l.norm_squared() >= self.radius * self.radius l.norm_squared() >= self.radius * self.radius
@ -26,5 +28,11 @@ impl Bound {
// pub fn contains(&self, point: &Point3f) -> bool { distance(&self.center, point) < self.radius } // pub fn contains(&self, point: &Point3f) -> bool { distance(&self.center, point) < self.radius }
pub fn bypass() -> Self { Bound { center: Point3::origin(), radius: 0.0, bypass: true } } pub fn bypass() -> Self {
Bound {
center: Point3::origin(),
radius: 0.0,
bypass: true,
}
}
} }

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@ -1,81 +1,107 @@
extern crate nalgebra as na; extern crate nalgebra as na;
use na::*;
use na::geometry::Point3; use na::geometry::Point3;
use na::*;
use super::{bound::*, Surface};
use crate::types::*; use crate::types::*;
use super::{Surface, bound::*};
pub struct Plane { pub struct Plane {
pub center: Point3f, // Plane origin (used for texture mapping). pub center: Point3f, // Plane origin (used for texture mapping).
pub normal: Unit3f, // Precomputed plane normal. pub normal: Unit3f, // Precomputed plane normal.
x_axis: Vector3f, // Plane x-axis (The 3D direction that corresponds to the x-direction on the plane). x_axis: Vector3f, // Plane x-axis (The 3D direction that corresponds to the x-direction on the plane).
y_axis: Vector3f, // Plane y-axis (The 3D direction that corresponds to the y-direction on the plane). y_axis: Vector3f, // Plane y-axis (The 3D direction that corresponds to the y-direction on the plane).
texture: Box<dyn Fn(f32, f32) -> Texture> // Texture map. texture: Box<dyn Fn(f64, f64) -> Texture>, // Texture map.
// Input coordinates are defined in terms of the axes above. // Input coordinates are defined in terms of the axes above.
} }
#[allow(dead_code)] #[allow(dead_code)]
impl Plane { impl Plane {
// Creates a new plane. // Creates a new plane.
pub fn new<F: 'static>(center: Point3f, x_axis: Vector3f, y_axis: Vector3f, texture: F) -> Self pub fn new<F: 'static>(center: Point3f, x_axis: Vector3f, y_axis: Vector3f, texture: F) -> Self
where F: Fn(f32, f32) -> Texture where
F: Fn(f64, f64) -> Texture,
{ {
Plane { Plane {
center, center,
normal: Unit::new_normalize(x_axis.cross(&y_axis)), normal: Unit::new_normalize(x_axis.cross(&y_axis)),
x_axis: x_axis, x_axis: x_axis,
y_axis: y_axis, y_axis: y_axis,
texture: Box::new(texture) texture: Box::new(texture),
} }
} }
// Creates a new plane with the normal flipped. // Creates a new plane with the normal flipped.
pub fn new_flip<F: 'static>(center: Point3f, x_axis: Vector3f, y_axis: Vector3f, texture: F) -> Self pub fn new_flip<F: 'static>(
where F: Fn(f32, f32) -> Texture center: Point3f,
x_axis: Vector3f,
y_axis: Vector3f,
texture: F,
) -> Self
where
F: Fn(f64, f64) -> Texture,
{ {
Plane { Plane {
center: center, center: center,
normal: Unit::new_normalize(y_axis.cross(&x_axis)), normal: Unit::new_normalize(y_axis.cross(&x_axis)),
x_axis: x_axis, x_axis: x_axis,
y_axis: y_axis, y_axis: y_axis,
texture: Box::new(texture) texture: Box::new(texture),
} }
} }
// Creates a new plane of a solid color. // Creates a new plane of a solid color.
pub fn new_solid(center: Point3f, x_axis: Vector3f, y_axis: Vector3f, texture: Texture) -> Self pub fn new_solid(
{ Plane::new(center, x_axis, y_axis, move |_, _| texture) } center: Point3f,
x_axis: Vector3f,
y_axis: Vector3f,
texture: Texture,
) -> Self {
Plane::new(center, x_axis, y_axis, move |_, _| texture)
}
// Creates a new flipped plane of a solid color. // Creates a new flipped plane of a solid color.
pub fn new_solid_flip(center: Point3f, x_axis: Vector3f, y_axis: Vector3f, texture: Texture) -> Self pub fn new_solid_flip(
{ Plane::new_flip(center, x_axis, y_axis, move |_, _| texture) } center: Point3f,
x_axis: Vector3f,
y_axis: Vector3f,
texture: Texture,
) -> Self {
Plane::new_flip(center, x_axis, y_axis, move |_, _| texture)
}
// Creates a new XY-plane with the given texture map. // Creates a new XY-plane with the given texture map.
pub fn xy(texture: impl 'static + Fn(f32, f32) -> Texture) -> Self pub fn xy(texture: impl 'static + Fn(f64, f64) -> Texture) -> Self {
{ Plane::new(Point3::origin(), Vector3::x(), Vector3::y(), texture) } Plane::new(Point3::origin(), Vector3::x(), Vector3::y(), texture)
}
// Creates a new XZ-plane with the given texture map. // Creates a new XZ-plane with the given texture map.
pub fn xz(texture: impl 'static + Fn(f32, f32) -> Texture) -> Self pub fn xz(texture: impl 'static + Fn(f64, f64) -> Texture) -> Self {
{ Plane::new(Point3::origin(), Vector3::x(), Vector3::z(), texture) } Plane::new(Point3::origin(), Vector3::x(), Vector3::z(), texture)
}
} }
impl Surface for Plane { impl Surface for Plane {
fn intersect(&self, ray: Ray) -> Option<f32> { fn intersect(&self, ray: Ray) -> Option<f64> {
let d = self.normal.dot(&ray.direction); let d = self.normal.dot(&ray.direction);
if d > -1e-3 { return None; } if d > -1e-3 {
return None;
}
let t = (self.center - ray.origin).dot(&*self.normal) / d; let t = (self.center - ray.origin).dot(&*self.normal) / d;
if t >= 0.0 { Some(t) } if t >= 0.0 {
else { None } Some(t)
} else {
None
}
} }
fn normal(&self, _point: Point3f) -> Unit3f { self.normal } fn normal(&self, _point: Point3f) -> Unit3f {
self.normal
}
fn get_texture(&self, point: Point3f) -> Texture { fn get_texture(&self, point: Point3f) -> Texture {
let rel_pos = point - self.center; let rel_pos = point - self.center;
@ -89,5 +115,7 @@ impl Surface for Plane {
// Planes are infinite, so no finite // Planes are infinite, so no finite
// bounding sphere could possibly contain one. // bounding sphere could possibly contain one.
fn bound(&self) -> Bound { Bound::bypass() } fn bound(&self) -> Bound {
Bound::bypass()
}
} }

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@ -2,33 +2,42 @@ extern crate nalgebra as na;
use na::*; use na::*;
use crate::types::*;
use super::*; use super::*;
use crate::types::*;
pub struct PointLight { pub struct PointLight {
pub pos: Point3f, pub pos: Point3f,
pub color: Color, pub color: Color,
pub intensity: f32 pub intensity: f64,
} }
#[allow(dead_code)] #[allow(dead_code)]
impl PointLight { impl PointLight {
pub fn new(pos: Point3f, color: Color, intensity: f32) -> PointLight { pub fn new(pos: Point3f, color: Color, intensity: f64) -> PointLight {
PointLight { pos, color, intensity } PointLight {
pos,
color,
intensity,
}
} }
} }
impl Light for PointLight { 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
.filter_map(|obj| obj.intersect(Ray::from_points(self.pos, point))) .iter()
.all(|d| d - max_d > -1e-3 ) .filter_map(|obj| obj.intersect(Ray::from_points(self.pos, point)))
.all(|d| d - max_d > -1e-3)
} }
fn get_color(&self, _point: Point3f) -> Color { self.color } fn get_color(&self, _point: Point3f) -> Color {
self.color
}
fn intensity(&self, _point: Point3f) -> f32 { self.intensity } fn intensity(&self, _point: Point3f) -> f64 {
self.intensity
}
fn direction(&self, point: Point3f) -> Unit3f { fn direction(&self, point: Point3f) -> Unit3f {
Unit::new_normalize(self.pos - point) Unit::new_normalize(self.pos - point)
@ -42,7 +51,13 @@ mod tests {
#[test] #[test]
fn point_light_check_shadow() { fn point_light_check_shadow() {
let light = PointLight::new(Point3::new(0.0, 1.0, 0.0), Color::white(), 1.0); let light = PointLight::new(Point3::new(0.0, 1.0, 0.0), Color::white(), 1.0);
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))); 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),
));
assert!(light.check_shadow(Point3::origin(), &Vec::new())); assert!(light.check_shadow(Point3::origin(), &Vec::new()));
assert!(!light.check_shadow(Point3::origin(), &vec![block])); assert!(!light.check_shadow(Point3::origin(), &vec![block]));

View file

@ -1,49 +1,57 @@
extern crate nalgebra as na; extern crate nalgebra as na;
use std::f32::consts::PI; use std::f64::consts::PI;
use na::*;
use na::geometry::Point3; use na::geometry::Point3;
use na::*;
use super::{bound::*, Surface};
use crate::types::*; use crate::types::*;
use super::{Surface, bound::*};
pub struct Sphere { pub struct Sphere {
pub center: Point3f, // Center point of the sphere. pub center: Point3f, // Center point of the sphere.
pub radius: f32, // Radius of the sphere. pub radius: f64, // Radius of the sphere.
texture: Box<dyn Fn(f32, f32) -> Texture> // Texture map. texture: Box<dyn Fn(f64, f64) -> Texture>, // Texture map.
// Uses spherical coordinates (normalized from 0-1) as input. // Uses spherical coordinates (normalized from 0-1) as input.
} }
#[allow(dead_code)] #[allow(dead_code)]
impl Sphere { impl Sphere {
// Creates a new sphere. // Creates a new sphere.
pub fn new<F: 'static>(x: f32, y: f32, z: f32, radius: f32, texture: F) -> Self pub fn new<F: 'static>(x: f64, y: f64, z: f64, radius: f64, texture: F) -> Self
where F: Fn(f32, f32) -> Texture where
F: Fn(f64, f64) -> Texture,
{ {
Sphere { Sphere {
center: Point3::new(x, y, z), radius, center: Point3::new(x, y, z),
texture: Box::new(texture) radius,
texture: Box::new(texture),
} }
} }
// Creates a new sphere of a solid color. // Creates a new sphere of a solid color.
pub fn new_solid(x: f32, y: f32, z: f32, radius: f32, texture: Texture) -> Self pub fn new_solid(x: f64, y: f64, z: f64, radius: f64, texture: Texture) -> Self {
{ Sphere::new(x, y, z, radius, move |_, _| texture) } Sphere::new(x, y, z, radius, move |_, _| texture)
}
} }
impl Surface for Sphere { impl Surface for Sphere {
fn intersect(&self, ray: Ray) -> Option<f32> { fn intersect(&self, ray: Ray) -> Option<f64> {
fn solve_quadratic(b: f32, c: f32) -> Option<(f32, f32)> { fn solve_quadratic(b: f64, c: f64) -> Option<(f64, f64)> {
let discr = b * b - 4.0 * c; let discr = b * b - 4.0 * c;
if discr < 0.0 { None } if discr < 0.0 {
else if discr == 0.0 { None
} else if discr == 0.0 {
let x = -0.5 * b; let x = -0.5 * b;
Some((x, x)) Some((x, x))
} else { } else {
let q = if b > 0.0 { -0.5 * (b + discr.sqrt()) } else { -0.5 * (b - discr.sqrt()) }; let q = if b > 0.0 {
-0.5 * (b + discr.sqrt())
} else {
-0.5 * (b - discr.sqrt())
};
Some((q, c / q)) Some((q, c / q))
} }
} }
@ -54,11 +62,17 @@ impl Surface for Sphere {
let (mut t0, mut t1) = solve_quadratic(b, c)?; let (mut t0, mut t1) = solve_quadratic(b, c)?;
if t0 > t1 { std::mem::swap(&mut t0, &mut t1); } if t0 > t1 {
std::mem::swap(&mut t0, &mut t1);
}
if t0 >= 0.0 { Some(t0) } if t0 >= 0.0 {
else if t1 >= 0.0 { Some(t1) } Some(t0)
else { None } } else if t1 >= 0.0 {
Some(t1)
} else {
None
}
} }
fn normal(&self, point: Point3f) -> Unit3f { fn normal(&self, point: Point3f) -> Unit3f {
@ -77,5 +91,11 @@ impl Surface for Sphere {
(*self.texture)(x, y) (*self.texture)(x, y)
} }
fn bound(&self) -> Bound { Bound { center: self.center, radius: self.radius, bypass: false } } fn bound(&self) -> Bound {
Bound {
center: self.center,
radius: self.radius,
bypass: false,
}
}
} }

View file

@ -2,11 +2,11 @@ extern crate nalgebra as na;
use std::cmp::Ordering; use std::cmp::Ordering;
use na::*;
use na::geometry::Point3; use na::geometry::Point3;
use na::*;
use super::{bound::*, Surface};
use crate::types::*; use crate::types::*;
use super::{Surface, bound::*};
pub struct Triangle { pub struct Triangle {
pub v1: usize, // Handles to 3 vertices. pub v1: usize, // Handles to 3 vertices.
@ -14,35 +14,45 @@ pub struct Triangle {
pub v3: usize, pub v3: usize,
normal: Unit3f, // Precalculated normal vector. normal: Unit3f, // Precalculated normal vector.
area: f32, // Precalculated area for barycentric calculations. area: f64, // Precalculated area for barycentric calculations.
texture: Box<dyn Fn(f32, f32, f32) -> Texture> // Texture map. texture: Box<dyn Fn(f64, f64, f64) -> Texture>, // Texture map.
// Uses barycentric coordinates as input. // Uses barycentric coordinates as input.
} }
pub struct TriangleMesh { pub struct TriangleMesh {
pub vertices: Vec<Point3f>, pub vertices: Vec<Point3f>,
pub triangles: Vec<Triangle> pub triangles: Vec<Triangle>,
} }
fn tri_area(a: &Point3f, b: &Point3f, c: &Point3f) -> f32 { fn tri_area(a: &Point3f, b: &Point3f, c: &Point3f) -> f64 {
let prlg_area: f32 = (b - a).cross(&(c - a)).norm(); let prlg_area: f64 = (b - a).cross(&(c - a)).norm();
prlg_area / 2.0 prlg_area / 2.0
} }
impl Triangle { impl Triangle {
fn vertex1<'a>(&self, vertices: &'a Vec<Point3f>) -> &'a Point3f { &vertices[self.v1] } fn vertex1<'a>(&self, vertices: &'a Vec<Point3f>) -> &'a Point3f {
fn vertex2<'a>(&self, vertices: &'a Vec<Point3f>) -> &'a Point3f { &vertices[self.v2] } &vertices[self.v1]
fn vertex3<'a>(&self, vertices: &'a Vec<Point3f>) -> &'a Point3f { &vertices[self.v3] } }
fn vertex2<'a>(&self, vertices: &'a Vec<Point3f>) -> &'a Point3f {
&vertices[self.v2]
}
fn vertex3<'a>(&self, vertices: &'a Vec<Point3f>) -> &'a Point3f {
&vertices[self.v3]
}
// Conversion of barycentric coordinates to // Conversion of barycentric coordinates to
// a point on the triangle. // a point on the triangle.
fn from_bary(&self, vertices: &Vec<Point3f>, t: f32, u: f32, v: f32) -> Point3f { fn from_bary(&self, vertices: &Vec<Point3f>, t: f64, u: f64, v: f64) -> Point3f {
Point::from(t * self.vertex1(vertices).coords + u * self.vertex2(vertices).coords + v * self.vertex3(vertices).coords) Point::from(
t * self.vertex1(vertices).coords
+ u * self.vertex2(vertices).coords
+ v * self.vertex3(vertices).coords,
)
} }
// Conversion of a point to barycentric coordinates. // Conversion of a point to barycentric coordinates.
fn to_bary(&self, vertices: &Vec<Point3f>, point: Point3f) -> (f32, f32, f32) { fn to_bary(&self, vertices: &Vec<Point3f>, point: Point3f) -> (f64, f64, f64) {
let t = tri_area(self.vertex2(vertices), self.vertex3(vertices), &point) / self.area; let t = tri_area(self.vertex2(vertices), self.vertex3(vertices), &point) / self.area;
let u = tri_area(self.vertex1(vertices), self.vertex3(vertices), &point) / self.area; let u = tri_area(self.vertex1(vertices), self.vertex3(vertices), &point) / self.area;
let v = tri_area(self.vertex1(vertices), self.vertex2(vertices), &point) / self.area; let v = tri_area(self.vertex1(vertices), self.vertex2(vertices), &point) / self.area;
@ -50,32 +60,39 @@ impl Triangle {
(t, u, v) (t, u, v)
} }
fn intersect_(&self, vertices: &Vec<Point3f>, ray: Ray) -> Option<(f32, f32, f32)> { fn intersect_(&self, vertices: &Vec<Point3f>, ray: Ray) -> Option<(f64, f64, f64)> {
let vect2_1 = self.vertex2(vertices) - self.vertex1(vertices); let vect2_1 = self.vertex2(vertices) - self.vertex1(vertices);
let vect3_1 = self.vertex3(vertices) - self.vertex1(vertices); let vect3_1 = self.vertex3(vertices) - self.vertex1(vertices);
let p_vect = ray.direction.cross(&vect3_1); let p_vect = ray.direction.cross(&vect3_1);
let det = p_vect.dot(&vect2_1); let det = p_vect.dot(&vect2_1);
if det.abs() < 1e-3 { return None; } if det.abs() < 1e-3 {
return None;
}
let t_vect = ray.origin - self.vertex1(vertices); let t_vect = ray.origin - self.vertex1(vertices);
let u = t_vect.dot(&p_vect) / det; let u = t_vect.dot(&p_vect) / det;
if u < 0.0 || u > 1.0 { return None; } if u < 0.0 || u > 1.0 {
return None;
}
let q_vect = t_vect.cross(&vect2_1); let q_vect = t_vect.cross(&vect2_1);
let v = ray.direction.dot(&q_vect) / det; let v = ray.direction.dot(&q_vect) / det;
if v < 0.0 || (u + v) > 1.0 { return None; } if v < 0.0 || (u + v) > 1.0 {
return None;
}
let t = 1.0 - u - v; let t = 1.0 - u - v;
Some((t, u, v)) Some((t, u, v))
} }
fn intersect(&self, vertices: &Vec<Point3f>, ray: Ray) -> Option<f32> { fn intersect(&self, vertices: &Vec<Point3f>, ray: Ray) -> Option<f64> {
self.intersect_(vertices, ray).map(|(t, u, v)| distance(&ray.origin, &self.from_bary(vertices, t, u, v))) self.intersect_(vertices, ray)
.map(|(t, u, v)| distance(&ray.origin, &self.from_bary(vertices, t, u, v)))
} }
fn get_texture(&self, vertices: &Vec<Point3f>, point: Point3f) -> Texture { fn get_texture(&self, vertices: &Vec<Point3f>, point: Point3f) -> Texture {
@ -86,45 +103,81 @@ impl Triangle {
#[allow(dead_code)] #[allow(dead_code)]
impl TriangleMesh { impl TriangleMesh {
pub fn new(vertices: Vec<Point3f>, tris: Vec<(usize, usize, usize, Box<dyn Fn(f32, f32, f32) -> Texture>)>) -> Self { pub fn new(
let triangles = tris.into_iter() vertices: Vec<Point3f>,
.map(|(v1, v2, v3, f)| Triangle { tris: Vec<(usize, usize, usize, Box<dyn Fn(f64, f64, f64) -> Texture>)>,
v1, v2, v3, ) -> Self {
normal: Unit::new_normalize((&vertices[v2] - &vertices[v1]).cross(&(&vertices[v3] - &vertices[v1]))), let triangles = tris
area: tri_area(&vertices[v1], &vertices[v2], &vertices[v3]), .into_iter()
texture: f .map(|(v1, v2, v3, f)| Triangle {
}).collect(); v1,
TriangleMesh { v2,
vertices, triangles v3,
} normal: Unit::new_normalize(
} (&vertices[v2] - &vertices[v1]).cross(&(&vertices[v3] - &vertices[v1])),
),
pub fn new_solid(vertices: Vec<Point3f>, tris: Vec<(usize, usize, usize)>, texture: Texture) -> Self { area: tri_area(&vertices[v1], &vertices[v2], &vertices[v3]),
let triangles = tris.into_iter() texture: f,
.map(|(v1, v2, v3)| Triangle { })
v1, v2, v3, .collect();
normal: Unit::new_normalize((&vertices[v2] - &vertices[v1]).cross(&(&vertices[v3] - &vertices[v1]))),
area: tri_area(&vertices[v1], &vertices[v2], &vertices[v3]),
texture: Box::new(move |_, _, _| texture)
}).collect();
TriangleMesh { TriangleMesh {
vertices, vertices,
triangles triangles,
} }
} }
pub fn singleton<F: 'static>(vertex1: Point3f, vertex2: Point3f, vertex3: Point3f, texture: F) -> Self pub fn new_solid(
where F: Fn(f32, f32, f32) -> Texture vertices: Vec<Point3f>,
{ TriangleMesh::new(vec![vertex1, vertex2, vertex3], vec![(0, 1, 2, Box::new(texture))]) } tris: Vec<(usize, usize, usize)>,
texture: Texture,
) -> Self {
let triangles = tris
.into_iter()
.map(|(v1, v2, v3)| Triangle {
v1,
v2,
v3,
normal: Unit::new_normalize(
(&vertices[v2] - &vertices[v1]).cross(&(&vertices[v3] - &vertices[v1])),
),
area: tri_area(&vertices[v1], &vertices[v2], &vertices[v3]),
texture: Box::new(move |_, _, _| texture),
})
.collect();
TriangleMesh {
vertices,
triangles,
}
}
pub fn singleton_solid(vertex1: Point3f, vertex2: Point3f, vertex3: Point3f, texture: Texture) -> Self pub fn singleton<F: 'static>(
{ TriangleMesh::singleton(vertex1, vertex2, vertex3, move |_, _, _| texture) } vertex1: Point3f,
vertex2: Point3f,
vertex3: Point3f,
texture: F,
) -> Self
where
F: Fn(f64, f64, f64) -> Texture,
{
TriangleMesh::new(
vec![vertex1, vertex2, vertex3],
vec![(0, 1, 2, Box::new(texture))],
)
}
pub fn singleton_solid(
vertex1: Point3f,
vertex2: Point3f,
vertex3: Point3f,
texture: Texture,
) -> Self {
TriangleMesh::singleton(vertex1, vertex2, vertex3, move |_, _, _| texture)
}
fn closest_tri(&self, point: Point3f) -> &Triangle { fn closest_tri(&self, point: Point3f) -> &Triangle {
self.triangles.iter() self.triangles
.iter()
.map(move |tri| { .map(move |tri| {
let rel_pos = point - tri.vertex1(&self.vertices); let rel_pos = point - tri.vertex1(&self.vertices);
let proj_point3 = rel_pos - (*tri.normal * tri.normal.dot(&rel_pos)); let proj_point3 = rel_pos - (*tri.normal * tri.normal.dot(&rel_pos));
@ -139,15 +192,17 @@ impl TriangleMesh {
(tri, distance(&point, &point_new)) (tri, distance(&point, &point_new))
}) })
.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))
.unwrap().0 .unwrap()
.0
} }
} }
impl Surface for TriangleMesh { impl Surface for TriangleMesh {
fn intersect(&self, ray: Ray) -> Option<f32> { fn intersect(&self, ray: Ray) -> Option<f64> {
self.triangles.iter() self.triangles
.filter_map(|tri| tri.intersect(&self.vertices, ray)) .iter()
.min_by(|a, b| a.partial_cmp(&b).unwrap_or(Ordering::Equal)) .filter_map(|tri| tri.intersect(&self.vertices, ray))
.min_by(|a, b| a.partial_cmp(&b).unwrap_or(Ordering::Equal))
} }
fn normal(&self, point: Point3f) -> Unit3f { fn normal(&self, point: Point3f) -> Unit3f {
@ -160,22 +215,26 @@ impl Surface for TriangleMesh {
// Uses Welzl's algorithm to solve the bounding sphere problem // Uses Welzl's algorithm to solve the bounding sphere problem
fn bound(&self) -> Bound { fn bound(&self) -> Bound {
fn smallest_sphere_plane(points: Vec<&Point3f>, boundary: Vec<&Point3f>) -> (Point3f, f32) { fn smallest_sphere_plane(points: Vec<&Point3f>, boundary: Vec<&Point3f>) -> (Point3f, f64) {
if points.len() == 0 || boundary.len() == 3 { if points.len() == 0 || boundary.len() == 3 {
match boundary.len() { match boundary.len() {
0 => (Point3::new(0.0, 0.0, 0.0), 0.0), 0 => (Point3::new(0.0, 0.0, 0.0), 0.0),
1 => (*boundary[0], 0.0), 1 => (*boundary[0], 0.0),
2 => { let half_span = 0.5 * (boundary[1] - boundary[0]); 2 => {
(*boundary[0] + half_span, half_span.norm()) }, let half_span = 0.5 * (boundary[1] - boundary[0]);
(*boundary[0] + half_span, half_span.norm())
}
3 => triangle_sphere(boundary[0], boundary[1], boundary[2]), 3 => triangle_sphere(boundary[0], boundary[1], boundary[2]),
_ => unreachable!() _ => unreachable!(),
} }
} else { } else {
let removed = points[0]; let removed = points[0];
let points = Vec::from(&points[1..]); let points = Vec::from(&points[1..]);
let bound = smallest_sphere(points.clone(), boundary.clone()); let bound = smallest_sphere(points.clone(), boundary.clone());
if distance(&bound.0, removed) < bound.1 { return bound; } if distance(&bound.0, removed) < bound.1 {
return bound;
}
let mut boundary = boundary.clone(); let mut boundary = boundary.clone();
boundary.push(removed); boundary.push(removed);
@ -184,32 +243,44 @@ impl Surface for TriangleMesh {
} }
} }
fn triangle_sphere(point1: &Point3f, point2: &Point3f, point3: &Point3f) -> (Point3f, f32) { fn triangle_sphere(point1: &Point3f, point2: &Point3f, point3: &Point3f) -> (Point3f, f64) {
let a = point3 - point1; let a = point3 - point1;
let b = point2 - point1; let b = point2 - point1;
let crs = b.cross(&a); let crs = b.cross(&a);
let to_center = (crs.cross(&b) * a.norm_squared() + a.cross(&crs) * b.norm_squared()) let to_center = (crs.cross(&b) * a.norm_squared() + a.cross(&crs) * b.norm_squared())
/ (2.0 * crs.norm_squared()); / (2.0 * crs.norm_squared());
let radius = to_center.norm(); let radius = to_center.norm();
(point1 + to_center, radius) (point1 + to_center, radius)
} }
fn tetrahedron_sphere(point1: &Point3f, point2: &Point3f, point3: &Point3f, point4: &Point3f) -> (Point3f, f32) { fn tetrahedron_sphere(
let matrix = Matrix4::from_rows(&[point1.to_homogeneous().transpose(), point1: &Point3f,
point2.to_homogeneous().transpose(), point2: &Point3f,
point3.to_homogeneous().transpose(), point3: &Point3f,
point4.to_homogeneous().transpose()]); point4: &Point3f,
) -> (Point3f, f64) {
let matrix = Matrix4::from_rows(&[
point1.to_homogeneous().transpose(),
point2.to_homogeneous().transpose(),
point3.to_homogeneous().transpose(),
point4.to_homogeneous().transpose(),
]);
let a = matrix.determinant() * 2.0; let a = matrix.determinant() * 2.0;
if (a != 0.0) { if (a != 0.0) {
let mut matrix_mut = matrix.clone(); let mut matrix_mut = matrix.clone();
let squares = Vector4::new(point1.coords.norm_squared(), point2.coords.norm_squared(), point3.coords.norm_squared(), point4.coords.norm_squared()); let squares = Vector4::new(
point1.coords.norm_squared(),
point2.coords.norm_squared(),
point3.coords.norm_squared(),
point4.coords.norm_squared(),
);
matrix_mut.set_column(0, &squares); matrix_mut.set_column(0, &squares);
let center_x = matrix_mut.determinant(); let center_x = matrix_mut.determinant();
@ -231,23 +302,27 @@ impl Surface for TriangleMesh {
} }
} }
fn smallest_sphere(points: Vec<&Point3f>, boundary: Vec<&Point3f>) -> (Point3f, f32) { fn smallest_sphere(points: Vec<&Point3f>, boundary: Vec<&Point3f>) -> (Point3f, f64) {
if points.len() == 0 || boundary.len() == 4 { if points.len() == 0 || boundary.len() == 4 {
match boundary.len() { match boundary.len() {
0 => (Point3::new(0.0, 0.0, 0.0), 0.0), 0 => (Point3::new(0.0, 0.0, 0.0), 0.0),
1 => (*boundary[0], 0.0), 1 => (*boundary[0], 0.0),
2 => { let half_span = 0.5 * (boundary[1] - boundary[0]); 2 => {
(*boundary[0] + half_span, half_span.norm()) }, let half_span = 0.5 * (boundary[1] - boundary[0]);
(*boundary[0] + half_span, half_span.norm())
}
3 => triangle_sphere(boundary[0], boundary[1], boundary[2]), 3 => triangle_sphere(boundary[0], boundary[1], boundary[2]),
4 => tetrahedron_sphere(boundary[0], boundary[1], boundary[2], boundary[3]), 4 => tetrahedron_sphere(boundary[0], boundary[1], boundary[2], boundary[3]),
_ => unreachable!() _ => unreachable!(),
} }
} else { } else {
let removed = points[0]; let removed = points[0];
let points = Vec::from(&points[1..]); let points = Vec::from(&points[1..]);
let bound = smallest_sphere(points.clone(), boundary.clone()); let bound = smallest_sphere(points.clone(), boundary.clone());
if distance(&bound.0, removed) < bound.1 { return bound; } if distance(&bound.0, removed) < bound.1 {
return bound;
}
let mut boundary = boundary.clone(); let mut boundary = boundary.clone();
boundary.push(removed); boundary.push(removed);
@ -257,14 +332,18 @@ impl Surface for TriangleMesh {
} }
extern crate rand; extern crate rand;
use rand::thread_rng;
use rand::seq::SliceRandom; use rand::seq::SliceRandom;
use rand::thread_rng;
let mut points: Vec<&Point3f> = self.vertices.iter().collect(); let mut points: Vec<&Point3f> = self.vertices.iter().collect();
points.shuffle(&mut thread_rng()); points.shuffle(&mut thread_rng());
let (center, radius) = smallest_sphere(points, Vec::new()); let (center, radius) = smallest_sphere(points, Vec::new());
Bound { center, radius: radius + 1e-3, bypass: false } Bound {
center,
radius: radius + 1e-3,
bypass: false,
}
} }
} }

View file

@ -1,18 +1,18 @@
extern crate nalgebra as na; extern crate nalgebra as na;
use std::cmp::Ordering; use std::cmp::Ordering;
use std::f32::consts::PI; use std::f64::consts::PI;
use na::*;
use na::geometry::Point3; use na::geometry::Point3;
use na::*;
use crate::object::*; use crate::object::*;
use crate::types::*; use crate::types::*;
fn trace(ray: Ray, objects: &Vec<Object>) -> Option<(&Object, f32)> { fn trace(ray: Ray, objects: &Vec<Object>) -> Option<(&Object, f64)> {
objects.iter() objects
.filter_map(|obj| obj.intersect(ray) .iter()
.map(|x| (obj, x))) .filter_map(|obj| obj.intersect(ray).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))
} }
@ -20,7 +20,10 @@ fn light_point(objects: &Vec<Object>, obj: &Object, point: Point3f, light: &dyn
if light.check_shadow(point, objects) { if light.check_shadow(point, objects) {
let texture = obj.get_texture(point); let texture = obj.get_texture(point);
light.get_color(point) * (texture.albedo / PI) * light.intensity(point) * obj.normal(point).dot(&*light.direction(point)) light.get_color(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()
@ -32,8 +35,13 @@ pub fn cast_ray(ray: Ray, scene: &Scene) -> Color {
let point = ray.project(dist); let point = ray.project(dist);
let surface_color = obj.get_texture(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)
} else { scene.background } * surface_color
} else {
scene.background
}
} }

View file

@ -2,71 +2,83 @@ extern crate nalgebra as na;
use std::ops::{Add, Mul}; use std::ops::{Add, Mul};
use na::*;
use na::geometry::Point3; use na::geometry::Point3;
use na::*;
pub type Point3f = Point3<f32>; pub type Point3f = Point3<f64>;
pub type Vector3f = Vector3<f32>; pub type Vector3f = Vector3<f64>;
pub type Unit3f = Unit<Vector3<f32>>; pub type Unit3f = Unit<Vector3<f64>>;
#[derive(Clone, Copy, Debug)] #[derive(Clone, Copy, Debug)]
pub struct Ray { pub struct Ray {
pub origin: Point3f, pub origin: Point3f,
pub direction: Unit3f pub direction: Unit3f,
} }
impl Ray { impl Ray {
pub fn from_parts(origin: Point3f, direction: Unit3f) -> Self { pub fn from_parts(origin: Point3f, direction: Unit3f) -> Self {
Ray { origin, direction } Ray { origin, direction }
} }
pub fn new(origin: Point3f, direction: Vector3f) -> Self { Ray::from_parts(origin, Unit::new_normalize(direction)) } pub fn new(origin: Point3f, direction: Vector3f) -> Self {
pub fn from_points(origin: Point3f, points_to: Point3f) -> Self { Ray::new(origin, points_to - origin) } Ray::from_parts(origin, Unit::new_normalize(direction))
}
pub fn from_points(origin: Point3f, points_to: Point3f) -> Self {
Ray::new(origin, points_to - origin)
}
pub fn project(&self, t: f32) -> Point3f { self.origin + t * self.direction.into_inner() } pub fn project(&self, t: f64) -> Point3f {
self.origin + t * self.direction.into_inner()
}
} }
#[derive(Clone, Copy, Debug, PartialEq)] #[derive(Clone, Copy, Debug, PartialEq)]
pub struct Color { pub struct Color {
pub red: f32, pub red: f64,
pub green: f32, pub green: f64,
pub blue: f32, pub blue: f64,
_private: () // Private field prevents direct construction _private: (), // Private field prevents direct construction
} }
#[allow(dead_code)] #[allow(dead_code)]
impl Color { impl Color {
pub fn new(red: f32, green: f32, blue: f32) -> Self { pub fn new(red: f64, green: f64, blue: f64) -> Self {
Color { Color {
red: if red < 0.0 { 0.0 } else { red }, red: if red < 0.0 { 0.0 } else { red },
green: if green < 0.0 { 0.0 } else { green }, green: if green < 0.0 { 0.0 } else { green },
blue: if blue < 0.0 { 0.0 } else { blue }, blue: if blue < 0.0 { 0.0 } else { blue },
_private: () _private: (),
} }
} }
pub fn to_byte_array(&self) -> [u8; 3] { pub fn to_byte_array(&self) -> [u8; 3] {
let red = (255.0 * self.red) as u8; let red = (255.0 * self.red) as u8;
let green = (255.0 * self.green) as u8; let green = (255.0 * self.green) as u8;
let blue = (255.0 * self.blue) as u8; let blue = (255.0 * self.blue) as u8;
[red, green, blue] [red, green, blue]
} }
pub fn gray(brightness: f32) -> Self { Color::new(brightness, brightness, brightness) } pub fn gray(brightness: f64) -> Self {
Color::new(brightness, brightness, brightness)
}
pub fn black() -> Self { Color::gray(0.0) } pub fn black() -> Self {
pub fn white() -> Self { Color::gray(1.0) } Color::gray(0.0)
}
pub fn white() -> Self {
Color::gray(1.0)
}
} }
impl Add for Color { impl Add for Color {
type Output = Color; type Output = Color;
fn add(self, rhs: Color) -> Color { fn add(self, rhs: Color) -> Color {
Color { Color {
red: self.red + rhs.red, red: self.red + rhs.red,
green: self.green + rhs.green, green: self.green + rhs.green,
blue: self.blue + rhs.blue, blue: self.blue + rhs.blue,
_private: () _private: (),
} }
} }
} }
@ -75,22 +87,22 @@ impl Mul for Color {
type Output = Color; type Output = Color;
fn mul(self, rhs: Color) -> Color { fn mul(self, rhs: Color) -> Color {
Color { Color {
red: self.red * rhs.red, red: self.red * rhs.red,
green: self.green * rhs.green, green: self.green * rhs.green,
blue: self.blue * rhs.blue, blue: self.blue * rhs.blue,
_private: () _private: (),
} }
} }
} }
impl Mul<f32> for Color { impl Mul<f64> for Color {
type Output = Color; type Output = Color;
fn mul(self, rhs: f32) -> Color { fn mul(self, rhs: f64) -> Color {
Color { Color {
red: self.red * rhs, red: self.red * rhs,
green: self.green * rhs, green: self.green * rhs,
blue: self.blue * rhs, blue: self.blue * rhs,
_private: () _private: (),
} }
} }
} }
@ -98,15 +110,15 @@ impl Mul<f32> for Color {
#[derive(Clone, Copy, Debug, PartialEq)] #[derive(Clone, Copy, Debug, PartialEq)]
pub struct Texture { pub struct Texture {
pub color: Color, pub color: Color,
pub albedo: f32 pub albedo: f64,
} }
#[allow(dead_code)] #[allow(dead_code)]
impl Texture { impl Texture {
pub fn new(red: f32, green: f32, blue: f32, albedo: f32) -> Self { pub fn new(red: f64, green: f64, blue: f64, albedo: f64) -> Self {
Texture { Texture {
color: Color::new(red, green, blue), color: Color::new(red, green, blue),
albedo albedo,
} }
} }
} }