6.1/6.1.Shading with Surface Normals

This commit is contained in:
dqn 2025-08-02 02:35:31 +08:00
parent dca286296c
commit 3d835bcf63
2 changed files with 117 additions and 2 deletions

View File

@ -10,6 +10,41 @@ impl Color {
}
}
pub fn gen_ray_sphere_normal_ppm_p3(width: i32, height: i32, camera_center: Vec3, viewport_top_left_pixel_center: Vec3, viewport_u_delta: Vec3, viewport_v_delta: Vec3) -> String {
let mut img_content = format!("P3\n{} {}\n255\n", width, height);
for j in 0..height {
if j % 10 == 0 {
println!("scan line {}/{} ", j + 1, height);
}
for i in 0..width {
// every pixcel's position
let pixel_center = viewport_top_left_pixel_center + (i as f32 * viewport_u_delta) + (j as f32 * viewport_v_delta);
// Vector(camera, pixcel)
let ray_direction = pixel_center - camera_center;
// ray
let r = Ray::new(camera_center, ray_direction);
/*
*/
let _sphere_center = Point::new(0.0, 0.0, -1.0);
let sphere_radius = 0.5;
// determind color
let color = ray_color_at_sphere_normal(&r, _sphere_center, sphere_radius);
// content
img_content.push_str(color.to_color().as_str());
img_content.push('\n');
}
}
img_content
}
pub fn gen_ray_sphere_ppm_p3(width: i32, height: i32, camera_center: Vec3, viewport_top_left_pixel_center: Vec3, viewport_u_delta: Vec3, viewport_v_delta: Vec3) -> String {
let mut img_content = format!("P3\n{} {}\n255\n", width, height);
@ -85,9 +120,51 @@ fn hit_sphere(r: &Ray, sphere_center: Point, sphere_radius: f32) -> bool {
}
fn hit_sphere_normal(r: &Ray, sphere_center: Point, sphere_radius: f32) -> f32 {
let a: f32 = r.direction.length_squared();
let h = r.direction.dot(sphere_center - r.point);
// let b = -2.0 * r.direction.dot(sphere_center - r.point);
let c = (sphere_center - r.point).length_squared() - sphere_radius * sphere_radius;
let discriminant = h*h - a*c;
// // 两个焦点
let disc_sqrt = discriminant.sqrt();
let near = (h - disc_sqrt) / a;
let far = (h + disc_sqrt) / a;
// 射线起点可能在球内的情况
if near >= 0.0 && far >= 0.0 {
return near.min(far);
} else if near > 0.0 {
return near;
} else if far > 0.0 {
return far;
} else {
return -1.0
}
}
/*
get color of this ray; background
ray color functions
*/
fn ray_color_at_sphere_normal(r: &Ray, sphere_center: Point, sphere_radius: f32) -> Color {
let t = hit_sphere_normal(r, sphere_center, sphere_radius);
if t >= 0.0 {
let inter_point = r.at(t);
// 单位向量
let n = inter_point / inter_point.dot(inter_point);
// 法向量也是 -11 +1再x0.5让他落到颜色的区间
return 0.5 * (n - sphere_center + Point::new(1.0, 1.0, 1.0))
}
// v / |v|
let unit_direction = r.direction / r.direction.length();
let a = 0.5*(unit_direction.y + 1.0);
return (1.0-a)*Color::new(1.0, 1.0, 1.0) + a*Color::new(0.5, 0.7, 1.0);
}
fn ray_color_at_sphere(r: &Ray, sphere_center: Point, sphere_radius: f32) -> Color {
// return RED if hit sphere

View File

@ -4,7 +4,7 @@ use vec3::{Vec3};
use point::{Point};
use ray::{Ray};
use crate::image::gen_ray_sphere_ppm_p3;
use crate::image::{gen_ray_sphere_normal_ppm_p3, gen_ray_sphere_ppm_p3};
mod image;
mod write_file_util;
@ -19,9 +19,47 @@ fn main() {
println!("==================================");
ray_sphere_scene_render();
println!("==================================");
ray_sphere_normal_scene_render();
println!("==================================");
}
fn ray_sphere_normal_scene_render() {
let aspect_ratio = 16.0/9.0;
let image_width = 400;
// aleast 1px
let image_height = ((image_width as f32 / aspect_ratio) as i32).max(1);
let viewport_height = 2.0;
let viewport_width = viewport_height * (image_width as f32 / image_height as f32);
println!("set image({},{}), viewport({},{})", image_width, image_height, viewport_width, viewport_height);
let viewport_u = Vec3::new(viewport_width, 0.0, 0.0);
// image x--> right
// |
// y
// space: y up , x right , z back, -z front
let viewport_v = Vec3::new(0.0, -viewport_height, 0.0);
// width per pix
let viewport_u_delta = viewport_u / (image_width as f32);
// height per pix
let viewport_v_delta = viewport_v / (image_height as f32);
// camerea position
let camera_center = Point::new(0.0, 0.0, 0.0);
// -z 1.0 viewport to camera
let focal_length = Vec3::new(0.0, 0.0, -1.0);
// camera position --> viewport center ---> top center --> top left
let viewport_top_left_pixel = camera_center + focal_length - viewport_u / 2.0 - viewport_v / 2.0;
// padding 0.5* delta u/v
let viewport_top_left_pixel_center = viewport_top_left_pixel - viewport_u_delta / 2.0 - viewport_v_delta / 2.0;
let ppm_content = gen_ray_sphere_normal_ppm_p3(image_width, image_height, camera_center, viewport_top_left_pixel_center, viewport_u_delta, viewport_v_delta);
write_image(ppm_content, "./target/ray_sphere_normal_scene_render.ppm".to_string())
}
fn ray_sphere_scene_render() {
let aspect_ratio = 16.0/9.0;
let image_width = 400;