4.Rays, a Simple Camera, and Background

This commit is contained in:
dengqn 2025-08-01 18:08:18 +08:00
parent 4d513fb28d
commit 4d185bcede
4 changed files with 74 additions and 6 deletions

View File

@ -1,4 +1,4 @@
use crate::vec3; use crate::{ray::Ray, vec3::{self, Vec3}};
pub type Color = vec3::Vec3; pub type Color = vec3::Vec3;
@ -10,6 +10,40 @@ impl Color {
} }
} }
pub fn gen_ray_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 {
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);
// determind color
let color = ray_color(r);
// content
img_content.push_str(color.to_color().as_str());
img_content.push('\n');
}
}
img_content
}
/*
get color of this ray; background
*/
fn ray_color(r: Ray) -> Color {
// 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);
}
/* /*
* -------width(i)------- * -------width(i)-------

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@ -1,5 +1,5 @@
use write_file_util::{write_image}; use write_file_util::{write_image};
use image::{gen_gradient_ppm_p3, Color}; use image::{gen_gradient_ppm_p3, gen_ray_ppm_p3, Color};
use vec3::{Vec3}; use vec3::{Vec3};
use point::{Point}; use point::{Point};
use ray::{Ray}; use ray::{Ray};
@ -14,6 +14,7 @@ fn main() {
gen_gradient_ppm(); gen_gradient_ppm();
println!("=================================="); println!("==================================");
ray_scene_render(); ray_scene_render();
println!("==================================");
} }
@ -26,7 +27,31 @@ fn ray_scene_render() {
let viewport_height = 2.0; let viewport_height = 2.0;
let viewport_width = viewport_height * (image_width as f32 / image_height as f32); 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) 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_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_scene_render.ppm".to_string())
} }
@ -45,5 +70,5 @@ fn gen_gradient_ppm() {
let ray = Ray::new(Point::new(1.0, 1.0, 1.0), Vec3 { x: 0.0, y: 1.0, z: 0.0 }); let ray = Ray::new(Point::new(1.0, 1.0, 1.0), Vec3 { x: 0.0, y: 1.0, z: 0.0 });
println!("Ray: {:#} => {:#}", ray, ray.at(2.0)); println!("Ray: {:#} => {:#}", ray, ray.at(2.0));
write_image(ppm_content, "./target/test.ppm".to_string()) write_image(ppm_content, "./target/gen_gradient_ppm.ppm".to_string())
} }

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@ -9,8 +9,8 @@ fn: P(t) = t*b
*/ */
#[derive(Debug)] #[derive(Debug)]
pub struct Ray { pub struct Ray {
point: Point, pub point: Point,
direction: Vec3 pub direction: Vec3
} }
impl Ray { impl Ray {

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@ -35,6 +35,15 @@ impl Vec3 {
z: self.x * other.y - self.y * other.x, z: self.x * other.y - self.y * other.x,
} }
} }
pub fn length_squared(self) -> f32 {
return self.x * self.x + self.y * self.y + self.z * self.z;
}
pub fn length(self) -> f32 {
return self.length_squared().sqrt();
}
} }
impl Add for Vec3 { impl Add for Vec3 {