5.Adding a Sphere
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4d185bcede
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76
src/image.rs
76
src/image.rs
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@ -1,4 +1,4 @@
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use crate::{ray::Ray, vec3::{self, Vec3}};
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use crate::{point::Point, ray::Ray, vec3::{self, Vec3}};
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pub type Color = vec3::Vec3;
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pub type Color = vec3::Vec3;
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@ -10,11 +10,15 @@ impl Color {
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}
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}
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}
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}
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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 {
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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 {
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let mut img_content = format!("P3\n{} {}\n255\n", width, height);
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let mut img_content = format!("P3\n{} {}\n255\n", width, height);
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for j in 0..height {
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for j in 0..height {
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println!("scan line {}/{} ", j + 1, height);
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if j % 10 == 0 {
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println!("scan line {}/{} ", j + 1, height);
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}
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for i in 0..width {
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for i in 0..width {
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// every pixcel's position
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// every pixcel's position
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let pixel_center = viewport_top_left_pixel_center + (i as f32 * viewport_u_delta) + (j as f32 * viewport_v_delta);
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let pixel_center = viewport_top_left_pixel_center + (i as f32 * viewport_u_delta) + (j as f32 * viewport_v_delta);
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@ -22,9 +26,15 @@ pub fn gen_ray_ppm_p3(width: i32, height: i32, camera_center: Vec3, viewport_top
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let ray_direction = pixel_center - camera_center;
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let ray_direction = pixel_center - camera_center;
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// ray
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// ray
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let r = Ray::new(camera_center, ray_direction);
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let r = Ray::new(camera_center, ray_direction);
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// determind color
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let color = ray_color(r);
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/*
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球
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*/
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let _sphere_center = Point::new(0.0, 0.0, -1.0);
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let sphere_radius = 0.5;
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// determind color
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let color = ray_color_at_sphere(&r, _sphere_center, sphere_radius);
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// content
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// content
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img_content.push_str(color.to_color().as_str());
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img_content.push_str(color.to_color().as_str());
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img_content.push('\n');
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img_content.push('\n');
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@ -34,10 +44,64 @@ pub fn gen_ray_ppm_p3(width: i32, height: i32, camera_center: Vec3, viewport_top
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img_content
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img_content
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}
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}
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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 {
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let mut img_content = format!("P3\n{} {}\n255\n", width, height);
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for j in 0..height {
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if j % 10 == 0 {
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println!("scan line {}/{} ", j + 1, height);
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}
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for i in 0..width {
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// every pixcel's position
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let pixel_center = viewport_top_left_pixel_center + (i as f32 * viewport_u_delta) + (j as f32 * viewport_v_delta);
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// Vector(camera, pixcel)
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let ray_direction = pixel_center - camera_center;
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// ray
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let r = Ray::new(camera_center, ray_direction);
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// determind color
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let color = ray_color(&r);
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// content
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img_content.push_str(color.to_color().as_str());
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img_content.push('\n');
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}
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}
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img_content
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}
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/*
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b^ - 4ac > 0 : 2 交点; = 0:1交点;< 0 : 无交点
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*/
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fn hit_sphere(r: &Ray, sphere_center: Point, sphere_radius: f32) -> bool {
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let a = r.direction.dot(r.direction);
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let b_sqrt = (-2.0 * (r.direction.dot(sphere_center - r.point))).powi(2);
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let c = (sphere_center - r.point).dot(sphere_center - r.point) - sphere_radius.powi(2);
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return b_sqrt - 4.0 * a * c >= 0.0;
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}
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/*
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/*
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get color of this ray; background
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get color of this ray; background
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*/
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*/
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fn ray_color(r: Ray) -> Color {
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fn ray_color_at_sphere(r: &Ray, sphere_center: Point, sphere_radius: f32) -> Color {
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// return RED if hit sphere
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if hit_sphere(r, sphere_center, sphere_radius) {
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return Color::new(0.4, 0.4, 0.2);
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}
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// v / |v|
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let unit_direction = r.direction / r.direction.length();
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let a = 0.5*(unit_direction.y + 1.0);
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return (1.0-a)*Color::new(1.0, 1.0, 1.0) + a*Color::new(0.5, 0.7, 1.0);
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}
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fn ray_color(r: &Ray) -> Color {
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// v / |v|
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// v / |v|
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let unit_direction = r.direction / r.direction.length();
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let unit_direction = r.direction / r.direction.length();
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let a = 0.5*(unit_direction.y + 1.0);
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let a = 0.5*(unit_direction.y + 1.0);
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41
src/main.rs
41
src/main.rs
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@ -4,6 +4,8 @@ use vec3::{Vec3};
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use point::{Point};
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use point::{Point};
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use ray::{Ray};
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use ray::{Ray};
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use crate::image::gen_ray_sphere_ppm_p3;
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mod image;
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mod image;
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mod write_file_util;
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mod write_file_util;
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mod vec3;
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mod vec3;
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@ -15,6 +17,45 @@ fn main() {
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println!("==================================");
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println!("==================================");
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ray_scene_render();
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ray_scene_render();
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println!("==================================");
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println!("==================================");
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ray_sphere_scene_render();
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println!("==================================");
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}
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fn ray_sphere_scene_render() {
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let aspect_ratio = 16.0/9.0;
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let image_width = 400;
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// aleast 1px
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let image_height = ((image_width as f32 / aspect_ratio) as i32).max(1);
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let viewport_height = 2.0;
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let viewport_width = viewport_height * (image_width as f32 / image_height as f32);
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println!("set image({},{}), viewport({},{})", image_width, image_height, viewport_width, viewport_height);
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let viewport_u = Vec3::new(viewport_width, 0.0, 0.0);
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// image x--> right
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// |
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// y
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// space: y up , x right , z back, -z front
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let viewport_v = Vec3::new(0.0, -viewport_height, 0.0);
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// width per pix
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let viewport_u_delta = viewport_u / (image_width as f32);
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// height per pix
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let viewport_v_delta = viewport_v / (image_height as f32);
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// camerea position
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let camera_center = Point::new(0.0, 0.0, 0.0);
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// -z 1.0 viewport to camera
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let focal_length = Vec3::new(0.0, 0.0, -1.0);
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// camera position --> viewport center ---> top center --> top left
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let viewport_top_left_pixel = camera_center + focal_length - viewport_u / 2.0 - viewport_v / 2.0;
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// padding 0.5* delta u/v
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let viewport_top_left_pixel_center = viewport_top_left_pixel - viewport_u_delta / 2.0 - viewport_v_delta / 2.0;
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let ppm_content = gen_ray_sphere_ppm_p3(image_width, image_height, camera_center, viewport_top_left_pixel_center, viewport_u_delta, viewport_v_delta);
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write_image(ppm_content, "./target/ray_sphere_scene_render.ppm".to_string())
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}
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}
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