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@@ -1 +1,3 @@
|
||||
/target
|
||||
.idea/
|
||||
.vscode/
|
||||
Generated
+8
@@ -0,0 +1,8 @@
|
||||
# Default ignored files
|
||||
/shelf/
|
||||
/workspace.xml
|
||||
# Editor-based HTTP Client requests
|
||||
/httpRequests/
|
||||
# Datasource local storage ignored files
|
||||
/dataSources/
|
||||
/dataSources.local.xml
|
||||
Generated
+202
@@ -2,6 +2,208 @@
|
||||
# It is not intended for manual editing.
|
||||
version = 4
|
||||
|
||||
[[package]]
|
||||
name = "bitflags"
|
||||
version = "2.9.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "1b8e56985ec62d17e9c1001dc89c88ecd7dc08e47eba5ec7c29c7b5eeecde967"
|
||||
|
||||
[[package]]
|
||||
name = "cfg-if"
|
||||
version = "1.0.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "9555578bc9e57714c812a1f84e4fc5b4d21fcb063490c624de019f7464c91268"
|
||||
|
||||
[[package]]
|
||||
name = "crossbeam-deque"
|
||||
version = "0.8.6"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "9dd111b7b7f7d55b72c0a6ae361660ee5853c9af73f70c3c2ef6858b950e2e51"
|
||||
dependencies = [
|
||||
"crossbeam-epoch",
|
||||
"crossbeam-utils",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "crossbeam-epoch"
|
||||
version = "0.9.18"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "5b82ac4a3c2ca9c3460964f020e1402edd5753411d7737aa39c3714ad1b5420e"
|
||||
dependencies = [
|
||||
"crossbeam-utils",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "crossbeam-utils"
|
||||
version = "0.8.21"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "d0a5c400df2834b80a4c3327b3aad3a4c4cd4de0629063962b03235697506a28"
|
||||
|
||||
[[package]]
|
||||
name = "either"
|
||||
version = "1.15.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "48c757948c5ede0e46177b7add2e67155f70e33c07fea8284df6576da70b3719"
|
||||
|
||||
[[package]]
|
||||
name = "getrandom"
|
||||
version = "0.3.3"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "26145e563e54f2cadc477553f1ec5ee650b00862f0a58bcd12cbdc5f0ea2d2f4"
|
||||
dependencies = [
|
||||
"cfg-if",
|
||||
"libc",
|
||||
"r-efi",
|
||||
"wasi",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "libc"
|
||||
version = "0.2.174"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "1171693293099992e19cddea4e8b849964e9846f4acee11b3948bcc337be8776"
|
||||
|
||||
[[package]]
|
||||
name = "ppv-lite86"
|
||||
version = "0.2.21"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "85eae3c4ed2f50dcfe72643da4befc30deadb458a9b590d720cde2f2b1e97da9"
|
||||
dependencies = [
|
||||
"zerocopy",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "proc-macro2"
|
||||
version = "1.0.95"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "02b3e5e68a3a1a02aad3ec490a98007cbc13c37cbe84a3cd7b8e406d76e7f778"
|
||||
dependencies = [
|
||||
"unicode-ident",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "quote"
|
||||
version = "1.0.40"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "1885c039570dc00dcb4ff087a89e185fd56bae234ddc7f056a945bf36467248d"
|
||||
dependencies = [
|
||||
"proc-macro2",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "r-efi"
|
||||
version = "5.3.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "69cdb34c158ceb288df11e18b4bd39de994f6657d83847bdffdbd7f346754b0f"
|
||||
|
||||
[[package]]
|
||||
name = "rand"
|
||||
version = "0.9.2"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "6db2770f06117d490610c7488547d543617b21bfa07796d7a12f6f1bd53850d1"
|
||||
dependencies = [
|
||||
"rand_chacha",
|
||||
"rand_core",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "rand_chacha"
|
||||
version = "0.9.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "d3022b5f1df60f26e1ffddd6c66e8aa15de382ae63b3a0c1bfc0e4d3e3f325cb"
|
||||
dependencies = [
|
||||
"ppv-lite86",
|
||||
"rand_core",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "rand_core"
|
||||
version = "0.9.3"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "99d9a13982dcf210057a8a78572b2217b667c3beacbf3a0d8b454f6f82837d38"
|
||||
dependencies = [
|
||||
"getrandom",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "ray-trace-w1"
|
||||
version = "0.1.0"
|
||||
dependencies = [
|
||||
"rand",
|
||||
"rayon",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "rayon"
|
||||
version = "1.11.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "368f01d005bf8fd9b1206fb6fa653e6c4a81ceb1466406b81792d87c5677a58f"
|
||||
dependencies = [
|
||||
"either",
|
||||
"rayon-core",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "rayon-core"
|
||||
version = "1.13.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "22e18b0f0062d30d4230b2e85ff77fdfe4326feb054b9783a3460d8435c8ab91"
|
||||
dependencies = [
|
||||
"crossbeam-deque",
|
||||
"crossbeam-utils",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "syn"
|
||||
version = "2.0.104"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "17b6f705963418cdb9927482fa304bc562ece2fdd4f616084c50b7023b435a40"
|
||||
dependencies = [
|
||||
"proc-macro2",
|
||||
"quote",
|
||||
"unicode-ident",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "unicode-ident"
|
||||
version = "1.0.18"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "5a5f39404a5da50712a4c1eecf25e90dd62b613502b7e925fd4e4d19b5c96512"
|
||||
|
||||
[[package]]
|
||||
name = "wasi"
|
||||
version = "0.14.2+wasi-0.2.4"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "9683f9a5a998d873c0d21fcbe3c083009670149a8fab228644b8bd36b2c48cb3"
|
||||
dependencies = [
|
||||
"wit-bindgen-rt",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "wit-bindgen-rt"
|
||||
version = "0.39.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "6f42320e61fe2cfd34354ecb597f86f413484a798ba44a8ca1165c58d42da6c1"
|
||||
dependencies = [
|
||||
"bitflags",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "zerocopy"
|
||||
version = "0.8.26"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "1039dd0d3c310cf05de012d8a39ff557cb0d23087fd44cad61df08fc31907a2f"
|
||||
dependencies = [
|
||||
"zerocopy-derive",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "zerocopy-derive"
|
||||
version = "0.8.26"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "9ecf5b4cc5364572d7f4c329661bcc82724222973f2cab6f050a4e5c22f75181"
|
||||
dependencies = [
|
||||
"proc-macro2",
|
||||
"quote",
|
||||
"syn",
|
||||
]
|
||||
|
||||
@@ -4,3 +4,5 @@ version = "0.1.0"
|
||||
edition = "2024"
|
||||
|
||||
[dependencies]
|
||||
rand = "0.9.2" # 使用最新稳定版
|
||||
rayon = "1.11.0"
|
||||
|
||||
+336
@@ -0,0 +1,336 @@
|
||||
use std::fs::File;
|
||||
use std::io::{BufWriter};
|
||||
use std::sync::{RwLock};
|
||||
use std::time::Instant;
|
||||
|
||||
use crate::hittable::HittableList;
|
||||
use crate::math_utils::{clamp, degrees_to_radians, random_in_unit_disk};
|
||||
use crate::ppm_writer::PPMWriter;
|
||||
use crate::types_defined::{Camera, Color, HitRecord, Point, Ray, Vec3};
|
||||
use rand::rngs::ThreadRng;
|
||||
use rand::{Rng, rng};
|
||||
use rayon::iter::{IntoParallelIterator, ParallelIterator};
|
||||
use crate::material::{Material, MaterialKind};
|
||||
|
||||
impl<'a> Camera<'a> {
|
||||
pub fn new(
|
||||
fov: f32,
|
||||
image_width: i32,
|
||||
aspect_ratio: f32,
|
||||
center: Point,
|
||||
look_at: Point,
|
||||
v_up: Vec3,
|
||||
sample_times: i8,
|
||||
reflect_depth: i8,
|
||||
defocus_angle : f32,
|
||||
focal_distance: f32,
|
||||
ppm_file_writer: &'a mut PPMWriter<BufWriter<File>>
|
||||
) -> Self {
|
||||
|
||||
// let focal_length = (look_at - center).length();
|
||||
|
||||
let theta = degrees_to_radians(fov);
|
||||
let h = f32::tan(theta / 2.);
|
||||
let viewport_height = 2. * h * focal_distance;
|
||||
// let viewport_height = 2. * h * focal_length;
|
||||
|
||||
let image_height = ((image_width as f32 / aspect_ratio) as i32).max(1);
|
||||
let viewport_width = viewport_height * (image_width as f32 / image_height as f32);
|
||||
|
||||
|
||||
let w = (center - look_at).normalize();
|
||||
let u = v_up.cross(w).normalize();
|
||||
let v = w.cross(u);
|
||||
|
||||
|
||||
let viewport_u = viewport_width * u;
|
||||
// image x--> right
|
||||
// |
|
||||
// y
|
||||
// space: y up , x right , z back, -z front
|
||||
let viewport_v = viewport_height * (-1. * v);
|
||||
// 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);
|
||||
let viewport_top_left_pixel =
|
||||
center - focal_distance * w - viewport_u / 2.0 - viewport_v / 2.0;
|
||||
// center - focal_length * w - 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;
|
||||
|
||||
|
||||
// Calculate the camera defocus disk basis vectors.
|
||||
let defocus_radius = focal_distance * degrees_to_radians(defocus_angle / 2.0).tan();
|
||||
let defocus_disk_u = u * defocus_radius;
|
||||
let defocus_disk_v = v * defocus_radius;
|
||||
|
||||
Camera {
|
||||
image_width,
|
||||
image_height,
|
||||
// aspect_ratio,
|
||||
// viewport_width,
|
||||
// viewport_height,
|
||||
center,
|
||||
// look_at,
|
||||
// v_up,
|
||||
// focal_length,
|
||||
// viewport_u,
|
||||
// viewport_v,
|
||||
defocus_angle,
|
||||
defocus_disk_u,
|
||||
defocus_disk_v,
|
||||
|
||||
viewport_u_delta,
|
||||
viewport_v_delta,
|
||||
viewport_top_left_pixel_center,
|
||||
sample_times,
|
||||
reflect_depth,
|
||||
ppm_file_writer
|
||||
}
|
||||
}
|
||||
|
||||
pub fn render(&mut self, world: &HittableList) {
|
||||
// let mut img_content = format!("P3\n{} {}\n255\n", self.image_width, self.image_height);
|
||||
let start = Instant::now();
|
||||
|
||||
|
||||
|
||||
|
||||
for j in 0..self.image_height {
|
||||
// if j % 10 == 0 {
|
||||
println!("scan line {}/{} ", j + 1, self.image_height);
|
||||
// }
|
||||
|
||||
for i in 0..self.image_width {
|
||||
|
||||
let sample_color: Vec3 = (0..self.sample_times)
|
||||
.into_par_iter()
|
||||
.map(|_| {
|
||||
let r = self.get_ray(i, j);
|
||||
return self.ray_color_sync(&r, self.reflect_depth, RwLock::new(world));
|
||||
}).sum();
|
||||
let color: Vec3 = sample_color * (1.0 / self.sample_times as f32);
|
||||
|
||||
|
||||
// // color
|
||||
// let mut color = Color::new(0.0, 0.0, 0.0);
|
||||
// for _ in 0..self.sample_times {
|
||||
// let r = self.get_ray(i, j);
|
||||
// let sample_color = self.ray_color(&r, self.reflect_depth, world);
|
||||
// color = color + sample_color;
|
||||
// }
|
||||
// // color * each sample color
|
||||
// color = color * (1.0 / self.sample_times as f32);
|
||||
|
||||
// clamp color rgb
|
||||
let color_clamped = Color::new(
|
||||
clamp(color.x, 0.0, 1.0),
|
||||
clamp(color.y, 0.0, 1.0),
|
||||
clamp(color.z, 0.0, 1.0),
|
||||
);
|
||||
|
||||
let _ = self.ppm_file_writer.write(color_clamped.to_color());
|
||||
}
|
||||
}
|
||||
|
||||
let _ = self.ppm_file_writer.finish();
|
||||
let end = Instant::now();
|
||||
println!("================[{}mils]=====================", end.duration_since(start).as_millis())
|
||||
// img_content
|
||||
}
|
||||
|
||||
fn defocus_disk_sample(&self) -> Point {
|
||||
// Returns a random point in the camera defocus disk.
|
||||
let p = random_in_unit_disk();
|
||||
return self.center + (p.x * self.defocus_disk_u) + (p.y * self.defocus_disk_v);
|
||||
}
|
||||
|
||||
fn get_ray(&self, i: i32, j: i32) -> Ray {
|
||||
let rng = &mut rng();
|
||||
let bias = self.random_square(rng);
|
||||
let pix_sample = self.viewport_top_left_pixel_center
|
||||
+ (i as f32 + bias.x) * self.viewport_u_delta
|
||||
+ (j as f32 + bias.y) * self.viewport_v_delta;
|
||||
let center = if self.defocus_angle < 0. {
|
||||
self.center
|
||||
} else {
|
||||
self.defocus_disk_sample()
|
||||
};
|
||||
Ray::new(center, pix_sample - self.center)
|
||||
}
|
||||
|
||||
fn ray_color(&self, ray: &Ray, depth: i8, world: &HittableList) -> Vec3 {
|
||||
|
||||
// 反射次数
|
||||
if depth <= 0 {
|
||||
return Vec3::new(0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
// 限制出射光线的角度(0.001经验值)
|
||||
let hit_record = &mut HitRecord{
|
||||
t: 0.0,
|
||||
p: Vec3::new(0.0, 0.0, 0.0),
|
||||
normal: Vec3::new(0.0, 0.0, 0.0),
|
||||
front_face: false,
|
||||
material: None,
|
||||
};
|
||||
let hit = world.hit(&ray, 0.001, f32::MAX, hit_record);
|
||||
if hit {
|
||||
let hit_m = &hit_record.material;
|
||||
let hc = &mut HitRecord{
|
||||
t: hit_record.t,
|
||||
p: hit_record.p,
|
||||
normal: hit_record.normal,
|
||||
front_face: hit_record.front_face,
|
||||
material: None,
|
||||
};
|
||||
let hit_c = match hit_m {
|
||||
Some(mk) => {
|
||||
match mk {
|
||||
// MaterialKind::Lambertian(l) => l.albedo,
|
||||
MaterialKind::Lambertian(l) => self.scatter_color(ray, hc, l, depth, world),
|
||||
MaterialKind::Metal(m) => self.scatter_color(ray, hc, m, depth, world),
|
||||
MaterialKind::Dielectric(d) => self.scatter_color(ray, hc, d, depth, world)
|
||||
}
|
||||
},
|
||||
None => {
|
||||
if hit_record.t >= 0.0 {
|
||||
let diffuse_vec = Vec3::random_unit();
|
||||
let lambertian_vec = diffuse_vec + hit_record.normal;
|
||||
0.5 * self.ray_color(&Ray::new(ray.point, lambertian_vec), depth - 1, world)
|
||||
} else {
|
||||
Color::new(0.0, 0.0, 0.0)
|
||||
}
|
||||
}
|
||||
};
|
||||
return hit_c;
|
||||
}
|
||||
|
||||
// v / |v|
|
||||
let unit_direction = ray.direction / ray.direction.length();
|
||||
let a = 0.5 * (unit_direction.y + 1.0);
|
||||
// return background color.
|
||||
(1.0 - a) * Color::new(1.0, 1.0, 1.0) + a * Color::new(0.5, 0.7, 1.0)
|
||||
}
|
||||
|
||||
|
||||
fn ray_color_sync(&self, ray: &Ray, depth: i8, world: RwLock<&HittableList>) -> Vec3 {
|
||||
|
||||
// 反射次数
|
||||
if depth <= 0 {
|
||||
return Vec3::new(0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
// 限制出射光线的角度(0.001经验值)
|
||||
let hit_record = &mut HitRecord{
|
||||
t: 0.0,
|
||||
p: Vec3::new(0.0, 0.0, 0.0),
|
||||
normal: Vec3::new(0.0, 0.0, 0.0),
|
||||
front_face: false,
|
||||
material: None,
|
||||
};
|
||||
let hit = world.read().unwrap().hit(&ray, 0.001, f32::MAX, hit_record);
|
||||
if hit {
|
||||
let hit_m = &hit_record.material;
|
||||
let hc = &mut HitRecord{
|
||||
t: hit_record.t,
|
||||
p: hit_record.p,
|
||||
normal: hit_record.normal,
|
||||
front_face: hit_record.front_face,
|
||||
material: None,
|
||||
};
|
||||
let hit_c = match hit_m {
|
||||
Some(mk) => {
|
||||
match mk {
|
||||
// MaterialKind::Lambertian(l) => l.albedo,
|
||||
MaterialKind::Lambertian(l) => self.scatter_color_sync(ray, hc, l, depth, world),
|
||||
MaterialKind::Metal(m) => self.scatter_color_sync(ray, hc, m, depth, world),
|
||||
MaterialKind::Dielectric(d) => self.scatter_color_sync(ray, hc, d, depth, world)
|
||||
}
|
||||
},
|
||||
None => {
|
||||
if hit_record.t >= 0.0 {
|
||||
let diffuse_vec = Vec3::random_unit();
|
||||
let lambertian_vec = diffuse_vec + hit_record.normal;
|
||||
0.5 * self.ray_color_sync(&Ray::new(ray.point, lambertian_vec), depth - 1, world)
|
||||
} else {
|
||||
Color::new(0.0, 0.0, 0.0)
|
||||
}
|
||||
}
|
||||
};
|
||||
return hit_c;
|
||||
}
|
||||
|
||||
// v / |v|
|
||||
let unit_direction = ray.direction / ray.direction.length();
|
||||
let a = 0.5 * (unit_direction.y + 1.0);
|
||||
// return background color.
|
||||
(1.0 - a) * Color::new(1.0, 1.0, 1.0) + a * Color::new(0.5, 0.7, 1.0)
|
||||
}
|
||||
|
||||
// -> [x, y, 0]
|
||||
fn random_square(&self, rng: &mut ThreadRng) -> Vec3 {
|
||||
Vec3::new(rng.random_range(-0.5..0.1), rng.random_range(-0.5..0.1), 0.0)
|
||||
}
|
||||
|
||||
|
||||
fn scatter_color(
|
||||
&self,
|
||||
ray: &Ray,
|
||||
hc: &mut HitRecord,
|
||||
material: &impl Material,
|
||||
depth: i8,
|
||||
world: &HittableList,
|
||||
) -> Color {
|
||||
let mut scatted = Ray::new(Point::new(0.0, 0.0, 0.0), Vec3::random());
|
||||
let mut attenuation = Color::new(1.0, 1.0, 1.0);
|
||||
if material.scatter(ray, hc, &mut attenuation, &mut scatted) {
|
||||
let r_c = self.ray_color(&scatted, depth - 1, world);
|
||||
let sc_color = Vec3::new(
|
||||
attenuation.x * r_c.x,
|
||||
attenuation.y * r_c.y,
|
||||
attenuation.z * r_c.z,
|
||||
);
|
||||
let color = Color::new(sc_color.x, sc_color.y, sc_color.z);
|
||||
// if near_zero(color) {
|
||||
// println!("near zero: {:?}", scatted.direction);
|
||||
// }
|
||||
color
|
||||
} else {
|
||||
Color::new(0.0, 0.0, 0.0)
|
||||
}
|
||||
}
|
||||
|
||||
fn scatter_color_sync(
|
||||
&self,
|
||||
ray: &Ray,
|
||||
hc: &mut HitRecord,
|
||||
material: &impl Material,
|
||||
depth: i8,
|
||||
world: RwLock<&HittableList>,
|
||||
) -> Color {
|
||||
let mut scatted = Ray::new(Point::new(0.0, 0.0, 0.0), Vec3::random());
|
||||
let mut attenuation = Color::new(1.0, 1.0, 1.0);
|
||||
if material.scatter(ray, hc, &mut attenuation, &mut scatted) {
|
||||
let r_c = self.ray_color_sync(&scatted, depth - 1, world);
|
||||
let sc_color = Vec3::new(
|
||||
attenuation.x * r_c.x,
|
||||
attenuation.y * r_c.y,
|
||||
attenuation.z * r_c.z,
|
||||
);
|
||||
let color = Color::new(sc_color.x, sc_color.y, sc_color.z);
|
||||
// if near_zero(color) {
|
||||
// println!("near zero: {:?}", scatted.direction);
|
||||
// }
|
||||
color
|
||||
} else {
|
||||
Color::new(0.0, 0.0, 0.0)
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,10 @@
|
||||
use crate::types_defined::Color;
|
||||
|
||||
impl Color {
|
||||
pub fn to_color(self) -> Self {
|
||||
return Color::new(self.x * 256.0 , self.y * 256.0, self.z * 256.0);
|
||||
}
|
||||
pub fn to_color_str(self) -> String {
|
||||
return format!("{} {} {}\n", (self.x * 256.0) as u8, (self.y * 256.0) as u8, (self.z * 256.0) as u8);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,57 @@
|
||||
use crate::material::MaterialKind;
|
||||
use crate::math_utils::{front_face_normal, is_front_face};
|
||||
use crate::types_defined::{HitRecord, Ray, Vec3};
|
||||
|
||||
pub trait Hittable: Send + Sync {
|
||||
fn hit(&self, r: &Ray, t_min: f32, t_max: f32, hit_record: &mut HitRecord) -> bool;
|
||||
}
|
||||
|
||||
pub struct HittableList {
|
||||
pub objects: Vec<Box<dyn Hittable>>,
|
||||
}
|
||||
|
||||
impl HittableList {
|
||||
pub fn new() -> Self {
|
||||
HittableList { objects: vec![] }
|
||||
}
|
||||
|
||||
pub fn put(&mut self, object: Box<dyn Hittable>) {
|
||||
let _ = &self.objects.push(object);
|
||||
}
|
||||
|
||||
pub fn hit(&self, r: &Ray, t_min: f32, t_max: f32, hit_record: &mut HitRecord) -> bool {
|
||||
let mut hits = false;
|
||||
let mut closest_so_far = t_max;
|
||||
|
||||
let temp_hit_record = &mut HitRecord {
|
||||
t: 0.0,
|
||||
normal: Vec3::new(0.0, 0.0, 0.0),
|
||||
p: Vec3::new(0.0, 0.0, 0.0),
|
||||
front_face: false,
|
||||
material: None,
|
||||
};
|
||||
|
||||
for object in &self.objects {
|
||||
let hit = object.hit(r, t_min, closest_so_far, temp_hit_record);
|
||||
if hit && temp_hit_record.t < closest_so_far {
|
||||
hits = true;
|
||||
closest_so_far = temp_hit_record.t;
|
||||
hit_record.t = temp_hit_record.t;
|
||||
hit_record.p = temp_hit_record.p;
|
||||
hit_record.front_face = is_front_face(r, temp_hit_record.normal);
|
||||
hit_record.normal = front_face_normal(r, temp_hit_record.normal);
|
||||
hit_record.material = if let Some(ref m) = temp_hit_record.material {
|
||||
match m {
|
||||
MaterialKind::Lambertian(l) => Some(MaterialKind::Lambertian(l.clone())),
|
||||
MaterialKind::Metal(m) => Some(MaterialKind::Metal(m.clone())),
|
||||
MaterialKind::Dielectric(d) => Some(MaterialKind::Dielectric(d.clone()))
|
||||
}
|
||||
} else {
|
||||
None
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
hits
|
||||
}
|
||||
}
|
||||
-227
@@ -1,227 +0,0 @@
|
||||
use crate::{point::Point, ray::Ray, vec3::{self, Vec3}};
|
||||
|
||||
|
||||
pub type Color = vec3::Vec3;
|
||||
|
||||
|
||||
impl Color {
|
||||
pub fn to_color(self) -> String {
|
||||
return format!("{} {} {}\n", (self.x * 256.0) as u8, (self.y * 256.0) as u8, (self.z * 256.0) as u8);
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
/*
|
||||
球
|
||||
*/
|
||||
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);
|
||||
|
||||
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);
|
||||
|
||||
/*
|
||||
球
|
||||
*/
|
||||
let _sphere_center = Point::new(0.0, 0.0, -1.0);
|
||||
let sphere_radius = 0.5;
|
||||
|
||||
// determind color
|
||||
let color = ray_color_at_sphere(&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_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);
|
||||
// determind color
|
||||
let color = ray_color(&r);
|
||||
// content
|
||||
img_content.push_str(color.to_color().as_str());
|
||||
img_content.push('\n');
|
||||
}
|
||||
}
|
||||
|
||||
img_content
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
b^ - 4ac > 0 : 2 交点; = 0:1交点;< 0 : 无交点
|
||||
*/
|
||||
fn hit_sphere(r: &Ray, sphere_center: Point, sphere_radius: f32) -> bool {
|
||||
let a = r.direction.dot(r.direction);
|
||||
let b_sqrt = (-2.0 * (r.direction.dot(sphere_center - r.point))).powi(2);
|
||||
let c = (sphere_center - r.point).dot(sphere_center - r.point) - sphere_radius.powi(2);
|
||||
|
||||
return b_sqrt - 4.0 * a * c >= 0.0;
|
||||
}
|
||||
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
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 -1~1 +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
|
||||
if hit_sphere(r, sphere_center, sphere_radius) {
|
||||
return Color::new(0.4, 0.4, 0.2);
|
||||
}
|
||||
|
||||
// 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(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)-------
|
||||
* |
|
||||
* |
|
||||
* height(j)
|
||||
* |
|
||||
* |
|
||||
* ----------------------
|
||||
*
|
||||
* ppm p3 format:
|
||||
*
|
||||
* P3
|
||||
*
|
||||
* [width] [height]
|
||||
* [max color]
|
||||
* R1 G1 B1
|
||||
* R2 G2 B2
|
||||
* R3 G3 B3
|
||||
* ...xN
|
||||
*/
|
||||
pub fn gen_gradient_ppm_p3(width: i32, height: i32) -> 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 {
|
||||
let r = i as f32 / (width-1) as f32;
|
||||
let g = j as f32 / (height-1) as f32;
|
||||
let b = (i+j) as f32 / (width + height - 2) as f32;
|
||||
|
||||
let color = Color::new(r, g, b);
|
||||
img_content.push_str(color.to_color().as_str());
|
||||
|
||||
img_content.push('\n');
|
||||
}
|
||||
}
|
||||
|
||||
img_content
|
||||
}
|
||||
+118
-138
@@ -1,153 +1,133 @@
|
||||
use write_file_util::{write_image};
|
||||
use image::{gen_gradient_ppm_p3, gen_ray_ppm_p3, Color};
|
||||
use vec3::{Vec3};
|
||||
use point::{Point};
|
||||
use ray::{Ray};
|
||||
use std::fs::File;
|
||||
use std::io::BufWriter;
|
||||
|
||||
use crate::image::{gen_ray_sphere_normal_ppm_p3, gen_ray_sphere_ppm_p3};
|
||||
use rand::{rng, Rng};
|
||||
|
||||
mod image;
|
||||
mod write_file_util;
|
||||
mod vec3;
|
||||
mod point;
|
||||
use crate::hittable::HittableList;
|
||||
use crate::material::{Dielectric, Lambertian, MaterialKind, Metal};
|
||||
use crate::ppm_writer::PPMWriter;
|
||||
use crate::triangle::Triangle;
|
||||
use crate::types_defined::{Camera, Color, Point, Sphere, Vec3};
|
||||
mod camera;
|
||||
mod color;
|
||||
mod hittable;
|
||||
mod ray;
|
||||
mod sphere;
|
||||
mod types_defined;
|
||||
mod vec3;
|
||||
mod math_utils;
|
||||
mod ppm_writer;
|
||||
mod material;
|
||||
mod triangle;
|
||||
|
||||
fn main() {
|
||||
gen_gradient_ppm();
|
||||
println!("==================================");
|
||||
ray_scene_render();
|
||||
println!("==================================");
|
||||
ray_sphere_scene_render();
|
||||
println!("==================================");
|
||||
ray_sphere_normal_scene_render();
|
||||
println!("==================================");
|
||||
camera_render();
|
||||
}
|
||||
|
||||
fn camera_render() {
|
||||
|
||||
let fov: f32 = 90.;
|
||||
let scale = 1;
|
||||
let width: i32 = 1920/scale;
|
||||
let height: i32 = 1080/scale;
|
||||
let sample_times = 20;
|
||||
let reflect_depth = 20;
|
||||
|
||||
|
||||
let pw_r = PPMWriter::new(
|
||||
BufWriter::new(File::create("./target/ray_sphere_normal_scene_render.ppm").unwrap()),
|
||||
width, height);
|
||||
if let Err(e) = pw_r {
|
||||
println!("创建文件报错:{}", e);
|
||||
return;
|
||||
}
|
||||
let pw = &mut pw_r.unwrap();
|
||||
|
||||
|
||||
let mut camera: Camera = Camera::new(
|
||||
fov,
|
||||
width,
|
||||
width as f32 / height as f32,
|
||||
Point::new(-0.0, 5.0, 5.0),
|
||||
Point::new(0.0, 0.0, -1.0),
|
||||
Vec3::new(0., 1., 0.),
|
||||
sample_times,
|
||||
reflect_depth,
|
||||
2.0,
|
||||
1.0,
|
||||
pw
|
||||
);
|
||||
// world
|
||||
// world objects(spheres)
|
||||
let mut world = HittableList::new();
|
||||
|
||||
let plane_m = Some(MaterialKind::Lambertian(Lambertian{albedo: Color::new(0.508, 0.508, 0.508)}));
|
||||
// // let plane2_m = Some(MaterialKind::Metal(Metal{albedo: Color::new(0.784,0.784,0.784)}));
|
||||
// let center_m = Some(MaterialKind::Lambertian(Lambertian{albedo: Color::new(0.2, 0.5, 0.5)}));
|
||||
// let left_m = Some(MaterialKind::Metal(Metal{albedo: Color::new(0.799, 0.599, 0.799), fuzz: 0.0005}));
|
||||
// let left_behind_m = Some(MaterialKind::Lambertian(Lambertian{albedo: Color::new(0.799, 0.599, 0.599)}));
|
||||
// let right_m = Some(MaterialKind::Metal(Metal{albedo: Color::new(0.8, 0.6, 0.2), fuzz: 0.003}));
|
||||
// // 折射率 1.33
|
||||
// let left_dia_m = Some(MaterialKind::Dielectric(Dielectric{albedo: Color::new(0.8, 0.6, 0.2), refraction_index: 1.00 / 1.33}));
|
||||
// let left_dia_small_m = Some(MaterialKind::Dielectric(Dielectric{albedo: Color::new(0.8, 0.6, 0.2), refraction_index: 1.00 / 2.5}));
|
||||
|
||||
// world.put(Box::new(Sphere::new(Point::new(0.0, 0.0, -1.0), 0.5, center_m)));
|
||||
// world.put(Box::new(Sphere::new(Point::new(-1.0, 0.0, -1.0), 0.5, left_dia_m)));
|
||||
// world.put(Box::new(Sphere::new(Point::new(-1.0, 0.0, -1.0), 0.2, left_dia_small_m)));
|
||||
// // world.put(Box::new(Sphere::new(Point::new(-1.0, 0.0, -1.0), 0.5, left_m)));
|
||||
// world.put(Box::new(Sphere::new(Point::new(-3.5, 1.5, -5.5), 1.5, left_behind_m)));
|
||||
// world.put(Box::new(Sphere::new(Point::new(1.0, 0.0, -1.0), 0.5, right_m)));
|
||||
world.put(Box::new(Sphere::new(Point::new(0.0, -500.5, -1.0), 500.0, plane_m)));
|
||||
|
||||
// world.put(Box::new(Triangle::new(
|
||||
// Point::new(0.0, 0.5, 0.0),
|
||||
// Point::new(5.5, 0.5, 0.0),
|
||||
// Point::new(5.5, 5.5, 0.0),
|
||||
// Some(MaterialKind::Metal(Metal { albedo: Color::new(0.8, 0.6, 0.2), fuzz: 0.00001 }))
|
||||
// )));
|
||||
world.put(Box::new(Triangle::new(
|
||||
Point::new(0.0, 0.5, 5.0),
|
||||
Point::new(0.0, 5.5, -5.0),
|
||||
Point::new(5.5, 0.5, 0.0),
|
||||
Some(MaterialKind::Dielectric(Dielectric { albedo: Color::new(1.0, 1.0, 1.0), refraction_index: 1./1.5 }))
|
||||
)));
|
||||
|
||||
gen_spheres(&mut world);
|
||||
|
||||
camera.render(&world);
|
||||
}
|
||||
|
||||
|
||||
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);
|
||||
fn gen_spheres(world: &mut HittableList) {
|
||||
let rng = &mut rng();
|
||||
|
||||
let viewport_height = 2.0;
|
||||
let viewport_width = viewport_height * (image_width as f32 / image_height as f32);
|
||||
for _ in 0..500 {
|
||||
let x = rng.random_range(-20..20);
|
||||
let z = rng.random_range(-20..20);
|
||||
|
||||
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);
|
||||
let radius = rng.random_range(0.01..0.8);
|
||||
|
||||
// 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);
|
||||
// R = random(0.7, 0.95) # 红通道
|
||||
// G = random(R - 0.2, R + 0.2) # 绿通道(与 R 相近)
|
||||
// B = random(min(R, G) - 0.15, max(R, G) + 0.15) # 蓝通道(与 R/G 相近)
|
||||
// 基础值在 0.7~0.95 之间
|
||||
let base:f32 = rng.random_range(0.7..0.95);
|
||||
// 每个通道在 base 附近小幅波动(±0.15)
|
||||
let r: f32 = rng.random_range((base - 0.15).max(0.6)..(base + 0.15).min(1.0));
|
||||
let g: f32 = rng.random_range((base - 0.15).max(0.6)..(base + 0.15).min(1.0));
|
||||
let b: f32 = rng.random_range((base - 0.15).max(0.6)..(base + 0.15).min(1.0));
|
||||
|
||||
// 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 materail_color = Color::new(r,g, b);
|
||||
|
||||
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);
|
||||
let materail_kind = rng.random_range(0.0..1.0);
|
||||
let material = if materail_kind <= 0.33333 {
|
||||
MaterialKind::Lambertian(Lambertian { albedo: materail_color })
|
||||
} else if materail_kind > 0.3 && materail_kind <= 0.66666 {
|
||||
MaterialKind::Metal(Metal { albedo: materail_color, fuzz: 0.00001 })
|
||||
} else {
|
||||
MaterialKind::Dielectric(Dielectric { albedo: materail_color, refraction_index: 1./1.5 })
|
||||
};
|
||||
|
||||
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;
|
||||
// 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_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_scene_render.ppm".to_string())
|
||||
}
|
||||
|
||||
|
||||
fn ray_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_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())
|
||||
}
|
||||
|
||||
|
||||
fn gen_gradient_ppm() {
|
||||
let ppm_content = gen_gradient_ppm_p3(400, 225);
|
||||
|
||||
let v1 = Vec3::new(1.0, 1.0, 1.0);
|
||||
let v2 = Vec3::new(1.0, 1.0, 1.0);
|
||||
|
||||
println!("v: {:#} + {:#} => {:#}", v1, v2, v1 + v2);
|
||||
println!("v: {:#} + {:#} => {:#}", v1, v2, v1 - v2);
|
||||
println!("v: {:#} + {:#} => {:#}", v1, v2, v1.dot(v2));
|
||||
println!("v: {:#} + {:#} => {:#}", v1, v2, v1.cross(v2));
|
||||
println!("color: {:#}", Color::new(0.3, 0.4, 1.0).to_color());
|
||||
println!("point: {:#}", Point::new(1.0, 1.0, 1.0));
|
||||
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));
|
||||
|
||||
write_image(ppm_content, "./target/gen_gradient_ppm.ppm".to_string())
|
||||
world.put(Box::new(Sphere::new(Point::new(x as f32, 0., z as f32), radius, Some(material))));
|
||||
}
|
||||
}
|
||||
+109
@@ -0,0 +1,109 @@
|
||||
use crate::math_utils::{near_zero, reflect, refract};
|
||||
use crate::types_defined::{Color, HitRecord, Ray, Vec3};
|
||||
|
||||
|
||||
#[derive(Debug)]
|
||||
pub enum MaterialKind {
|
||||
Lambertian(Lambertian),
|
||||
Metal(Metal),
|
||||
Dielectric (Dielectric),
|
||||
}
|
||||
|
||||
pub trait Material {
|
||||
fn scatter(&self, r_in: &Ray, hit_record: &mut HitRecord, attenuation: &mut Color, ray: &mut Ray) -> bool;
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct Lambertian {
|
||||
pub albedo: Color,
|
||||
}
|
||||
|
||||
impl Clone for Lambertian {
|
||||
fn clone(&self) -> Self {
|
||||
Lambertian {
|
||||
albedo: self.albedo,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Material for Lambertian {
|
||||
fn scatter(&self, r_in: &Ray, hit_record: &mut HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool {
|
||||
|
||||
let mut scatter_direction = r_in.direction + Vec3::random_unit_on_hemisphere(hit_record.normal);
|
||||
|
||||
if near_zero(scatter_direction) {
|
||||
scatter_direction = hit_record.normal;
|
||||
}
|
||||
|
||||
|
||||
*scattered = Ray::new(hit_record.p, scatter_direction);
|
||||
*attenuation = self.albedo.clone();
|
||||
|
||||
true
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct Metal {
|
||||
pub albedo: Color,
|
||||
pub fuzz: f32
|
||||
}
|
||||
|
||||
impl Clone for Metal {
|
||||
fn clone(&self) -> Self {
|
||||
Metal {
|
||||
albedo: self.albedo,
|
||||
fuzz: self.fuzz
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Material for Metal {
|
||||
fn scatter(&self, r_in: &Ray, hit_record: &mut HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool {
|
||||
let reflected = reflect(r_in.direction, hit_record.normal);
|
||||
let fuzz_relected = (reflected / reflected.length_squared()) + (Vec3::random_unit() * self.fuzz);
|
||||
*scattered = Ray::new(hit_record.p, fuzz_relected);
|
||||
*attenuation = self.albedo.clone();
|
||||
true
|
||||
}
|
||||
}
|
||||
|
||||
impl Clone for Dielectric {
|
||||
fn clone(&self) -> Self {
|
||||
Dielectric {
|
||||
albedo: self.albedo,
|
||||
refraction_index: self.refraction_index
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct Dielectric {
|
||||
pub albedo: Color,
|
||||
pub refraction_index: f32
|
||||
}
|
||||
|
||||
impl Material for Dielectric {
|
||||
fn scatter(&self, r_in: &Ray, hit_record: &mut HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool {
|
||||
|
||||
*attenuation = Color::new(1.0, 1.0, 1.0);
|
||||
|
||||
let unit_direction = r_in.direction.normalize();
|
||||
|
||||
|
||||
let cos = -unit_direction.dot(hit_record.normal).min(1.0);
|
||||
let sin = (1.0 - cos.powi(2)).sqrt();
|
||||
|
||||
let direction = if self.refraction_index * sin > 1.0 {
|
||||
reflect(unit_direction, hit_record.normal)
|
||||
} else {
|
||||
refract(unit_direction, hit_record.normal, self.refraction_index)
|
||||
};
|
||||
|
||||
|
||||
// let refracted = refract(unit_direction, hit_record.normal, ri);
|
||||
*scattered = Ray::new(hit_record.p, direction);
|
||||
|
||||
true
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,82 @@
|
||||
use std::f32::consts::PI;
|
||||
|
||||
use rand::{rng, Rng};
|
||||
|
||||
use crate::types_defined::{Ray, Vec3};
|
||||
|
||||
pub fn random_in_unit_disk() -> Vec3 {
|
||||
let rng = &mut rng();
|
||||
loop {
|
||||
let p = Vec3::new(rng.random_range(-1.0..1.0), rng.random_range(-1.0..1.0), 0.0);
|
||||
if p.length_squared() < 1.0 {
|
||||
return p;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn degrees_to_radians(deg: f32) -> f32 {
|
||||
deg * PI / 180.
|
||||
}
|
||||
|
||||
pub fn clamp(value: f32, low: f32, high: f32) -> f32 {
|
||||
if value < low {
|
||||
return low;
|
||||
}
|
||||
if value > high {
|
||||
return high;
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
pub fn near_zero(v: Vec3) -> bool {
|
||||
const EPSILON: f32 = 1e-4;
|
||||
|
||||
v.x.abs() < EPSILON && v.y.abs() < EPSILON && v.z.abs() < EPSILON
|
||||
}
|
||||
|
||||
pub fn reflect(v: Vec3, n: Vec3) -> Vec3 {
|
||||
v - ((2.0 * v.dot(n)) * n)
|
||||
}
|
||||
|
||||
// v, normal, 折射率
|
||||
pub fn refract(uv: Vec3, n: Vec3, etai_over_etat: f32) -> Vec3 {
|
||||
// auto cos_theta = std::fmin(dot(-uv, n), 1.0);
|
||||
// vec3 r_out_perp = etai_over_etat * (uv + cos_theta*n);
|
||||
// vec3 r_out_parallel = -std::sqrt(std::fabs(1.0 - r_out_perp.length_squared())) * n;
|
||||
// return r_out_perp + r_out_parallel;
|
||||
let cos_theta = (-uv.dot(n)).min(1.0);
|
||||
let r_out_perp = etai_over_etat * (uv + cos_theta * n);
|
||||
let r_out_parallel = -(f32::sqrt(f32::abs(1.0 - r_out_perp.length()))) * n;
|
||||
r_out_perp + r_out_parallel
|
||||
|
||||
// let v_normalized = v;
|
||||
// let n_normalized = n.normalize();
|
||||
|
||||
// let cos_theta = f32::min(-v_normalized.dot(n_normalized), 1.0);
|
||||
// let sin_theta = (1.0 - cos_theta * cos_theta).sqrt();
|
||||
// // 检查是否全内反射(无法折射)
|
||||
// if etai_over_etat * sin_theta > 1.0 {
|
||||
// return reflect(v_normalized, n)
|
||||
// }
|
||||
|
||||
// let r_out_perp = etai_over_etat * (v_normalized + cos_theta * n_normalized);
|
||||
// let discriminant = 1.0 - r_out_perp.length_squared();
|
||||
// // if discriminant < 0.0 {
|
||||
// // return -1.0 * v; // 全内反射,返回零向量(或改为反射)
|
||||
// // }
|
||||
// let r_out_parallel = -discriminant * n_normalized;
|
||||
|
||||
// r_out_perp + r_out_parallel
|
||||
}
|
||||
|
||||
pub fn is_front_face(r: &Ray, outward_normal: Vec3) -> bool {
|
||||
r.direction.dot(outward_normal) < 0.0
|
||||
}
|
||||
|
||||
pub fn front_face_normal(r: &Ray, outward_normal: Vec3) -> Vec3 {
|
||||
if is_front_face(r, outward_normal) {
|
||||
outward_normal
|
||||
} else {
|
||||
-1. * outward_normal
|
||||
}
|
||||
}
|
||||
@@ -1,4 +0,0 @@
|
||||
use crate::vec3;
|
||||
|
||||
pub type Point = vec3::Vec3;
|
||||
|
||||
@@ -0,0 +1,36 @@
|
||||
use std::io::{BufWriter, Write, Result};
|
||||
|
||||
use crate::types_defined::Color;
|
||||
|
||||
pub struct PPMWriter<W: Write> {
|
||||
writter: BufWriter<W>
|
||||
}
|
||||
|
||||
impl<W: Write> PPMWriter<W> {
|
||||
/// 创建新的 PPM 写入器
|
||||
///
|
||||
/// 参数:
|
||||
/// writer: 实现 Write 的目标
|
||||
/// width: 图像宽度
|
||||
/// height: 图像高度
|
||||
pub fn new(mut inner: W, width: i32, height: i32) -> Result<Self> {
|
||||
// 写入 PPM 头 (P6 二进制格式)
|
||||
let header = format!("P6\n{} {}\n255\n", width, height);
|
||||
inner.write_all(header.as_bytes())?;
|
||||
|
||||
Ok(PPMWriter { writter: BufWriter::new(inner) })
|
||||
}
|
||||
|
||||
/// 写入单个像素 (高性能实现)
|
||||
#[inline]
|
||||
pub fn write(&mut self, color: Color) -> Result<()> {
|
||||
// 直接写入字节数组避免额外内存分配
|
||||
let bytes = [color.x as u8, color.y as u8, color.z as u8];
|
||||
self.writter.write_all(&bytes)
|
||||
}
|
||||
|
||||
/// 完成写入并刷新缓冲区
|
||||
pub fn finish(&mut self) -> Result<()> {
|
||||
self.writter.flush()
|
||||
}
|
||||
}
|
||||
+1
-12
@@ -1,17 +1,6 @@
|
||||
use std::fmt;
|
||||
use std::fmt::{Display};
|
||||
|
||||
use crate::{point::Point, vec3::Vec3};
|
||||
|
||||
|
||||
/*
|
||||
fn: P(t) = t*b
|
||||
*/
|
||||
#[derive(Debug)]
|
||||
pub struct Ray {
|
||||
pub point: Point,
|
||||
pub direction: Vec3
|
||||
}
|
||||
use crate::types_defined::{Point, Ray, Vec3};
|
||||
|
||||
impl Ray {
|
||||
pub fn new(p: Point, direction: Vec3) -> Ray {
|
||||
|
||||
@@ -0,0 +1,63 @@
|
||||
use crate::hittable;
|
||||
use crate::material::{MaterialKind};
|
||||
use crate::math_utils::{front_face_normal, is_front_face};
|
||||
use crate::types_defined::{HitRecord, Point, Ray, Sphere};
|
||||
|
||||
impl Sphere {
|
||||
pub fn new(c: Point, r: f32, m: Option<MaterialKind>) -> Self {
|
||||
Self {
|
||||
center: c,
|
||||
radius: r,
|
||||
material: m,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl hittable::Hittable for Sphere {
|
||||
fn hit(&self, r: &Ray, t_min: f32, t_max: f32, hit_record: &mut HitRecord) -> bool {
|
||||
let a: f32 = r.direction.length_squared();
|
||||
let h = r.direction.dot(self.center - r.point);
|
||||
// let b = -2.0 * r.direction.dot(sphere_center - r.point);
|
||||
let c = (self.center - r.point).length_squared() - self.radius * self.radius;
|
||||
|
||||
let discriminant = h * h - a * c;
|
||||
|
||||
if discriminant < 0.0 {
|
||||
return false;
|
||||
}
|
||||
|
||||
// // 两个交点
|
||||
let disc_sqrt = discriminant.sqrt();
|
||||
let near = (h - disc_sqrt) / a;
|
||||
let far = (h + disc_sqrt) / a;
|
||||
|
||||
let mut root = near;
|
||||
if root <= t_min || root >= t_max {
|
||||
root = far;
|
||||
if root <= t_min || root >= t_max {
|
||||
hit_record.t = -1.0;
|
||||
return false
|
||||
}
|
||||
}
|
||||
|
||||
let p = r.at(root);
|
||||
let normal = (p - self.center) / self.radius;
|
||||
|
||||
hit_record.t = root;
|
||||
hit_record.p = p;
|
||||
hit_record.normal = front_face_normal(r, normal);
|
||||
hit_record.front_face = is_front_face(r, normal);
|
||||
hit_record.material = if let Some(ref m) = self.material {
|
||||
match m {
|
||||
MaterialKind::Lambertian(l) => Some(MaterialKind::Lambertian(l.clone())),
|
||||
MaterialKind::Metal(m) => Some(MaterialKind::Metal(m.clone())),
|
||||
MaterialKind::Dielectric(d) => Some(MaterialKind::Dielectric(d.clone())),
|
||||
}
|
||||
} else {
|
||||
None
|
||||
};
|
||||
|
||||
true
|
||||
}
|
||||
}
|
||||
|
||||
+100
@@ -0,0 +1,100 @@
|
||||
use crate::{hittable::Hittable, material::MaterialKind, math_utils::is_front_face, types_defined::{HitRecord, Point, Ray, Vec3}};
|
||||
|
||||
pub struct Triangle {
|
||||
pub points: Vec<Vec3>,
|
||||
pub material: Option<MaterialKind>,
|
||||
}
|
||||
|
||||
impl Triangle {
|
||||
pub fn new(p1: Point, p2: Point, p3: Point, material: Option<MaterialKind>,) -> Self {
|
||||
Triangle {
|
||||
points: vec![
|
||||
p1, p2, p3
|
||||
],
|
||||
material: material
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Hittable for Triangle {
|
||||
|
||||
fn hit(&self, r: &Ray, t_min: f32, t_max: f32, hit_record: &mut HitRecord) -> bool {
|
||||
let p0 = self.points[0];
|
||||
let p1 = self.points[1];
|
||||
let p2 = self.points[2];
|
||||
let u = Vec3 {
|
||||
x: p1.x - p0.x,
|
||||
y: p1.y - p0.y,
|
||||
z: p1.z - p0.z,
|
||||
};
|
||||
let v = Vec3 {
|
||||
x: p2.x - p0.x,
|
||||
y: p2.y - p0.y,
|
||||
z: p2.z - p0.z,
|
||||
};
|
||||
let normal = Vec3 {
|
||||
x: u.y * v.z - u.z * v.y,
|
||||
y: u.z * v.x - u.x * v.z,
|
||||
z: u.x * v.y - u.y * v.x,
|
||||
};
|
||||
let denominator = r.direction.x * normal.x + r.direction.y * normal.y + r.direction.z * normal.z;
|
||||
if denominator.abs() < std::f32::EPSILON {
|
||||
return false;
|
||||
}
|
||||
let w0 = Vec3 {
|
||||
x: r.point.x - p0.x,
|
||||
y: r.point.y - p0.y,
|
||||
z: r.point.z - p0.z,
|
||||
};
|
||||
let t = -(w0.x * normal.x + w0.y * normal.y + w0.z * normal.z) / denominator;
|
||||
if t < t_min || t > t_max {
|
||||
return false;
|
||||
}
|
||||
let P = Vec3 {
|
||||
x: r.point.x + t * r.direction.x,
|
||||
y: r.point.y + t * r.direction.y,
|
||||
z: r.point.z + t * r.direction.z,
|
||||
};
|
||||
let w = Vec3 {
|
||||
x: P.x - p0.x,
|
||||
y: P.y - p0.y,
|
||||
z: P.z - p0.z,
|
||||
};
|
||||
let uv_cross = Vec3 {
|
||||
x: u.y * v.z - u.z * v.y,
|
||||
y: u.z * v.x - u.x * v.z,
|
||||
z: u.x * v.y - u.y * v.x,
|
||||
};
|
||||
let wv_cross = Vec3 {
|
||||
x: w.y * v.z - w.z * v.y,
|
||||
y: w.z * v.x - w.x * v.z,
|
||||
z: w.x * v.y - w.y * v.x,
|
||||
};
|
||||
let uw_cross = Vec3 {
|
||||
x: u.y * w.z - u.z * w.y,
|
||||
y: u.z * w.x - u.x * w.z,
|
||||
z: u.x * w.y - u.y * w.x,
|
||||
};
|
||||
let alpha = (wv_cross.x * normal.x + wv_cross.y * normal.y + wv_cross.z * normal.z) / (uv_cross.x * normal.x + uv_cross.y * normal.y + uv_cross.z * normal.z);
|
||||
let beta = (uw_cross.x * normal.x + uw_cross.y * normal.y + uw_cross.z * normal.z) / (uv_cross.x * normal.x + uv_cross.y * normal.y + uv_cross.z * normal.z);
|
||||
if alpha >= 0.0 && beta >= 0.0 && alpha + beta <= 1.0 {
|
||||
|
||||
hit_record.p = P;
|
||||
hit_record.t = t;
|
||||
hit_record.normal = normal;
|
||||
hit_record.front_face = is_front_face(r, normal);
|
||||
hit_record.material = if let Some(ref m) = self.material {
|
||||
match m {
|
||||
MaterialKind::Lambertian(l) => Some(MaterialKind::Lambertian(l.clone())),
|
||||
MaterialKind::Metal(m) => Some(MaterialKind::Metal(m.clone())),
|
||||
MaterialKind::Dielectric(d) => Some(MaterialKind::Dielectric(d.clone())),
|
||||
}
|
||||
} else {
|
||||
None
|
||||
};
|
||||
|
||||
return true;
|
||||
}
|
||||
false
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,72 @@
|
||||
use std::{fs::File, io::{BufWriter}};
|
||||
use crate::{material::MaterialKind};
|
||||
use crate::ppm_writer::PPMWriter;
|
||||
|
||||
/*
|
||||
* [3]
|
||||
*/
|
||||
#[derive(Debug, Clone, Copy, PartialEq)]
|
||||
pub struct Vec3 {
|
||||
pub x: f32,
|
||||
pub y: f32,
|
||||
pub z: f32,
|
||||
}
|
||||
pub type Point = Vec3;
|
||||
pub type Color = Vec3;
|
||||
|
||||
/*
|
||||
fn: P(t) = t*b
|
||||
*/
|
||||
#[derive(Debug)]
|
||||
pub struct Ray {
|
||||
pub point: Point,
|
||||
pub direction: Vec3,
|
||||
}
|
||||
|
||||
pub struct HitRecord {
|
||||
pub t: f32,
|
||||
pub p: Vec3,
|
||||
pub normal: Vec3,
|
||||
pub front_face: bool,
|
||||
pub material: Option<MaterialKind>,
|
||||
}
|
||||
|
||||
pub struct Camera<'a> {
|
||||
pub image_width: i32,
|
||||
pub image_height: i32,
|
||||
// pub aspect_ratio: f32,
|
||||
// pub viewport_width: f32,
|
||||
// pub viewport_height: f32,
|
||||
pub center: Point,
|
||||
// pub look_at: Point,
|
||||
// pub v_up: Vec3,
|
||||
// pub focal_length: Vec3,
|
||||
// pub viewport_u: Vec3,
|
||||
// pub viewport_v: Vec3,
|
||||
pub defocus_angle: f32,
|
||||
pub defocus_disk_u: Vec3,
|
||||
pub defocus_disk_v: Vec3,
|
||||
|
||||
pub viewport_u_delta: Vec3,
|
||||
pub viewport_v_delta: Vec3,
|
||||
pub viewport_top_left_pixel_center: Vec3,
|
||||
|
||||
// sample times
|
||||
pub sample_times: i8,
|
||||
pub reflect_depth: i8,
|
||||
|
||||
// writer
|
||||
pub ppm_file_writer: &'a mut PPMWriter<BufWriter<File>>
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
/////////////
|
||||
// for test
|
||||
/////////////
|
||||
*/
|
||||
pub struct Sphere {
|
||||
pub center: Point,
|
||||
pub radius: f32,
|
||||
pub material: Option<MaterialKind>,
|
||||
}
|
||||
+65
-10
@@ -1,15 +1,8 @@
|
||||
|
||||
use std::{fmt::Display, ops::{Add, AddAssign, Div, Mul, MulAssign, Sub}};
|
||||
use std::{fmt::Display, iter::Sum, ops::{Add, AddAssign, Div, Mul, MulAssign, Sub}};
|
||||
use std::fmt;
|
||||
/*
|
||||
* [3]
|
||||
*/
|
||||
#[derive(Debug, Clone, Copy, PartialEq)]
|
||||
pub struct Vec3 {
|
||||
pub x: f32,
|
||||
pub y: f32,
|
||||
pub z: f32,
|
||||
}
|
||||
use rand::{rng, Rng};
|
||||
use crate::types_defined::Vec3;
|
||||
|
||||
impl Display for Vec3 {
|
||||
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
|
||||
@@ -44,6 +37,45 @@ impl Vec3 {
|
||||
return self.length_squared().sqrt();
|
||||
}
|
||||
|
||||
pub fn normalize(self) -> Vec3 {
|
||||
let length = self.length_squared().sqrt();
|
||||
if length != 0. {
|
||||
let new_x = self.x / length;
|
||||
let new_y = self.y / length;
|
||||
let new_z = self.z / length;
|
||||
Vec3 { x: new_x, y: new_y, z: new_z }
|
||||
} else {
|
||||
Vec3 { x: 0., y: 0., z: 0. }
|
||||
}
|
||||
}
|
||||
|
||||
pub fn random_range(min: f32, max: f32) -> Self {
|
||||
let rng = &mut rng();
|
||||
Vec3::new(rng.random_range(min..max), rng.random_range(min..max), rng.random_range(min..max))
|
||||
}
|
||||
|
||||
pub fn random() -> Self {
|
||||
let rng = &mut rng();
|
||||
Vec3::new(rng.random(), rng.random(), rng.random())
|
||||
}
|
||||
|
||||
pub fn random_unit() -> Self {
|
||||
loop {
|
||||
let v = Vec3::random();
|
||||
if 1e-160 < v.length_squared() && v.length_squared() <= 1.0 {
|
||||
return v / v.length_squared();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn random_unit_on_hemisphere(point_normal: Vec3) -> Self {
|
||||
let on_unit_sphere = Vec3::random_unit();
|
||||
if on_unit_sphere.dot(point_normal) > 0.0 {
|
||||
on_unit_sphere
|
||||
} else {
|
||||
Vec3::new(0.0, 0.0, 0.0) - on_unit_sphere
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Add for Vec3 {
|
||||
@@ -105,6 +137,15 @@ impl Div<f32> for Vec3 {
|
||||
}
|
||||
}
|
||||
|
||||
// Vec * Vec
|
||||
impl Mul<Vec3> for Vec3 {
|
||||
type Output = Self;
|
||||
|
||||
fn mul(self, rhs: Vec3) -> Self::Output {
|
||||
Vec3::new(self.x * rhs.x, self.y * rhs.y, self.z * rhs.z)
|
||||
}
|
||||
}
|
||||
|
||||
// 加法赋值: Vec3 += Vec3
|
||||
impl AddAssign for Vec3 {
|
||||
fn add_assign(&mut self, other: Self) {
|
||||
@@ -118,3 +159,17 @@ impl MulAssign<f32> for Vec3 {
|
||||
*self = *self * scalar;
|
||||
}
|
||||
}
|
||||
|
||||
impl Sum for Vec3 {
|
||||
fn sum<I: Iterator<Item = Self>>(iter: I) -> Self {
|
||||
let mut sum_x = 0.0;
|
||||
let mut sum_y = 0.0;
|
||||
let mut sum_z = 0.0;
|
||||
for vec in iter {
|
||||
sum_x += vec.x;
|
||||
sum_y += vec.y;
|
||||
sum_z += vec.z;
|
||||
}
|
||||
Vec3 { x: sum_x, y: sum_y, z: sum_z }
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
use std::{fs::File, io::{BufWriter, Write}};
|
||||
|
||||
pub fn write_image(content: String, file_path: String) {
|
||||
if let Ok(file) = File::create(file_path) {
|
||||
let mut writer = BufWriter::new(file);
|
||||
if let Err(e) = writer.write(content.as_bytes()) {
|
||||
println!("写出失败:{:#}", e)
|
||||
}
|
||||
} else {
|
||||
println!("PPM保存失败")
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user