Implement AABB and BVH.
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rtiow/src/aabb.rs
Normal file
45
rtiow/src/aabb.rs
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@ -0,0 +1,45 @@
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use ray::Ray;
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use vec3::Vec3;
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#[derive(Clone)]
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pub struct AABB {
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pub min: Vec3,
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pub max: Vec3,
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}
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impl AABB {
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pub fn new(min: Vec3, max: Vec3) -> AABB {
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AABB { min, max }
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}
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pub fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> bool {
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let mut t_min = t_min;
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let mut t_max = t_max;
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for axis in 0..3 {
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let t0 = ((self.min[axis] - r.origin[axis]) / r.direction[axis])
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.min((self.max[axis] - r.origin[axis]) / r.direction[axis]);
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let t1 = ((self.min[axis] - r.origin[axis]) / r.direction[axis])
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.max((self.max[axis] - r.origin[axis]) / r.direction[axis]);
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t_min = t0.max(t_min);
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t_max = t1.min(t_max);
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if t_max <= t_min {
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return false;
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}
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}
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true
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}
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}
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pub fn surrounding_box(box0: &AABB, box1: &AABB) -> AABB {
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let min = Vec3::new(
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box0.min.x.min(box1.min.x),
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box0.min.y.min(box1.min.y),
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box0.min.z.min(box1.min.z),
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);
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let max = Vec3::new(
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box0.max.x.max(box1.max.x),
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box0.max.y.max(box1.max.y),
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box0.max.z.max(box1.max.z),
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);
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AABB::new(min, max)
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}
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@ -11,6 +11,7 @@ use std::time::Instant;
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use rand::Rng;
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use structopt::StructOpt;
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use rtiow::bvh::BVH;
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use rtiow::camera::Camera;
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use rtiow::cube::Cube;
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use rtiow::hitable::Hit;
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@ -111,7 +112,63 @@ fn build_scene_book(opt: &Opt) -> Scene {
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time_min,
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time_max,
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);
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let world = HitableList::new(random_scene());
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let world: Box<Hit> = Box::new(HitableList::new(random_scene()));
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Scene {
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camera,
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world,
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subsamples: opt.subsamples,
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width: opt.width,
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height: opt.height,
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}
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}
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fn build_scene_bvh(opt: &Opt) -> Scene {
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let lookfrom = Vec3::new(3., 3., 2.);
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let lookat = Vec3::new(0., 0., -1.);
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let dist_to_focus = (lookfrom - lookat).length();
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let aperture = 0.1;
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let time_min = 0.;
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let time_max = 1.;
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let camera = Camera::new(
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lookfrom,
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lookat,
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Vec3::new(0., 1., 0.),
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45.,
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opt.width as f32 / opt.height as f32,
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aperture,
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dist_to_focus,
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time_min,
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time_max,
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);
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let world: Box<Hit> = Box::new(BVH::new(
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vec![
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Box::new(Sphere::new(
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Vec3::new(0., 0., -1.),
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0.5,
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Box::new(Lambertian::new(Vec3::new(0.1, 0.2, 0.5))),
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)),
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Box::new(Sphere::new(
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Vec3::new(0., -100.5, -1.),
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100.,
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Box::new(Lambertian::new(Vec3::new(0.8, 0.8, 0.8))),
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)),
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Box::new(Sphere::new(
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Vec3::new(1., 0., -1.),
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0.5,
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Box::new(Metal::new(Vec3::new(0.6, 0.6, 0.6), 0.2)),
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)),
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Box::new(MovingSphere::new(
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Vec3::new(-1., 0., -1.25),
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Vec3::new(-1., 0., -0.75),
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0.5,
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time_min,
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time_max,
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Box::new(Lambertian::new(Vec3::new(0.2, 0.8, 0.2))),
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)),
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],
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time_min,
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time_max,
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));
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Scene {
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camera,
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world,
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@ -139,7 +196,7 @@ fn build_scene_tutorial(opt: &Opt) -> Scene {
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time_min,
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time_max,
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);
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let world = HitableList::new(vec![
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let world: Box<Hit> = Box::new(HitableList::new(vec![
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Box::new(Sphere::new(
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Vec3::new(0., 0., -1.),
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0.5,
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@ -163,7 +220,7 @@ fn build_scene_tutorial(opt: &Opt) -> Scene {
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1.,
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Box::new(Lambertian::new(Vec3::new(0.2, 0.8, 0.2))),
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)),
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]);
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]));
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Scene {
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camera,
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world,
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@ -191,7 +248,7 @@ fn build_scene_cube(opt: &Opt) -> Scene {
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time_min,
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time_max,
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);
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let world = HitableList::new(vec![
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let world: Box<Hit> = Box::new(HitableList::new(vec![
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Box::new(Sphere::new(
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Vec3::new(0., 0., -1.),
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0.5,
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@ -207,7 +264,7 @@ fn build_scene_cube(opt: &Opt) -> Scene {
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100.,
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Box::new(Lambertian::new(Vec3::new(0.8, 0.8, 0.8))),
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)),
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]);
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]));
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Scene {
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camera,
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world,
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@ -222,6 +279,7 @@ pub enum Model {
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Book,
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Tutorial,
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Cube,
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BVH,
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}
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#[derive(Debug)]
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@ -240,6 +298,7 @@ impl str::FromStr for Model {
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"book" => Ok(Model::Book),
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"tutorial" => Ok(Model::Tutorial),
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"cube" => Ok(Model::Cube),
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"bvh" => Ok(Model::BVH),
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_ => Err(ModelParseError(s.to_owned())),
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}
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}
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@ -272,6 +331,7 @@ fn main() -> Result<(), std::io::Error> {
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Model::Book => build_scene_book(&opt),
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Model::Cube => build_scene_cube(&opt),
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Model::Tutorial => build_scene_tutorial(&opt),
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Model::BVH => build_scene_bvh(&opt),
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};
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let res = render(scene, &opt.output);
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let runtime = start.elapsed();
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149
rtiow/src/bvh.rs
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149
rtiow/src/bvh.rs
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@ -0,0 +1,149 @@
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use std;
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use rand;
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use rand::Rng;
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use aabb::surrounding_box;
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use aabb::AABB;
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use hitable::Hit;
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use hitable::HitRecord;
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use ray::Ray;
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enum BVHNode {
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Leaf(Box<Hit>),
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Branch {
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left: Box<BVHNode>,
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right: Box<BVHNode>,
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bbox: Option<AABB>,
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},
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}
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fn box_x_compare(ah: &Box<Hit>, bh: &Box<Hit>) -> std::cmp::Ordering {
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match (ah.bounding_box(0., 0.), bh.bounding_box(0., 0.)) {
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(Some(box_left), Some(box_right)) => {
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eprintln!("box_x_compare {} < {}", box_left.min, box_right.min);
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return box_left.min.x.partial_cmp(&box_right.min.x).unwrap();
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}
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_ => panic!("hit missing bounding box"),
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}
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}
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fn box_y_compare(ah: &Box<Hit>, bh: &Box<Hit>) -> std::cmp::Ordering {
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match (ah.bounding_box(0., 0.), bh.bounding_box(0., 0.)) {
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(Some(box_left), Some(box_right)) => {
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eprintln!("box_y_compare {} < {}", box_left.min, box_right.min);
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return box_left.min.y.partial_cmp(&box_right.min.y).unwrap();
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}
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_ => panic!("hit missing bounding box"),
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}
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}
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fn box_z_compare(ah: &Box<Hit>, bh: &Box<Hit>) -> std::cmp::Ordering {
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match (ah.bounding_box(0., 0.), bh.bounding_box(0., 0.)) {
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(Some(box_left), Some(box_right)) => {
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eprintln!("box_z_compare {} < {}", box_left.min, box_right.min);
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return box_left.min.z.partial_cmp(&box_right.min.z).unwrap();
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}
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_ => panic!("hit missing bounding box"),
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}
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}
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impl BVHNode {
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fn new(l: Vec<Box<Hit>>, t_min: f32, t_max: f32) -> BVHNode {
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if l.len() == 1 {
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// Return the first element from the vector, which should be the only element.
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// TODO(wathiede): we really want a .first_into() (.first() doesn't work because it
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// returns a reference.)
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for h in l.into_iter() {
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return BVHNode::Leaf(h);
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}
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panic!("Unreachable");
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} else {
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let mut l: Vec<Box<Hit>> = l.into_iter().collect();
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let mut rng = rand::thread_rng();
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match rng.gen_range::<u16>(0, 3) {
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0 => l.sort_by(box_x_compare),
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1 => l.sort_by(box_y_compare),
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2 => l.sort_by(box_z_compare),
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val @ _ => panic!("unknown axis {}", val),
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}
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let mut left_half = Vec::new();
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let mut right_half = Vec::new();
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let half_idx = l.len() / 2;
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l.into_iter().enumerate().for_each(|(i, h)| {
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if i < half_idx {
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left_half.push(h);
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} else {
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right_half.push(h);
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}
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});
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let left = Box::new(BVHNode::new(left_half, t_min, t_max));
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let right = Box::new(BVHNode::new(right_half, t_min, t_max));
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let bbox = BVHNode::surrounding_box(left.as_ref(), right.as_ref(), t_min, t_max);
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return BVHNode::Branch { left, right, bbox };
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}
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}
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fn surrounding_box(left: &Hit, right: &Hit, t_min: f32, t_max: f32) -> Option<AABB> {
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match (
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left.bounding_box(t_min, t_max),
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right.bounding_box(t_min, t_max),
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) {
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(Some(left_bbox), Some(right_bbox)) => Some(surrounding_box(&left_bbox, &right_bbox)),
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(None, Some(right_bbox)) => Some(right_bbox),
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(Some(left_bbox), None) => Some(left_bbox),
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(None, None) => None,
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}
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}
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}
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impl Hit for BVHNode {
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fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> Option<HitRecord> {
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match self {
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BVHNode::Leaf(ref hit) => hit.hit(r, t_min, t_max),
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BVHNode::Branch {
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ref left,
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ref right,
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..
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} => match (left.hit(r, t_min, t_max), right.hit(r, t_min, t_max)) {
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(Some(hit_left), Some(hit_right)) => if hit_left.t < hit_right.t {
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return Some(hit_left);
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} else {
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return Some(hit_right);
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},
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(Some(hit_left), None) => Some(hit_left),
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(None, Some(hit_right)) => Some(hit_right),
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(None, None) => None,
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},
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}
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}
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fn bounding_box(&self, t_min: f32, t_max: f32) -> Option<AABB> {
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match self {
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BVHNode::Leaf(ref hit) => hit.bounding_box(t_min, t_max),
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BVHNode::Branch { ref bbox, .. } => bbox.clone(),
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}
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}
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}
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pub struct BVH {
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root: BVHNode,
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}
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impl BVH {
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pub fn new(l: Vec<Box<Hit>>, t_min: f32, t_max: f32) -> BVH {
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BVH {
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root: BVHNode::new(l, t_min, t_max),
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}
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}
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}
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impl Hit for BVH {
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fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> Option<HitRecord> {
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self.root.hit(r, t_min, t_max)
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}
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fn bounding_box(&self, t_min: f32, t_max: f32) -> Option<AABB> {
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self.root.bounding_box(t_min, t_max)
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}
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}
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@ -1,3 +1,4 @@
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use aabb::AABB;
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use hitable::Hit;
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use hitable::HitRecord;
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use material::Material;
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@ -5,6 +6,7 @@ use ray::Ray;
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use vec3::dot;
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use vec3::Vec3;
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// Cube is an axis-aligned cube with dimensions length x length x length with center in the middle.
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pub struct Cube {
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center: Vec3,
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length: f32,
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@ -23,6 +25,7 @@ impl Cube {
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impl Hit for Cube {
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fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> Option<HitRecord> {
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// See if it hit the positive X wall first.
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let oc = r.origin - self.center;
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let a = dot(r.direction, r.direction);
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let b = dot(oc, r.direction);
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@ -52,4 +55,11 @@ impl Hit for Cube {
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}
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None
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}
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fn bounding_box(&self, _t_min: f32, _t_max: f32) -> Option<AABB> {
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Some(AABB::new(
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self.center - Vec3::new(self.length / 2., self.length / 2., self.length / 2.),
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self.center + Vec3::new(self.length / 2., self.length / 2., self.length / 2.),
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))
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}
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}
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@ -1,3 +1,4 @@
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use aabb::AABB;
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use material::Material;
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use ray::Ray;
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use vec3::Vec3;
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@ -11,4 +12,5 @@ pub struct HitRecord<'m> {
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pub trait Hit: Send + Sync {
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fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> Option<HitRecord>;
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fn bounding_box(&self, t_min: f32, t_max: f32) -> Option<AABB>;
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}
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@ -1,6 +1,11 @@
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use std;
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use aabb::surrounding_box;
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use aabb::AABB;
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use hitable::Hit;
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use hitable::HitRecord;
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use ray::Ray;
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use vec3::Vec3;
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#[derive(Default)]
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pub struct HitableList {
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@ -25,4 +30,19 @@ impl Hit for HitableList {
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}
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min_hit
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}
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fn bounding_box(&self, t_min: f32, t_max: f32) -> Option<AABB> {
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// TODO(wathiede): I don't understand the version from the book, this implementation
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// returns a superset of all bounding boxes.
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let super_box = AABB::new(
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Vec3::new(std::f32::MAX, std::f32::MAX, std::f32::MAX),
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Vec3::new(std::f32::MIN, std::f32::MIN, std::f32::MIN),
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);
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Some(self.list.iter().fold(super_box, |acc, hitable| {
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match hitable.bounding_box(t_min, t_max) {
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Some(bbox) => surrounding_box(&acc, &bbox),
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None => acc,
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}
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}))
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}
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}
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@ -1,3 +1,5 @@
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pub mod aabb;
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pub mod bvh;
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pub mod camera;
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pub mod cube;
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pub mod hitable;
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@ -1,3 +1,5 @@
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use aabb::surrounding_box;
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use aabb::AABB;
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use hitable::Hit;
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use hitable::HitRecord;
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use material::Material;
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@ -69,4 +71,17 @@ impl Hit for MovingSphere {
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}
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None
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}
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fn bounding_box(&self, _t_min: f32, _t_max: f32) -> Option<AABB> {
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let t_min_bb = AABB::new(
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self.center0 - Vec3::new(self.radius, self.radius, self.radius),
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self.center0 + Vec3::new(self.radius, self.radius, self.radius),
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);
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let t_max_bb = AABB::new(
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self.center1 - Vec3::new(self.radius, self.radius, self.radius),
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self.center1 + Vec3::new(self.radius, self.radius, self.radius),
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);
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Some(surrounding_box(&t_min_bb, &t_max_bb))
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}
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}
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@ -12,12 +12,11 @@ use rand::Rng;
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use camera::Camera;
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use hitable::Hit;
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use hitable_list::HitableList;
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use ray::Ray;
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use vec3::Vec3;
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pub struct Scene {
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pub world: HitableList,
|
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pub world: Box<Hit>,
|
||||
pub camera: Camera,
|
||||
pub subsamples: usize,
|
||||
pub width: usize,
|
||||
@ -44,7 +43,7 @@ fn trace_pixel(x: usize, y: usize, scene: &Scene) -> Vec3 {
|
||||
let u = (rng.gen_range::<f32>(0., 1.) + x as f32) / scene.width as f32;
|
||||
let v = (rng.gen_range::<f32>(0., 1.) + y as f32) / scene.height as f32;
|
||||
let ray = scene.camera.get_ray(u, v);
|
||||
color(ray, &scene.world, 0)
|
||||
color(ray, scene.world.as_ref(), 0)
|
||||
}
|
||||
|
||||
fn render_worker(
|
||||
|
||||
@ -1,3 +1,4 @@
|
||||
use aabb::AABB;
|
||||
use hitable::Hit;
|
||||
use hitable::HitRecord;
|
||||
use material::Material;
|
||||
@ -52,4 +53,11 @@ impl Hit for Sphere {
|
||||
}
|
||||
None
|
||||
}
|
||||
|
||||
fn bounding_box(&self, _t_min: f32, _t_max: f32) -> Option<AABB> {
|
||||
Some(AABB::new(
|
||||
self.center - Vec3::new(self.radius, self.radius, self.radius),
|
||||
self.center + Vec3::new(self.radius, self.radius, self.radius),
|
||||
))
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user