Add more abstraction.

Implement Sphere as its own module.
Create HitableList that can hold multiple objects.
Fixed shading problem in the process.
This commit is contained in:
Bill Thiede 2018-09-08 23:10:26 -07:00
parent c16ba06a53
commit 15fe1e632c
5 changed files with 147 additions and 0 deletions

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extern crate rtiow;
use rtiow::hitable::Hit;
use rtiow::hitable_list::HitableList;
use rtiow::ray::Ray;
use rtiow::sphere::Sphere;
use rtiow::vec3::Vec3;
fn color(r: Ray, world: &Hit) -> Vec3 {
if let Some(rec) = world.hit(r, 0., std::f32::MAX) {
return (rec.normal + 1.) * 0.5;
}
// No hit, choose color from background.
let unit_direction = r.direction().unit_vector();
let t = 0.5 * (unit_direction.y + 1.);
Vec3::new(1., 1., 1.) * (1. - t) + Vec3::new(0.5, 0.7, 1.) * t
}
fn main() -> Result<(), std::io::Error> {
let nx = 200;
let ny = 100;
println!("P3\n{} {}\n255", nx, ny);
let lower_left_corner = Vec3::new(-2., -1., -1.);
let horizontal = Vec3::new(4., 0., 0.);
let vertical = Vec3::new(0., 2., 0.);
let origin: Vec3 = Default::default();
let objects = vec![
Sphere::new(Vec3::new(0., 0., -1.), 0.5),
Sphere::new(Vec3::new(0., -100.5, -1.), 100.),
];
let world = HitableList::new(objects.iter().map(|o| o).collect());
for j in (0..ny).rev() {
for i in 0..nx {
let u = i as f32 / nx as f32;
let v = j as f32 / ny as f32;
let r = Ray::new(origin, lower_left_corner + horizontal * u + vertical * v);
let col = color(r, &world);
let ir = (255.99 * col[0]) as u32;
let ig = (255.99 * col[1]) as u32;
let ib = (255.99 * col[2]) as u32;
println!("{} {} {}", ir, ig, ib);
}
}
Ok(())
}

13
rtiow/src/hitable.rs Normal file
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use ray::Ray;
use vec3::Vec3;
#[derive(Copy, Clone)]
pub struct HitRecord {
pub t: f32,
pub p: Vec3,
pub normal: Vec3,
}
pub trait Hit {
fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> Option<HitRecord>;
}

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rtiow/src/hitable_list.rs Normal file
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use hitable::Hit;
use hitable::HitRecord;
use ray::Ray;
#[derive(Default)]
pub struct HitableList<'a, H>
where
H: Hit + 'a,
{
list: Vec<&'a H>,
}
impl<'a, H> HitableList<'a, H>
where
H: Hit,
{
pub fn new(list: Vec<&'a H>) -> HitableList<H> {
HitableList { list }
}
}
impl<'a, H> Hit for HitableList<'a, H>
where
H: Hit,
{
fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> Option<HitRecord> {
let mut min_hit = None;
let mut closest_so_far = t_max;
for hitable in &self.list {
if let Some(h) = hitable.hit(r, t_min, closest_so_far) {
closest_so_far = h.t;
min_hit = Some(h);
}
}
min_hit
}
}

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pub mod hitable;
pub mod hitable_list;
pub mod ray;
pub mod sphere;
pub mod vec3;

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rtiow/src/sphere.rs Normal file
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use hitable::Hit;
use hitable::HitRecord;
use ray::Ray;
use vec3::dot;
use vec3::Vec3;
#[derive(Copy, Clone, Default)]
pub struct Sphere {
center: Vec3,
radius: f32,
}
impl Sphere {
pub fn new(center: Vec3, radius: f32) -> Sphere {
Sphere { center, radius }
}
}
impl Hit for Sphere {
fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> Option<HitRecord> {
let oc = r.origin() - self.center;
let a = dot(r.direction(), r.direction());
let b = dot(oc, r.direction());
let c = dot(oc, oc) - self.radius * self.radius;
let discriminant = b * b - a * c;
if discriminant > 0. {
let temp = (-b - (b * b - a * c).sqrt()) / a;
if temp < t_max && temp > t_min {
let p = r.point_at_parameter(temp);
return Some(HitRecord {
t: temp,
p,
normal: (p - self.center) / self.radius,
});
}
let temp = (-b + (b * b - a * c).sqrt()) / a;
if temp < t_max && temp > t_min {
let p = r.point_at_parameter(temp);
return Some(HitRecord {
t: temp,
p,
normal: (p - self.center) / self.radius,
});
}
}
None
}
}