Implement image based textures.
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415cb7be9a
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rtiow/images/world.jpg
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rtiow/images/world.jpg
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After Width: | Height: | Size: 295 KiB |
@ -1,67 +0,0 @@
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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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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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material: Box<Material>,
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}
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impl Cube {
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pub fn new(center: Vec3, length: f32, material: Box<Material>) -> Cube {
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Cube {
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center,
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length,
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material,
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}
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}
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}
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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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info!("Cube info");
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eprintln!("Cube eprintln");
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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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let c = dot(oc, oc) - self.length * self.length;
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let discriminant = b * b - a * c;
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if discriminant > 0. {
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let temp = (-b - (b * b - a * c).sqrt()) / a;
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if temp < t_max && temp > t_min {
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let point = r.point_at_parameter(temp);
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return Some(HitRecord {
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t: temp,
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p: point,
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normal: (point - self.center) / self.length,
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material: &*self.material,
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});
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}
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let temp = (-b + (b * b - a * c).sqrt()) / a;
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if temp < t_max && temp > t_min {
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let point = r.point_at_parameter(temp);
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return Some(HitRecord {
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t: temp,
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p: point,
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normal: (point - self.center) / self.length,
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material: &*self.material,
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});
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}
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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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@ -5,6 +5,7 @@ use vec3::Vec3;
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pub struct HitRecord<'m> {
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pub t: f32,
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pub uv: (f32, f32),
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pub p: Vec3,
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pub normal: Vec3,
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pub material: &'m Material,
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@ -1,7 +1,6 @@
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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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pub mod hitable_list;
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pub mod kdtree;
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@ -47,8 +47,9 @@ impl Lambertian {
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impl Material for Lambertian {
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fn scatter(&self, r_in: &Ray, rec: &HitRecord) -> ScatterResponse {
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let target = rec.p + rec.normal + random_in_unit_sphere();
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let (u, v) = rec.uv;
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ScatterResponse {
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attenutation: self.albedo.value(0., 0., rec.p),
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attenutation: self.albedo.value(u, v, rec.p),
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scattered: Ray::new(rec.p, target - rec.p, r_in.time),
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reflected: true,
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}
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@ -4,6 +4,7 @@ use hitable::Hit;
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use hitable::HitRecord;
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use material::Material;
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use ray::Ray;
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use sphere::get_sphere_uv;
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use vec3::dot;
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use vec3::Vec3;
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@ -51,8 +52,10 @@ impl Hit for MovingSphere {
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let temp = (-b - (b * b - a * c).sqrt()) / a;
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if temp < t1 && temp > t0 {
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let point = r.point_at_parameter(temp);
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let uv = get_sphere_uv((point - self.center(r.time)) / self.radius);
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return Some(HitRecord {
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t: temp,
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uv,
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p: point,
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normal: (point - self.center(r.time)) / self.radius,
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material: &*self.material,
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@ -61,8 +64,10 @@ impl Hit for MovingSphere {
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let temp = (-b + (b * b - a * c).sqrt()) / a;
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if temp < t1 && temp > t0 {
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let point = r.point_at_parameter(temp);
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let uv = get_sphere_uv((point - self.center(r.time)) / self.radius);
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return Some(HitRecord {
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t: temp,
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uv,
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p: point,
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normal: (point - self.center(r.time)) / self.radius,
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material: &*self.material,
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@ -74,6 +74,18 @@ fn perlin_interp(c: [[[Vec3; 2]; 2]; 2], u: f32, v: f32, w: f32) -> f32 {
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accum
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}
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pub fn turb(p: Vec3, depth: usize) -> f32 {
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let mut accum = 0.;
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let mut temp_p = p;
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let mut weight = 1.;
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for _ in 0..depth {
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accum += weight * GENERATOR.noise(temp_p);
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weight *= 0.5;
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temp_p = temp_p * 0.2;
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}
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accum.abs()
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}
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impl Perlin {
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fn new() -> Perlin {
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Perlin {
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@ -24,7 +24,6 @@ pub enum Model {
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Bench,
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Book,
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Tutorial,
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Cube,
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BVH,
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Test,
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}
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@ -34,7 +33,6 @@ impl Model {
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match self {
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Model::Book => scenes::book::new(&opt),
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Model::Bench => scenes::bench::new(&opt),
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Model::Cube => scenes::cube::new(&opt),
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Model::Tutorial => scenes::tutorial::new(&opt),
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Model::BVH => scenes::bvh::new(&opt),
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Model::Test => scenes::test::new(&opt),
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@ -58,7 +56,6 @@ impl str::FromStr for Model {
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"bench" => Ok(Model::Bench),
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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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"test" => Ok(Model::Test),
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_ => Err(ModelParseError(s.to_owned())),
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@ -78,7 +75,7 @@ pub struct Opt {
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/// Sub-samples per pixel
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#[structopt(short = "s", long = "subsample", default_value = "8")]
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pub subsamples: usize,
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/// Select scene to render, one of: "bench", "book", "tutorial" "cube", "bvh", "test"
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/// Select scene to render, one of: "bench", "book", "tutorial", "bvh", "test"
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#[structopt(long = "model", default_value = "test")]
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pub model: Model,
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/// Path to store pprof profile data, i.e. /tmp/cpuprofile.pprof
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@ -1,60 +0,0 @@
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use camera::Camera;
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use cube::Cube;
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use hitable::Hit;
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use hitable_list::HitableList;
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use material::Lambertian;
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use renderer::Opt;
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use renderer::Scene;
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use sphere::Sphere;
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use texture::ConstantTexture;
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use vec3::Vec3;
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pub fn new(opt: &Opt) -> Scene {
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let lookfrom = Vec3::new(3., 3., 2.);
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let lookat = Vec3::new(0., 0., 0.);
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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(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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Box::new(Lambertian::new(Box::new(ConstantTexture::new(Vec3::new(
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0.1, 0.2, 0.5,
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))))),
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)),
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Box::new(Cube::new(
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Vec3::new(0., 0., 0.),
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0.5,
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Box::new(Lambertian::new(Box::new(ConstantTexture::new(Vec3::new(
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0.5, 0.2, 0.1,
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))))),
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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(Box::new(ConstantTexture::new(Vec3::new(
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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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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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@ -1,6 +1,5 @@
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pub mod bench;
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pub mod book;
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pub mod bvh;
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pub mod cube;
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pub mod test;
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pub mod tutorial;
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@ -1,29 +1,30 @@
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use image;
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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 kdtree::KDTree;
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use material::Lambertian;
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use material::Metal;
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use moving_sphere::MovingSphere;
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use renderer::Opt;
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use renderer::Scene;
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use sphere::Sphere;
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use texture::ConstantTexture;
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use texture::ImageTexture;
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use texture::NoiseTexture;
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use vec3::Vec3;
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pub fn new(opt: &Opt) -> Scene {
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let lookfrom = Vec3::new(5., 5., 5.);
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let lookat = Vec3::new(0., 0., 0.);
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let dist_to_focus = (lookfrom - lookat).length();
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let aperture = 0.1;
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let lookfrom = Vec3::new(0., 5., 20.);
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let lookat = Vec3::new(0., 1., 0.);
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let dist_to_focus = 10.0;
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let aperture = 0.0;
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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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20.,
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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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@ -36,7 +37,23 @@ pub fn new(opt: &Opt) -> Scene {
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Box::new(ConstantTexture::new(Vec3::new(0.4, 1.0, 0.4)))
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};
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let world_image_bytes = include_bytes!("../../images/world.jpg");
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let it = ImageTexture::new(image::load_from_memory(world_image_bytes).unwrap().to_rgb());
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let objects: Vec<Box<Hit>> = vec![
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// Big sphere
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Box::new(Sphere::new(
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Vec3::new(0., 2., 0.),
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2.0,
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Box::new(Lambertian::new(Box::new(it))),
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)),
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// Earth sized sphere
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Box::new(Sphere::new(
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Vec3::new(0., -1000., 0.),
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1000.,
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// Box::new(Lambertian::new(ground_color)),
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Box::new(Lambertian::new(Box::new(NoiseTexture::with_scale(10.)))),
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)),
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/*
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Box::new(Sphere::new(
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Vec3::new(0., 0., 0.),
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0.5,
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@ -44,19 +61,6 @@ pub fn new(opt: &Opt) -> Scene {
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0.1, 0.2, 0.5,
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))))),
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)),
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// Big sphere
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Box::new(Sphere::new(
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Vec3::new(0., 0., -2.),
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1.0,
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Box::new(Lambertian::new(Box::new(NoiseTexture::with_scale(10.)))),
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)),
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// Earth sized sphere
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Box::new(Sphere::new(
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Vec3::new(0., -100.5, 0.),
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100.,
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// Box::new(Lambertian::new(ground_color)),
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Box::new(Lambertian::new(Box::new(NoiseTexture::new()))),
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)),
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// Shiny sphere
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Box::new(Sphere::new(
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Vec3::new(1., 0., 0.),
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@ -73,6 +77,7 @@ pub fn new(opt: &Opt) -> Scene {
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0.2, 0.8, 0.2,
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))))),
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)),
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*/
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];
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let world: Box<Hit> = if opt.use_accel {
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Box::new(KDTree::new(objects, time_min, time_max))
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@ -1,3 +1,5 @@
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use std::f32::consts::PI;
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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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@ -12,6 +14,14 @@ pub struct Sphere {
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material: Box<Material>,
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}
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pub fn get_sphere_uv(p: Vec3) -> (f32, f32) {
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let phi = p.z.atan2(p.x);
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let theta = p.y.asin();
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let u = 1. - (phi + PI) / (2. * PI);
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let v = (theta + PI / 2.) / PI;
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(u, v)
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}
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impl Sphere {
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pub fn new(center: Vec3, radius: f32, material: Box<Material>) -> Sphere {
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Sphere {
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@ -33,8 +43,10 @@ impl Hit for Sphere {
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let temp = (-b - (b * b - a * c).sqrt()) / a;
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if temp < t_max && temp > t_min {
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let point = r.point_at_parameter(temp);
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let uv = get_sphere_uv((point - self.center) / self.radius);
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return Some(HitRecord {
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t: temp,
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uv,
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p: point,
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normal: (point - self.center) / self.radius,
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material: &*self.material,
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@ -43,8 +55,10 @@ impl Hit for Sphere {
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let temp = (-b + (b * b - a * c).sqrt()) / a;
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if temp < t_max && temp > t_min {
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let point = r.point_at_parameter(temp);
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let uv = get_sphere_uv((point - self.center) / self.radius);
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return Some(HitRecord {
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t: temp,
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uv,
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p: point,
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normal: (point - self.center) / self.radius,
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material: &*self.material,
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@ -1,3 +1,6 @@
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use image::RgbImage;
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use perlin::turb;
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use perlin::GENERATOR;
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use vec3::Vec3;
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@ -58,6 +61,37 @@ impl NoiseTexture {
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impl Texture for NoiseTexture {
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fn value(&self, _u: f32, _v: f32, p: Vec3) -> Vec3 {
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Vec3::new(1., 1., 1.) * 0.5 * (1. + GENERATOR.noise(self.scale * p))
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//Vec3::new(1., 1., 1.) * turb(self.scale * p, 7)
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//Vec3::new(1., 1., 1.) * 0.5 * (1. + turb(self.scale * p, 7))
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Vec3::new(1., 1., 1.) * 0.5 * (1. + (self.scale * p.x + 5. * turb(p, 7)).sin())
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//Vec3::new(1., 1., 1.) * 0.5 * (1. + GENERATOR.noise(self.scale * p))
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}
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}
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pub struct ImageTexture {
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img: RgbImage,
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width: f32,
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height: f32,
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}
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impl ImageTexture {
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pub fn new(img: RgbImage) -> ImageTexture {
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let (w, h) = img.dimensions();
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ImageTexture {
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img,
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width: w as f32,
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height: h as f32,
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}
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}
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}
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impl Texture for ImageTexture {
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fn value(&self, u: f32, v: f32, _p: Vec3) -> Vec3 {
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// Wrap texcoords by default.
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let x = (u % 1. * self.width) as u32;
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let y = ((1. - v % 1.) * self.height) as u32;
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let p = self.img.get_pixel(x, y);
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let rgb = Vec3::new(p[0] as f32 / 255., p[1] as f32 / 255., p[2] as f32 / 255.);
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rgb
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}
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}
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