Add motion blur and MovingSphere type to exercise it.
Also changes Ray implementation to use public struct members instead of accessor functions.
This commit is contained in:
parent
919fa5f8d5
commit
896ae20196
@ -17,13 +17,12 @@ use rtiow::hitable_list::HitableList;
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use rtiow::material::Dielectric;
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use rtiow::material::Lambertian;
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use rtiow::material::Metal;
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use rtiow::moving_sphere::MovingSphere;
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use rtiow::renderer::render;
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use rtiow::renderer::Scene;
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use rtiow::sphere::Sphere;
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use rtiow::vec3::Vec3;
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const BOOK_COVER: bool = true;
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fn random_scene() -> Vec<Box<Hit>> {
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let mut rng = rand::thread_rng();
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let mut objects: Vec<Box<Hit>> = vec![Box::new(Sphere::new(
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@ -98,6 +97,8 @@ fn build_scene_book(opt: &Opt) -> Scene {
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let lookat = Vec3::new(0., 0., 0.);
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let dist_to_focus = 10.;
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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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@ -106,6 +107,8 @@ fn build_scene_book(opt: &Opt) -> Scene {
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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 = HitableList::new(random_scene());
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Scene {
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@ -122,6 +125,8 @@ fn build_scene_tutorial(opt: &Opt) -> Scene {
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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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@ -130,6 +135,8 @@ fn build_scene_tutorial(opt: &Opt) -> Scene {
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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 = HitableList::new(vec![
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Box::new(Sphere::new(
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@ -140,22 +147,20 @@ fn build_scene_tutorial(opt: &Opt) -> Scene {
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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.))),
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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(0.8, 0.6, 0.2), 0.2)),
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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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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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Box::new(Dielectric::new(1.5)),
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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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-0.45,
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Box::new(Dielectric::new(1.5)),
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0.,
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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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Scene {
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@ -1,46 +0,0 @@
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extern crate rtiow;
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use rtiow::ray::Ray;
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use rtiow::vec3::dot;
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use rtiow::vec3::Vec3;
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fn hit_sphere(center: Vec3, radius: f32, r: Ray) -> bool {
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let oc = r.origin() - center;
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let a = dot(r.direction(), r.direction());
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let b = 2. * dot(oc, r.direction());
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let c = dot(oc, oc) - radius * radius;
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let discriminant = b * b - 4. * a * c;
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discriminant > 0.
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}
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fn color(r: Ray) -> Vec3 {
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if hit_sphere(Vec3::new(0., 0., -1.), 0.5, r) {
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return Vec3::new(1., 0., 0.);
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}
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let unit_direction = r.direction().unit_vector();
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let t = 0.5 * (unit_direction.y + 1.);
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Vec3::new(1., 1., 1.) * (1. - t) + Vec3::new(0.5, 0.7, 1.) * t
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}
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fn main() -> Result<(), std::io::Error> {
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let nx = 200;
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let ny = 100;
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println!("P3\n{} {}\n255", nx, ny);
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let lower_left_corner = Vec3::new(-2., -1., -1.);
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let horizontal = Vec3::new(4., 0., 0.);
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let vertical = Vec3::new(0., 2., 0.);
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let origin: Vec3 = Default::default();
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for j in (0..ny).rev() {
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for i in 0..nx {
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let u = i as f32 / nx as f32;
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let v = j as f32 / ny as f32;
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let r = Ray::new(origin, lower_left_corner + horizontal * u + vertical * v);
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let col = color(r);
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let ir = (255.99 * col[0]) as u32;
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let ig = (255.99 * col[1]) as u32;
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let ib = (255.99 * col[2]) as u32;
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println!("{} {} {}", ir, ig, ib);
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}
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}
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Ok(())
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}
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@ -1,51 +0,0 @@
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extern crate rtiow;
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use rtiow::ray::Ray;
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use rtiow::vec3::dot;
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use rtiow::vec3::Vec3;
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fn hit_sphere(center: Vec3, radius: f32, r: Ray) -> f32 {
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let oc = r.origin() - center;
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let a = dot(r.direction(), r.direction());
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let b = 2. * dot(oc, r.direction());
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let c = dot(oc, oc) - radius * radius;
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let discriminant = b * b - 4. * a * c;
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if discriminant < 0. {
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return -1.;
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}
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(-b - discriminant.sqrt()) / (2. * a)
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}
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fn color(r: Ray) -> Vec3 {
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let t = hit_sphere(Vec3::new(0., 0., -1.), 0.5, r);
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if t > 0. {
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let n = (r.point_at_parameter(t) - Vec3::new(0., 0., -1.)).unit_vector();
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return (n + 1.) * 0.5;
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}
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let unit_direction = r.direction().unit_vector();
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let t = 0.5 * (unit_direction.y + 1.);
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Vec3::new(1., 1., 1.) * (1. - t) + Vec3::new(0.5, 0.7, 1.) * t
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}
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fn main() -> Result<(), std::io::Error> {
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let nx = 200;
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let ny = 100;
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println!("P3\n{} {}\n255", nx, ny);
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let lower_left_corner = Vec3::new(-2., -1., -1.);
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let horizontal = Vec3::new(4., 0., 0.);
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let vertical = Vec3::new(0., 2., 0.);
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let origin: Vec3 = Default::default();
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for j in (0..ny).rev() {
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for i in 0..nx {
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let u = i as f32 / nx as f32;
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let v = j as f32 / ny as f32;
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let r = Ray::new(origin, lower_left_corner + horizontal * u + vertical * v);
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let col = color(r);
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let ir = (255.99 * col[0]) as u32;
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let ig = (255.99 * col[1]) as u32;
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let ib = (255.99 * col[2]) as u32;
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println!("{} {} {}", ir, ig, ib);
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}
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}
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Ok(())
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}
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@ -1,46 +0,0 @@
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extern crate rtiow;
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use rtiow::ray::Ray;
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use rtiow::vec3::dot;
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use rtiow::vec3::Vec3;
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fn hit_sphere(center: Vec3, radius: f32, r: Ray) -> bool {
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let oc = r.origin() - center;
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let a = dot(r.direction(), r.direction());
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let b = 2. * dot(oc, r.direction());
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let c = dot(oc, oc) - radius * radius;
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let discriminant = b * b - 4. * a * c;
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discriminant > 0.
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}
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fn color(r: Ray) -> Vec3 {
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if hit_sphere(Vec3::new(0., 0., -1.), 0.5, r) {
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return Vec3::new(1., 0., 0.);
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}
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let unit_direction = r.direction().unit_vector();
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let t = 0.5 * (unit_direction.y + 1.);
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Vec3::new(1., 1., 1.) * (1. - t) + Vec3::new(0.5, 0.7, 1.) * t
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}
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fn main() -> Result<(), std::io::Error> {
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let nx = 200;
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let ny = 100;
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println!("P3\n{} {}\n255", nx, ny);
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let lower_left_corner = Vec3::new(-2., -1., -1.);
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let horizontal = Vec3::new(4., 0., 0.);
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let vertical = Vec3::new(0., 2., 0.);
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let origin: Vec3 = Default::default();
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for j in (0..ny).rev() {
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for i in 0..nx {
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let u = i as f32 / nx as f32;
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let v = j as f32 / ny as f32;
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let r = Ray::new(origin, lower_left_corner + horizontal * u + vertical * v);
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let col = color(r);
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let ir = (255.99 * col[0]) as u32;
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let ig = (255.99 * col[1]) as u32;
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let ib = (255.99 * col[2]) as u32;
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println!("{} {} {}", ir, ig, ib);
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}
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}
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Ok(())
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}
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@ -30,6 +30,8 @@ pub struct Camera {
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u: Vec3,
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v: Vec3,
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lens_radius: f32,
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time_min: f32,
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time_max: f32,
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}
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impl Camera {
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@ -42,6 +44,8 @@ impl Camera {
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aspect: f32,
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aperture: f32,
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focus_dist: f32,
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time_min: f32,
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time_max: f32,
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) -> Camera {
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let theta = vfov * PI / 180.;
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let half_height = (theta / 2.).tan();
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@ -61,15 +65,20 @@ impl Camera {
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u: cross(vup, w).unit_vector(),
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v: cross(w, u),
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lens_radius: aperture / 2.,
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time_min,
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time_max,
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}
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}
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pub fn get_ray(&self, u: f32, v: f32) -> Ray {
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let mut rng = rand::thread_rng();
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let rd = self.lens_radius * random_in_unit_disk();
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let offset = self.u * rd.x + self.v * rd.y;
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let time = self.time_min + rng.gen_range::<f32>(0., 1.) * (self.time_max - self.time_min);
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Ray::new(
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self.origin + offset,
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self.lower_left_corner + self.horizontal * u + self.vertical * v - self.origin - offset,
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time,
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)
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}
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}
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@ -2,6 +2,7 @@ pub mod camera;
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pub mod hitable;
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pub mod hitable_list;
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pub mod material;
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pub mod moving_sphere;
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pub mod ray;
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pub mod renderer;
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pub mod sphere;
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@ -43,11 +43,11 @@ impl Lambertian {
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}
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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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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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ScatterResponse {
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attenutation: self.albedo,
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scattered: Ray::new(rec.p, target - 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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}
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@ -71,12 +71,16 @@ impl Metal {
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impl Material for Metal {
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fn scatter(&self, r_in: &Ray, rec: &HitRecord) -> ScatterResponse {
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let reflected = reflect(r_in.direction().unit_vector(), rec.normal);
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let scattered = Ray::new(rec.p, reflected + self.fuzzy * random_in_unit_sphere());
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let reflected = reflect(r_in.direction.unit_vector(), rec.normal);
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let scattered = Ray::new(
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rec.p,
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reflected + self.fuzzy * random_in_unit_sphere(),
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r_in.time,
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);
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ScatterResponse {
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scattered,
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attenutation: self.albedo,
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reflected: dot(scattered.direction(), rec.normal) > 0.,
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reflected: dot(scattered.direction, rec.normal) > 0.,
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}
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}
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}
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@ -109,31 +113,31 @@ impl Dielectric {
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impl Material for Dielectric {
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fn scatter(&self, r_in: &Ray, rec: &HitRecord) -> ScatterResponse {
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let reflected = reflect(r_in.direction(), rec.normal);
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let (outward_normal, ni_over_nt, cosine) = if dot(r_in.direction(), rec.normal) > 0. {
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let reflected = reflect(r_in.direction, rec.normal);
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let (outward_normal, ni_over_nt, cosine) = if dot(r_in.direction, rec.normal) > 0. {
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(
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-rec.normal,
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self.ref_idx,
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self.ref_idx * dot(r_in.direction(), rec.normal) / r_in.direction().length(),
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self.ref_idx * dot(r_in.direction, rec.normal) / r_in.direction.length(),
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)
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} else {
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(
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rec.normal,
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1. / self.ref_idx,
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-dot(r_in.direction(), rec.normal) / r_in.direction().length(),
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-dot(r_in.direction, rec.normal) / r_in.direction.length(),
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)
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};
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let scattered =
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if let Some(refracted) = refract(r_in.direction(), outward_normal, ni_over_nt) {
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let mut rng = rand::thread_rng();
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if rng.gen_range::<f32>(0., 1.) < schlick(cosine, self.ref_idx) {
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Ray::new(rec.p, reflected)
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} else {
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Ray::new(rec.p, refracted)
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}
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let scattered = if let Some(refracted) = refract(r_in.direction, outward_normal, ni_over_nt)
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{
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let mut rng = rand::thread_rng();
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if rng.gen_range::<f32>(0., 1.) < schlick(cosine, self.ref_idx) {
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Ray::new(rec.p, reflected, r_in.time)
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} else {
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Ray::new(rec.p, reflected)
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};
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Ray::new(rec.p, refracted, r_in.time)
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}
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} else {
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Ray::new(rec.p, reflected, r_in.time)
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};
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ScatterResponse {
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attenutation: Vec3::new(1., 1., 1.),
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72
rtiow/src/moving_sphere.rs
Normal file
72
rtiow/src/moving_sphere.rs
Normal file
@ -0,0 +1,72 @@
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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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pub struct MovingSphere {
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center0: Vec3,
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center1: Vec3,
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radius: f32,
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material: Box<Material>,
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time0: f32,
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time1: f32,
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}
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impl MovingSphere {
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pub fn new(
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center0: Vec3,
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center1: Vec3,
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radius: f32,
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time0: f32,
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time1: f32,
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material: Box<Material>,
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) -> MovingSphere {
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MovingSphere {
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center0,
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center1,
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radius,
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material,
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time0,
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time1,
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}
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}
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fn center(&self, time: f32) -> Vec3 {
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self.center0
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+ ((time - self.time0) / (self.time1 - self.time0)) * (self.center1 - self.center0)
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}
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}
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impl Hit for MovingSphere {
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fn hit(&self, r: Ray, t0: f32, t1: f32) -> Option<HitRecord> {
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let oc = r.origin - self.center(r.time);
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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.radius * self.radius;
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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 < t1 && temp > t0 {
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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(r.time)) / self.radius,
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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 < t1 && temp > t0 {
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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(r.time)) / self.radius,
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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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}
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@ -2,21 +2,20 @@ use vec3::Vec3;
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#[derive(Copy, Clone, Default)]
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pub struct Ray {
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a: Vec3,
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b: Vec3,
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pub origin: Vec3,
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pub direction: Vec3,
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pub time: f32,
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}
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impl Ray {
|
||||
pub fn new(a: Vec3, b: Vec3) -> Ray {
|
||||
Ray { a, b }
|
||||
}
|
||||
pub fn origin(self) -> Vec3 {
|
||||
self.a
|
||||
}
|
||||
pub fn direction(self) -> Vec3 {
|
||||
self.b
|
||||
pub fn new(origin: Vec3, direction: Vec3, time: f32) -> Ray {
|
||||
Ray {
|
||||
origin,
|
||||
direction,
|
||||
time,
|
||||
}
|
||||
}
|
||||
pub fn point_at_parameter(self, t: f32) -> Vec3 {
|
||||
self.a + self.b * t
|
||||
self.origin + self.direction * t
|
||||
}
|
||||
}
|
||||
|
||||
@ -34,7 +34,7 @@ fn color(r: Ray, world: &Hit, depth: usize) -> Vec3 {
|
||||
return Default::default();
|
||||
}
|
||||
// No hit, choose color from background.
|
||||
let unit_direction = r.direction().unit_vector();
|
||||
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
|
||||
}
|
||||
|
||||
@ -23,9 +23,9 @@ impl Sphere {
|
||||
|
||||
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 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. {
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user