Implement dielectrics (glassy) materials.

Add Neg to Vec3.
This commit is contained in:
Bill Thiede 2018-09-09 20:23:28 -07:00
parent 7c213e3a2b
commit b342e00d4c
4 changed files with 160 additions and 3 deletions

View File

@ -6,6 +6,7 @@ use rand::Rng;
use rtiow::camera::Camera;
use rtiow::hitable::Hit;
use rtiow::hitable_list::HitableList;
use rtiow::material::Dielectric;
use rtiow::material::Lambertian;
use rtiow::material::Metal;
use rtiow::ray::Ray;
@ -38,7 +39,7 @@ fn main() -> Result<(), std::io::Error> {
Sphere::new(
Vec3::new(0., 0., -1.),
0.5,
Box::new(Lambertian::new(Vec3::new(0.8, 0.3, 0.3))),
Box::new(Lambertian::new(Vec3::new(0.1, 0.2, 0.5))),
),
Sphere::new(
Vec3::new(0., -100.5, -1.),
@ -50,10 +51,11 @@ fn main() -> Result<(), std::io::Error> {
0.5,
Box::new(Metal::new(Vec3::new(0.8, 0.6, 0.2), 0.2)),
),
Sphere::new(Vec3::new(-1., 0., -1.), 0.5, Box::new(Dielectric::new(1.5))),
Sphere::new(
Vec3::new(-1., 0., -1.),
0.5,
Box::new(Metal::new(Vec3::new(0.8, 0.8, 0.8), 0.8)),
-0.45,
Box::new(Dielectric::new(1.5)),
),
];
let cam = Camera::new2x1();

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@ -0,0 +1,83 @@
extern crate rand;
extern crate rtiow;
use rand::Rng;
use rtiow::camera::Camera;
use rtiow::hitable::Hit;
use rtiow::hitable_list::HitableList;
use rtiow::material::Dielectric;
use rtiow::material::Lambertian;
use rtiow::material::Metal;
use rtiow::ray::Ray;
use rtiow::sphere::Sphere;
use rtiow::vec3::Vec3;
fn color(r: Ray, world: &Hit, depth: usize) -> Vec3 {
if let Some(rec) = world.hit(r, 0.001, std::f32::MAX) {
let scatter_response = rec.material.scatter(&r, &rec);
if depth < 50 && scatter_response.reflected {
return scatter_response.attenutation
* color(scatter_response.scattered, world, depth + 1);
}
return Default::default();
}
// 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 mut rng = rand::thread_rng();
let nx = 200;
let ny = 100;
let ns = 100;
println!("P3\n{} {}\n255", nx, ny);
let objects = vec![
Sphere::new(
Vec3::new(0., 0., -1.),
0.5,
Box::new(Lambertian::new(Vec3::new(0.1, 0.2, 0.5))),
),
Sphere::new(
Vec3::new(0., -100.5, -1.),
100.,
Box::new(Lambertian::new(Vec3::new(0.8, 0.8, 0.))),
),
Sphere::new(
Vec3::new(1., 0., -1.),
0.5,
Box::new(Metal::new(Vec3::new(0.8, 0.6, 0.2), 0.2)),
),
Sphere::new(Vec3::new(-1., 0., -1.), 0.5, Box::new(Dielectric::new(1.5))),
Sphere::new(
Vec3::new(-1., 0., -1.),
-0.45,
Box::new(Dielectric::new(1.5)),
),
];
let cam = Camera::new2x1();
let world = HitableList::new(objects.iter().map(|o| o).collect());
for j in (0..ny).rev() {
for i in 0..nx {
let mut col: Vec3 = Default::default();
for _ in 0..ns {
let u = (rng.gen_range::<f32>(0., 1.) + i as f32) / nx as f32;
let v = (rng.gen_range::<f32>(0., 1.) + j as f32) / ny as f32;
let r = cam.get_ray(u, v);
col = col + color(r, &world, 0);
}
col = col / ns as f32;
// Gamma correct, use gamma 2 correction, which is 1/gamma where gamma=2 which is 1/2
// or sqrt.
col = Vec3::new(col[0].sqrt(), col[1].sqrt(), col[2].sqrt());
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(())
}

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@ -21,6 +21,7 @@ fn random_in_unit_sphere() -> Vec3 {
}
}
#[derive(Default)]
pub struct ScatterResponse {
pub scattered: Ray,
pub attenutation: Vec3,
@ -79,3 +80,65 @@ impl Material for Metal {
}
}
}
fn refract(v: Vec3, n: Vec3, ni_over_nt: f32) -> Option<Vec3> {
let uv = v.unit_vector();
let dt = dot(uv, n);
let discriminant = 1. - ni_over_nt * ni_over_nt * (1. - dt * dt);
if discriminant > 0. {
return Some(ni_over_nt * (uv - n * dt) - n * discriminant.sqrt());
}
None
}
fn schlick(cosine: f32, ref_idx: f32) -> f32 {
let mut r0 = (1. - ref_idx) / (1. + ref_idx);
r0 = r0 * r0;
r0 + (1. - r0) * (1. - cosine).powf(5.)
}
pub struct Dielectric {
ref_idx: f32,
}
impl Dielectric {
pub fn new(ref_idx: f32) -> Dielectric {
Dielectric { ref_idx }
}
}
impl Material for Dielectric {
fn scatter(&self, r_in: &Ray, rec: &HitRecord) -> ScatterResponse {
let reflected = reflect(r_in.direction(), rec.normal);
let (outward_normal, ni_over_nt, cosine) = if dot(r_in.direction(), rec.normal) > 0. {
(
-rec.normal,
self.ref_idx,
self.ref_idx * dot(r_in.direction(), rec.normal) / r_in.direction().length(),
)
} else {
(
rec.normal,
1. / self.ref_idx,
-dot(r_in.direction(), rec.normal) / r_in.direction().length(),
)
};
let scattered =
if let Some(refracted) = refract(r_in.direction(), outward_normal, ni_over_nt) {
let mut rng = rand::thread_rng();
if rng.gen_range::<f32>(0., 1.) < schlick(cosine, self.ref_idx) {
Ray::new(rec.p, reflected)
} else {
Ray::new(rec.p, refracted)
}
} else {
Ray::new(rec.p, reflected)
};
ScatterResponse {
attenutation: Vec3::new(1., 1., 1.),
scattered,
reflected: true,
}
}
}

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@ -4,6 +4,7 @@ use std::ops::Add;
use std::ops::Div;
use std::ops::Index;
use std::ops::Mul;
use std::ops::Neg;
use std::ops::Sub;
use std::str;
@ -150,6 +151,14 @@ impl Mul<f32> for Vec3 {
}
}
impl Neg for Vec3 {
type Output = Vec3;
fn neg(self) -> Vec3 {
-1. * self
}
}
impl Sub for Vec3 {
type Output = Vec3;