rtiow: change scene to aid in debugging.
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a8756debb8
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@ -16,7 +16,7 @@ use crate::{
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};
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pub fn new(opt: &Opt) -> Scene {
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let lookfrom = Vec3::new(100., 200., 200.);
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let lookfrom = Vec3::new(-100., 200., 200.);
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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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@ -26,7 +26,7 @@ pub fn new(opt: &Opt) -> Scene {
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lookfrom,
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lookat,
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Vec3::new(0., 1., 0.),
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20.,
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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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@ -36,7 +36,7 @@ pub fn new(opt: &Opt) -> Scene {
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let ground_color = if opt.use_accel {
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ConstantTexture::new(Vec3::new(1.0, 0.4, 0.4))
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} else {
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ConstantTexture::new(Vec3::new(0.4, 1.0, 0.4))
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ConstantTexture::new(Vec3::new(0.4, 0.4, 0.4))
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};
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let stl_cube = STL::parse(
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@ -48,7 +48,7 @@ pub fn new(opt: &Opt) -> Scene {
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let light_height = 200.;
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let tri_mesh = Triangles::new(
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&stl_cube,
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Lambertian::new(ConstantTexture::new(Vec3::new(1., 0.1, 0.1))),
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Lambertian::new(ConstantTexture::new(Vec3::new(1., 1., 1.))),
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1.,
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);
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dbg!(tri_mesh.triangles.len(), tri_mesh.bbox);
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@ -83,6 +83,7 @@ where
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{
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// Based on https://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/ray-triangle-intersection-geometric-solution.html
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fn hit(&self, r: Ray, _t_min: f32, _t_max: f32) -> Option<HitRecord> {
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// TODO(wathiede): add an acceleration structure to more cheaply skip some triangles.
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for tri in &self.triangles {
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let n = tri.normal;
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