clean up method order and add some doc
This commit is contained in:
parent
34a7708c0d
commit
1c6d05946b
1 changed files with 259 additions and 244 deletions
503
src/main.rs
503
src/main.rs
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@ -22,6 +22,7 @@ use std::sync::Arc;
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use tobj;
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use vec3::{Color, Point3, Vec3};
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/* Gets the pixel color for the passed ray */
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fn ray_color(r: &Ray, world: &HittableList, depth: u32) -> Color {
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let mut rec = HitRecord::empty();
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@ -46,251 +47,19 @@ fn ray_color(r: &Ray, world: &HittableList, depth: u32) -> Color {
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return (1.0 - t) * Color::new(1.0, 1.0, 1.0) + t * Color::new(0.5, 0.7, 1.0);
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}
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fn random_world() -> HittableList {
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let mut world = HittableList::new();
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let material_ground = Arc::new(Lambertian::new(&Color::new(0.05, 0.05, 0.05)));
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world.add(Box::<Sphere>::new(Sphere::new(
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Point3::new(0.0, -50000.0, 0.0),
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50000.0,
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material_ground.clone(),
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)));
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(-6..5).into_iter().for_each(|a| {
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(-6..5).into_iter().for_each(|b| {
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let choose_mat = utility::random_f64();
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let rad = utility::random_rng(0.1, 0.5);
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let center = Point3::new(
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1.5 * a as f64 + 1.3 * utility::random_f64(),
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rad,
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1.5 * b as f64 + 1.3 * utility::random_f64(),
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);
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if (center - Point3::new(4.0, rad, 0.0)).length() > 0.9 {
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if choose_mat < 0.8 {
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// diffuse
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let sphere_material = Arc::new(Lambertian::new(
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&(Color::random_f64() * Color::random_f64()),
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));
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world.add(Box::<Sphere>::new(Sphere::new(
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center,
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rad,
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sphere_material.clone(),
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)));
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} else if choose_mat < 0.95 {
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// metal
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let sphere_material = Arc::new(Metal::new(
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&Color::random_rng(0.5, 1.0),
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utility::random_rng(0.0, 0.5),
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));
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world.add(Box::<Sphere>::new(Sphere::new(
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center,
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0.2,
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sphere_material.clone(),
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)));
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} else {
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// glass
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let sphere_material = Arc::new(Dielectric::new(1.5));
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world.add(Box::<Sphere>::new(Sphere::new(
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center,
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0.2,
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sphere_material.clone(),
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)));
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}
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}
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});
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});
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let material1 = Arc::new(Dielectric::new(1.5));
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let material2 = Arc::new(Lambertian::new(&Color::new(0.4, 0.2, 0.1)));
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let material3 = Arc::new(Metal::new(&Color::new(0.7, 0.6, 0.5), 0.0));
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let material4 = Arc::new(Dielectric::new(2.0));
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let material5 = Arc::new(Metal::new(&Color::new(0.9, 0.9, 0.7), 0.0));
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world.add(Box::<Sphere>::new(Sphere::new(
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Point3::new(0.0, 1.0, 0.0),
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1.0,
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material2.clone(),
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)));
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world.add(Box::<Sphere>::new(Sphere::new(
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Point3::new(-4.0, 1.0, 0.0),
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1.0,
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material1.clone(),
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)));
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world.add(Box::<Sphere>::new(Sphere::new(
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Point3::new(4.0, 1.0, 0.0),
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1.0,
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material3.clone(),
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)));
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world.add(Box::<Sphere>::new(Sphere::new(
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Point3::new(-2.0, 2.0, -5.0),
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2.0,
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material4.clone(),
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)));
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world.add(Box::<Sphere>::new(Sphere::new(
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Point3::new(-3.6, 2.0, -2.0),
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0.6,
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material5.clone(),
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)));
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/*
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world.add(Box::<Triangle>::new(Triangle::new(
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Point3::new(0.0, 1.0, 5.0),
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Point3::new(3.0, 2.0, 0.0),
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Point3::new(0.0, 4.0, 0.0),
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material2.clone(),
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)));
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world.add(Box::<Triangle>::new(Triangle::new(
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Point3::new(5.0, 1.0, -6.0),
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Point3::new(1.0, 3.0, -5.0),
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Point3::new(6.0, 4.0, -6.0),
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material5.clone(),
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)));
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world.add(Box::<Triangle>::new(Triangle::new(
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Point3::new(5.0, 1.0, -6.0),
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Point3::new(8.0, 1.0, -7.0),
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Point3::new(6.0, 4.0, -6.0),
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material5.clone(),
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)));
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world.add(Box::<Triangle>::new(Triangle::new(
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Point3::new(8.0, 4.0, -5.0),
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Point3::new(8.0, 1.0, -7.0),
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Point3::new(6.0, 4.0, -6.0),
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material5.clone(),
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)));
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*/
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return world;
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}
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fn from_obj(path: &str) -> HittableList {
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let mut world = HittableList::new();
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/*
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let material_ground = Arc::new(Lambertian::new(&Color::new(
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29.0 / 255.0,
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71.0 / 255.0,
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14.0 / 255.0,
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)));
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world.add(Box::<Sphere>::new(Sphere::new(
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Point3::new(0.0, -5005.0, 0.0),
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5000.0,
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material_ground.clone(),
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)));
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*/
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//let material = Arc::new(Lambertian::new(&Color::new(
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// 77.0 / 255.0,
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// 77.0 / 255.0,
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// 118.0 / 255.0,
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//)));
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//let material = Arc::new(Dielectric::new(2.0));
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//let material = Arc::new(Metal::new(&Color::new(0.9, 0.9, 0.7), 1.0));
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let material = Arc::new(Rainbow::new());
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let cornell_box = tobj::load_obj(path, &tobj::OFFLINE_RENDERING_LOAD_OPTIONS);
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let (models, materials) = cornell_box.expect("Failed to load OBJ file");
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let materials = materials.expect("Failed to load MTL file");
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for (i, m) in models.iter().enumerate() {
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let mesh = &m.mesh;
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/* Mesh vector lengths
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println!("positions: {}", mesh.positions.len());
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println!("vertex_color: {}", mesh.vertex_color.len());
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println!("normals: {}", mesh.normals.len());
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println!("texcoords: {}", mesh.texcoords.len());
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println!("indices: {}", mesh.indices.len());
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println!("face_arities: {}", mesh.face_arities.len());
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println!("texcoord_indices: {}", mesh.texcoord_indices.len());
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println!("normal_indices: {}", mesh.normal_indices.len());
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*/
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let mut next_face = 0;
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for f in 0..mesh.face_arities.len() {
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let end = next_face + mesh.face_arities[f] as usize;
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let face_indices: Vec<_> = mesh.indices[next_face..end].iter().collect();
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println!(" face[{}] = {:?}", f, face_indices);
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next_face = end;
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}
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for v in 0..mesh.indices.len() / 3 {
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let index_a = mesh.indices[3 * v] as usize;
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let index_b = mesh.indices[3 * v + 1] as usize;
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let index_c = mesh.indices[3 * v + 2] as usize;
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let index_normal_a = mesh.normal_indices[3 * v] as usize;
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let index_normal_b = mesh.normal_indices[3 * v + 1] as usize;
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let index_normal_c = mesh.normal_indices[3 * v + 2] as usize;
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let normal_avg = Vec3::unit_vector(
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Vec3::new(
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mesh.positions[3 * index_normal_a] as f64,
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mesh.positions[3 * index_normal_a + 1] as f64,
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mesh.positions[3 * index_normal_a + 2] as f64,
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) + Vec3::new(
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mesh.positions[3 * index_normal_b] as f64,
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mesh.positions[3 * index_normal_b + 1] as f64,
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mesh.positions[3 * index_normal_b + 2] as f64,
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) + Vec3::new(
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mesh.positions[3 * index_normal_c] as f64,
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mesh.positions[3 * index_normal_c + 1] as f64,
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mesh.positions[3 * index_normal_c + 2] as f64,
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),
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);
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/*
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println!("a:{},{},{}; b:{},{},{}; c:{},{},{}",
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mesh.normals[3*index_normal_a],
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mesh.normals[3*index_normal_a+1],
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mesh.normals[3*index_normal_a+2],
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mesh.normals[3*index_normal_b],
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mesh.normals[3*index_normal_b+1],
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mesh.normals[3*index_normal_b+2],
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mesh.normals[3*index_normal_c],
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mesh.normals[3*index_normal_c+1],
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mesh.normals[3*index_normal_c+2]);
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*/
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world.add(Box::<Triangle>::new(Triangle::new(
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Point3::new(
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mesh.positions[3 * index_a] as f64,
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mesh.positions[3 * index_a + 1] as f64,
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mesh.positions[3 * index_a + 2] as f64,
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),
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Point3::new(
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mesh.positions[3 * index_b] as f64,
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mesh.positions[3 * index_b + 1] as f64,
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mesh.positions[3 * index_b + 2] as f64,
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),
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Point3::new(
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mesh.positions[3 * index_c] as f64,
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mesh.positions[3 * index_c + 1] as f64,
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mesh.positions[3 * index_c + 2] as f64,
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),
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normal_avg,
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material.clone(),
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)));
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}
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}
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return world;
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}
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/*
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Current world view:
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I y
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I
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I
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I
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/ \
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/ \
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/ \
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/ z \ x
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// Current world view:
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//
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// I y
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// I
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// I
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// I
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// / \
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// / \
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// / \
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// / z \ x
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/*
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* Main function that builds everything and runs the raytracing
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*/
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fn main() {
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// File
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@ -467,3 +236,249 @@ fn main() {
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image.save(default_file).unwrap();
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}
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/********************
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* WORLD GENERATION *
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*********************
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*/
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/*
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* Generates world based on .obj mesh file passed by path
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*/
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fn from_obj(path: &str) -> HittableList {
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let mut world = HittableList::new();
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/*
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let material_ground = Arc::new(Lambertian::new(&Color::new(
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29.0 / 255.0,
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71.0 / 255.0,
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14.0 / 255.0,
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)));
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world.add(Box::<Sphere>::new(Sphere::new(
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Point3::new(0.0, -5005.0, 0.0),
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5000.0,
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material_ground.clone(),
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)));
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*/
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//let material = Arc::new(Lambertian::new(&Color::new(
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// 77.0 / 255.0,
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// 77.0 / 255.0,
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// 118.0 / 255.0,
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//)));
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//let material = Arc::new(Dielectric::new(2.0));
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//let material = Arc::new(Metal::new(&Color::new(0.9, 0.9, 0.7), 1.0));
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let material = Arc::new(Rainbow::new());
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let cornell_box = tobj::load_obj(path, &tobj::OFFLINE_RENDERING_LOAD_OPTIONS);
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let (models, materials) = cornell_box.expect("Failed to load OBJ file");
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let materials = materials.expect("Failed to load MTL file");
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for (i, m) in models.iter().enumerate() {
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let mesh = &m.mesh;
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/* Mesh vector lengths
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println!("positions: {}", mesh.positions.len());
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println!("vertex_color: {}", mesh.vertex_color.len());
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println!("normals: {}", mesh.normals.len());
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println!("texcoords: {}", mesh.texcoords.len());
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println!("indices: {}", mesh.indices.len());
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println!("face_arities: {}", mesh.face_arities.len());
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println!("texcoord_indices: {}", mesh.texcoord_indices.len());
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println!("normal_indices: {}", mesh.normal_indices.len());
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*/
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let mut next_face = 0;
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for f in 0..mesh.face_arities.len() {
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let end = next_face + mesh.face_arities[f] as usize;
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let face_indices: Vec<_> = mesh.indices[next_face..end].iter().collect();
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println!(" face[{}] = {:?}", f, face_indices);
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next_face = end;
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}
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for v in 0..mesh.indices.len() / 3 {
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let index_a = mesh.indices[3 * v] as usize;
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let index_b = mesh.indices[3 * v + 1] as usize;
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let index_c = mesh.indices[3 * v + 2] as usize;
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let index_normal_a = mesh.normal_indices[3 * v] as usize;
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let index_normal_b = mesh.normal_indices[3 * v + 1] as usize;
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let index_normal_c = mesh.normal_indices[3 * v + 2] as usize;
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let normal_avg = Vec3::unit_vector(
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Vec3::new(
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mesh.positions[3 * index_normal_a] as f64,
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mesh.positions[3 * index_normal_a + 1] as f64,
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mesh.positions[3 * index_normal_a + 2] as f64,
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) + Vec3::new(
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mesh.positions[3 * index_normal_b] as f64,
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mesh.positions[3 * index_normal_b + 1] as f64,
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mesh.positions[3 * index_normal_b + 2] as f64,
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) + Vec3::new(
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mesh.positions[3 * index_normal_c] as f64,
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mesh.positions[3 * index_normal_c + 1] as f64,
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mesh.positions[3 * index_normal_c + 2] as f64,
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),
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);
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/*
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println!("a:{},{},{}; b:{},{},{}; c:{},{},{}",
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mesh.normals[3*index_normal_a],
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mesh.normals[3*index_normal_a+1],
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mesh.normals[3*index_normal_a+2],
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mesh.normals[3*index_normal_b],
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mesh.normals[3*index_normal_b+1],
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mesh.normals[3*index_normal_b+2],
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mesh.normals[3*index_normal_c],
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mesh.normals[3*index_normal_c+1],
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mesh.normals[3*index_normal_c+2]);
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*/
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world.add(Box::<Triangle>::new(Triangle::new(
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Point3::new(
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mesh.positions[3 * index_a] as f64,
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mesh.positions[3 * index_a + 1] as f64,
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mesh.positions[3 * index_a + 2] as f64,
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),
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Point3::new(
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mesh.positions[3 * index_b] as f64,
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mesh.positions[3 * index_b + 1] as f64,
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mesh.positions[3 * index_b + 2] as f64,
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),
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Point3::new(
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mesh.positions[3 * index_c] as f64,
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mesh.positions[3 * index_c + 1] as f64,
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mesh.positions[3 * index_c + 2] as f64,
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),
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normal_avg,
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material.clone(),
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)));
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}
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}
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return world;
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}
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/*
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* Generates a world with a bunch of spheres
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*/
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fn random_world() -> HittableList {
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let mut world = HittableList::new();
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let material_ground = Arc::new(Lambertian::new(&Color::new(0.05, 0.05, 0.05)));
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world.add(Box::<Sphere>::new(Sphere::new(
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Point3::new(0.0, -50000.0, 0.0),
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50000.0,
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material_ground.clone(),
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)));
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(-6..5).into_iter().for_each(|a| {
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(-6..5).into_iter().for_each(|b| {
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let choose_mat = utility::random_f64();
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let rad = utility::random_rng(0.1, 0.5);
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let center = Point3::new(
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1.5 * a as f64 + 1.3 * utility::random_f64(),
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rad,
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1.5 * b as f64 + 1.3 * utility::random_f64(),
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);
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if (center - Point3::new(4.0, rad, 0.0)).length() > 0.9 {
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if choose_mat < 0.8 {
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// diffuse
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let sphere_material = Arc::new(Lambertian::new(
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&(Color::random_f64() * Color::random_f64()),
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));
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world.add(Box::<Sphere>::new(Sphere::new(
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center,
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rad,
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sphere_material.clone(),
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)));
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} else if choose_mat < 0.95 {
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// metal
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let sphere_material = Arc::new(Metal::new(
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&Color::random_rng(0.5, 1.0),
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utility::random_rng(0.0, 0.5),
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));
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world.add(Box::<Sphere>::new(Sphere::new(
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center,
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0.2,
|
||||
sphere_material.clone(),
|
||||
)));
|
||||
} else {
|
||||
// glass
|
||||
let sphere_material = Arc::new(Dielectric::new(1.5));
|
||||
world.add(Box::<Sphere>::new(Sphere::new(
|
||||
center,
|
||||
0.2,
|
||||
sphere_material.clone(),
|
||||
)));
|
||||
}
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
let material1 = Arc::new(Dielectric::new(1.5));
|
||||
let material2 = Arc::new(Lambertian::new(&Color::new(0.4, 0.2, 0.1)));
|
||||
let material3 = Arc::new(Metal::new(&Color::new(0.7, 0.6, 0.5), 0.0));
|
||||
let material4 = Arc::new(Dielectric::new(2.0));
|
||||
let material5 = Arc::new(Metal::new(&Color::new(0.9, 0.9, 0.7), 0.0));
|
||||
|
||||
world.add(Box::<Sphere>::new(Sphere::new(
|
||||
Point3::new(0.0, 1.0, 0.0),
|
||||
1.0,
|
||||
material2.clone(),
|
||||
)));
|
||||
|
||||
world.add(Box::<Sphere>::new(Sphere::new(
|
||||
Point3::new(-4.0, 1.0, 0.0),
|
||||
1.0,
|
||||
material1.clone(),
|
||||
)));
|
||||
|
||||
world.add(Box::<Sphere>::new(Sphere::new(
|
||||
Point3::new(4.0, 1.0, 0.0),
|
||||
1.0,
|
||||
material3.clone(),
|
||||
)));
|
||||
|
||||
world.add(Box::<Sphere>::new(Sphere::new(
|
||||
Point3::new(-2.0, 2.0, -5.0),
|
||||
2.0,
|
||||
material4.clone(),
|
||||
)));
|
||||
|
||||
world.add(Box::<Sphere>::new(Sphere::new(
|
||||
Point3::new(-3.6, 2.0, -2.0),
|
||||
0.6,
|
||||
material5.clone(),
|
||||
)));
|
||||
|
||||
/*
|
||||
world.add(Box::<Triangle>::new(Triangle::new(
|
||||
Point3::new(0.0, 1.0, 5.0),
|
||||
Point3::new(3.0, 2.0, 0.0),
|
||||
Point3::new(0.0, 4.0, 0.0),
|
||||
material2.clone(),
|
||||
)));
|
||||
|
||||
world.add(Box::<Triangle>::new(Triangle::new(
|
||||
Point3::new(5.0, 1.0, -6.0),
|
||||
Point3::new(1.0, 3.0, -5.0),
|
||||
Point3::new(6.0, 4.0, -6.0),
|
||||
material5.clone(),
|
||||
)));
|
||||
world.add(Box::<Triangle>::new(Triangle::new(
|
||||
Point3::new(5.0, 1.0, -6.0),
|
||||
Point3::new(8.0, 1.0, -7.0),
|
||||
Point3::new(6.0, 4.0, -6.0),
|
||||
material5.clone(),
|
||||
)));
|
||||
world.add(Box::<Triangle>::new(Triangle::new(
|
||||
Point3::new(8.0, 4.0, -5.0),
|
||||
Point3::new(8.0, 1.0, -7.0),
|
||||
Point3::new(6.0, 4.0, -6.0),
|
||||
material5.clone(),
|
||||
)));
|
||||
*/
|
||||
|
||||
return world;
|
||||
}
|
Loading…
Reference in a new issue