clean up method order and add some doc

This commit is contained in:
Jonathan Flueren 2022-08-06 15:23:45 +02:00
parent 34a7708c0d
commit 1c6d05946b

View file

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