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pixel-canv
Author | SHA1 | Date | |
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1cb4defeba |
7 changed files with 1182 additions and 129 deletions
1145
Cargo.lock
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1145
Cargo.lock
generated
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@ -8,6 +8,7 @@ edition = "2021"
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[dependencies]
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image = { version = "0.24.2", default-features = false, features = ["jpeg", "png", "pnm"] }
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indicatif = "0.17.0"
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pixel-canvas = "0.2.3"
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rand = { version = "0.8.5", features = ["small_rng"] }
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rayon = "1.5.3"
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tobj = "3.2.3"
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@ -1,4 +1,7 @@
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# Blender v2.82 (sub 7) OBJ File: ''
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# www.blender.org
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mtllib viking_room.mtl
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o mesh_all1_Texture1_0
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v -0.573651 0.001530 0.713748
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v -0.573651 0.151382 -0.000154
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v -0.573651 0.164474 0.619081
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@ -5,10 +5,10 @@ pub fn put_color(img: &mut RgbImage, pixel_color: &Color, x: u32, y: u32, sample
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let mut g = pixel_color.y();
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let mut b = pixel_color.z();
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let scale = 1.0;// / samples_per_pixel as f64;
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r = (scale * r).sqrt();
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g = (scale * g).sqrt();
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b = (scale * b).sqrt();
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//let scale = 1.0 / samples_per_pixel as f64;
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//r = r/samples_per_pixel as f64; //(scale * r).sqrt();
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//g = g/samples_per_pixel as f64; //(scale * g).sqrt();
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//b = b/samples_per_pixel as f64; //(scale * b).sqrt();
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img.put_pixel(
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x,
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@ -29,8 +29,7 @@ impl HittableList {
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for obj in &self.objects {
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let mut temp_rec = HitRecord::empty();
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if obj.hit(&r, t_min, closest_so_far, &mut temp_rec)
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&& closest_so_far > temp_rec.t {
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if obj.hit(&r, t_min, closest_so_far, &mut temp_rec) {
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hit_anything = true;
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closest_so_far = temp_rec.t;
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*rec = temp_rec;
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139
src/main.rs
139
src/main.rs
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@ -15,6 +15,7 @@ use hittable_list::HittableList;
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use image::{Rgb, RgbImage};
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use indicatif::ProgressBar;
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use material::{Dielectric, Lambertian, Material, Metal, Rainbow};
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use pixel_canvas::{Canvas, Color as canvColor, RC};
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use ray::Ray;
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use rayon::prelude::*;
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use std::env;
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@ -39,7 +40,7 @@ fn ray_color(r: &Ray, world: &HittableList, depth: u32) -> Color {
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{
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return attenuation * ray_color(&scattered, world, depth - 1);
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}
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return Color::new(255.0, 0.0, 0.0);//Color::null();
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return Color::null();
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}
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let unit_direction = r.direction();
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@ -67,17 +68,17 @@ fn main() {
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// Image
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let aspect_ratio = 10.0 / 7.5; //16.0 / 9.0;
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let image_width = 1200;
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let image_width = 400;
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let image_height = (image_width as f64 / aspect_ratio) as u32;
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let samples_per_pixel = 1_u32;
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let samples_per_pixel = 100_u32;
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let max_depth = 50;
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let antialiasing_threshold = 0.2; // at what diff between two colors will a pixel be antialiased
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let vfov = 43.0;
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let lookfrom = Point3::new(2.0, 1.0, 1.0);
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let lookat = Point3::new(0.0, 0.2, 0.0);
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let vfov = 40.0;
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let lookfrom = Point3::new(2.0, 0.8, 3.0);
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let lookat = Point3::new(0.0, 0.0, 0.0);
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let vup = Vec3::new(0.0, 1.0, 0.0);
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let dist_to_focus = 1.0;
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let dist_to_focus = 3.0;
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let aperture = 0.0; // disable depth of field
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// limit rayon multithreading thread count
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@ -88,7 +89,7 @@ fn main() {
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// World
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eprintln!("[1/4] Loading meshes from file...");
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let world = from_obj("obj/viking_room.obj");
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let world = from_obj("obj/suzanne.obj");
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// let world = random_world();
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// Camera
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@ -102,6 +103,11 @@ fn main() {
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dist_to_focus,
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);
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// Canvas
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let canvas = Canvas::new(image_width as usize, image_height as usize)
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.title("Raytracer");
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// Render
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let args: Vec<String> = env::args().collect();
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if args.len() > 1 && args[1] != "" {
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@ -131,32 +137,22 @@ fn main() {
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max_depth,
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);
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colors.push(pixel_color);
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canvas.render(
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|mouse, image| {
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let addr = RC{0: j as usize, 1: i as usize};
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image[addr] = canvColor {
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r: pixel_color.x() as u8,
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g: pixel_color.y() as u8,
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b: pixel_color.z() as u8,
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};
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}
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);
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}
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return colors;
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})
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.collect();
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bar.finish_and_clear();
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// no antialiasing
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if samples_per_pixel == 1_u32 {
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eprintln!("[4/4] Exporting image to disk...");
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(0..image_height).into_iter().rev().for_each(|j| {
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(0..image_width).into_iter().for_each(|i| {
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color::put_color(
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&mut image,
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&color_lines[(image_height - j - 1) as usize][i as usize],
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i,
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image_height - j - 1,
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1,
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);
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})
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});
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image.save(default_file).unwrap();
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return;
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}
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eprintln!("[3/4] Antialiasing image...");
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let mut antialiasing: Vec<Vec<bool>> = Vec::new();
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let mut antialiasing_counter = 0;
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@ -257,7 +253,8 @@ fn main() {
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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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/*
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@ -281,47 +278,33 @@ fn from_obj(path: &str) -> HittableList {
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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(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(0.5, 0.55, 0.7), 0.0));
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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 rotate_obj = 1; // rotate clockwise, 0: 0, 1: 90, 2: 180, 3: 270
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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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let mut new_x = 0;
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let mut new_y = 1;
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let mut new_z = 2;
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match rotate_obj {
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1 => {
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new_x = 0;
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new_y = 2;
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new_z = 1;
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},
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2 => {
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new_x = 0;
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new_y = 2;
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new_z = 1;
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},
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3 => {
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new_x = 0;
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new_y = 2;
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new_z = 1;
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},
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_ => {}
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}
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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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@ -340,17 +323,17 @@ fn from_obj(path: &str) -> HittableList {
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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 + new_x] as f64,
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mesh.positions[3 * index_normal_a + new_y] as f64,
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mesh.positions[3 * index_normal_a + new_z] as f64,
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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 + new_x] as f64,
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mesh.positions[3 * index_normal_b + new_y] as f64,
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mesh.positions[3 * index_normal_b + new_z] as f64,
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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 + new_x] as f64,
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mesh.positions[3 * index_normal_c + new_y] as f64,
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mesh.positions[3 * index_normal_c + new_z] as f64,
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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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@ -369,19 +352,19 @@ fn from_obj(path: &str) -> HittableList {
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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 + new_x] as f64,
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mesh.positions[3 * index_a + new_y] as f64,
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mesh.positions[3 * index_a + new_z] as f64,
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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 + new_x] as f64,
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mesh.positions[3 * index_b + new_y] as f64,
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mesh.positions[3 * index_b + new_z] as f64,
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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 + new_x] as f64,
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mesh.positions[3 * index_c + new_y] as f64,
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mesh.positions[3 * index_c + new_z] as f64,
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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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@ -77,13 +77,7 @@ impl Material for Metal {
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*scattered = Ray::new(rec.p, reflected + self.fuzz * Vec3::random_in_unit_sphere());
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*attenuation = self.albedo.clone();
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let reflect = Vec3::dot(r_in.direction(), rec.normal);
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//dbg!(reflect);
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/*if reflect > 0.0 {
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*attenuation = Color::new(100.0, 0.0, 0.0);
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}*/
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return true;//reflect > 0.0;
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return Vec3::dot(scattered.direction(), rec.normal) > 0.0;
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}
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}
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@ -103,7 +97,7 @@ impl Material for Mirror {
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) -> bool {
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if utility::random_f64() > 0.8 {
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// Reflektiert
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let reflected = Vec3::reflect(&r_in.direction(), &rec.normal);
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let reflected = Vec3::reflect(&Vec3::unit_vector(r_in.direction()), &rec.normal);
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*scattered = Ray::new(rec.p, reflected);
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*attenuation = self.albedo.clone();
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