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@@ -30,8 +30,10 @@ fn ray_color(r: &Ray, world: &mut dyn Hittable, depth: i32) -> Color {
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}
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if world.hit(r, 0.001, INFINITY, &mut rec) {
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let target = rec.p + random_in_hemisphere(&rec.normal);
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return 0.5 * ray_color(&Ray::new(rec.p, target - rec.p), world, depth - 1)
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let mut scattered = Ray::new_empty();
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let mut attenuation = Color::new_empty();
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if rec.mat_ptr
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}
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let unit_direction: Vec3 = r.direction().unit_vector();
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@@ -1,12 +1,12 @@
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use crate::hittable::HitRecord;
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use crate::ray::{Ray, self};
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use crate::vec3::{Color, random_unit_vector};
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use crate::ray::Ray;
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use crate::vec3::{Color, random_unit_vector, reflect};
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pub struct Material {
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pub struct Material {
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}
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trait Scatter {
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pub trait Scatter: {
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fn scatter(&self, r_in: &Ray, rec: HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool;
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}
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@@ -23,8 +23,33 @@ impl Lambertian {
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impl Scatter for Lambertian {
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fn scatter(&self, r_in: &Ray, rec: HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool {
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let scatter_direction = rec.normal + random_unit_vector();
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if scatter_direction.near_zero() {
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scatter_direction = rec.normal;
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}
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scattered = &mut Ray::new(rec.p, scatter_direction);
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attenuation = &mut self.albedo;
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return true;
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}
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}
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pub struct Metal {
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pub albedo: Color
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}
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impl Metal {
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pub fn new(a: &Color) -> Self {
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Metal { albedo: *a }
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}
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}
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impl Scatter for Metal {
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fn scatter(&self, r_in: &Ray, rec: HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool {
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let reflected = reflect(&r_in.direction(), &rec.normal);
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scattered = &mut Ray::new(rec.p, rec.normal);
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attenuation = &mut self.albedo;
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scattered.direction().dot(&rec.normal) > 0.0
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}
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}
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@@ -11,6 +11,10 @@ impl Ray {
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Ray { origin, direction }
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}
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pub fn new_empty() -> Self {
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Ray { direction: Point3::new_empty(), origin: Vec3::new_empty() }
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}
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pub fn origin(&self) -> Point3 {
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self.origin
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}
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13
src/vec3.rs
13
src/vec3.rs
@@ -12,6 +12,10 @@ impl Vec3 {
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Vec3 { elements: [x, y, z] }
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}
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pub fn new_empty() -> Self {
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Vec3::new(0.0, 0.0, 0.0)
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}
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pub fn x(&self) -> f64 {
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self.elements[0]
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}
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@@ -59,6 +63,11 @@ impl Vec3 {
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pub fn random_range(min: f64, max: f64) -> Self {
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Vec3::new(random_range_f64(min, max), random_range_f64(min, max), random_range_f64(min, max))
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}
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pub fn near_zero(&self) -> bool {
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let s = 1e-8;
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(self.x().abs() < s) && (self.y().abs() < s) && (self.z().abs() < s)
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}
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}
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impl Add for Vec3 {
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@@ -212,4 +221,8 @@ pub fn random_in_hemisphere(normal: &Vec3) -> Vec3 {
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} else {
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return -in_unit_sphere;
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}
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}
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pub fn reflect(v: &Vec3, n: &Vec3) -> Vec3 {
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*v - 2.0 * v.dot(n) * *n
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}
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