some refactoring and proper DoF support
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2026-02-18 18:33:27 +01:00
parent 23e86e6655
commit b3de1760b4
8 changed files with 203 additions and 93 deletions

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@@ -6,7 +6,7 @@ edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
rand = "0.7.0"
rand = "0.10.0"
rayon = "1.8"
image = "0.25.9"
indicatif = "0.18.3"
indicatif = "0.18.4"

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@@ -1,3 +1,4 @@
use crate::hittable::Hittable;
use crate::ray::Ray;
use crate::rtweekend::degrees_to_radians;
use crate::vec3::*;
@@ -9,7 +10,6 @@ pub struct Camera {
vertical: Vec3,
u: Vec3,
v: Vec3,
w: Vec3,
lens_radius: f64,
}
@@ -18,12 +18,14 @@ impl Camera {
lookfrom: Point3,
lookat: Point3,
vup: Vec3,
vfov: f64,
focal_length_mm: f64,
aspect_ratio: f64,
apeture: f64,
defocus_angle: f64,
focus_dist: f64,
) -> Self {
let theta = degrees_to_radians(vfov);
let sensor_height = 24.0; // in mm
let theta = 2.0 * f64::atan(sensor_height / (2.0 * focal_length_mm));
let h = f64::tan(theta / 2.0);
let viewport_height = 2.0 * h;
let viewport_width = aspect_ratio * viewport_height;
@@ -37,18 +39,55 @@ impl Camera {
let vertical = focus_dist * viewport_height * v;
let lower_left_corner = origin - horizontal / 2.0 - vertical / 2.0 - focus_dist * w;
let lens_radius = apeture / 2.0;
let defocus_theta = degrees_to_radians(defocus_angle);
let lens_radius = focus_dist * f64::tan(defocus_theta / 2.0);
Camera { origin, lower_left_corner, horizontal, vertical, u, v, w, lens_radius}
Camera {
origin,
lower_left_corner,
horizontal,
vertical,
u,
v,
lens_radius,
}
}
pub fn get_ray(&self, s: f64, t: f64) -> Ray {
let rd = self.lens_radius * random_in_unit_disk();
let offset = self.u * rd.x() + self.v * rd.y();
let ray_origin = self.origin + offset;
Ray {
origin: self.origin,
direction: self.lower_left_corner + s*self.horizontal + t*self.vertical - self.origin - offset
origin: ray_origin,
direction: self.lower_left_corner + s * self.horizontal + t * self.vertical
- ray_origin,
}
}
pub fn ray_color(&self, r: Ray, world: &dyn Hittable, depth: i32) -> Color {
// Limit the bounces
if depth <= 0 {
return Color::new(0.0, 0.0, 0.0);
}
if let Some(rec) = world.hit(&r, 0.001, f64::INFINITY) {
let mut scattered = Ray::new_empty();
let mut attenuation = Color::new_empty();
if rec
.material
.scatter(r, rec, &mut attenuation, &mut scattered)
{
return attenuation * Self::ray_color(&self, scattered, world, depth - 1);
}
return Color::new_empty();
}
let unit_direction: Vec3 = r.direction().unit_vector();
let t = 0.5 * (unit_direction.y() + 1.0);
((1.0 - t) * Color::new(1.0, 1.0, 1.0)) + (t * Color::new(0.5, 0.7, 1.0))
}
}

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@@ -6,14 +6,14 @@ use crate::vec3::*;
pub struct HitRecord<'a> {
pub p: Point3,
pub normal: Vec3,
pub mat_ptr: &'a dyn Material,
pub material: &'a dyn Material,
pub t: f64,
pub front_face: bool,
}
impl HitRecord<'_> {
pub fn new_empty<T: Material>(material: &'static T) -> Self {
HitRecord { p: Point3::new(0.0, 0.0, 0.0), normal: Vec3::new(0.0, 0.0, 0.0), t: 0.0, front_face: false, mat_ptr: material }
HitRecord { p: Point3::new(0.0, 0.0, 0.0), normal: Vec3::new(0.0, 0.0, 0.0), t: 0.0, front_face: false, material: material }
}
pub fn set_face_normal(&mut self, r: &Ray, outward_normal: Vec3) {

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@@ -17,7 +17,6 @@ use rayon::prelude::*;
use crate::{
camera::*,
color::*,
hittable::*,
hittable_list::*,
material::*,
material::{Dielectric, Lambertian},
@@ -27,7 +26,8 @@ use crate::{
vec3::*,
};
fn random_scene() -> HittableList {
#[allow(dead_code)]
fn random_scene(aspect_ratio: f64) -> (Camera, HittableList) {
let mut world = HittableList::new_empty();
let ground_material: Lambertian = Lambertian::new(Color::new(0.5, 0.5, 0.5));
@@ -47,16 +47,28 @@ fn random_scene() -> HittableList {
);
if (center - Point3::new(4.0, 0.2, 0.0)).length() > 0.9 {
if choose_mat < 0.8 {
if choose_mat < 0.3 {
//let albedo = Color::new(0.3, 0.8, 0.4);
let sphere_material: Lambertian = Lambertian::new(Color::random());
world.add(Box::new(Sphere::new(center, 0.2, Box::new(sphere_material))));
} else if choose_mat < 0.95 {
world.add(Box::new(Sphere::new(
center,
0.2,
Box::new(sphere_material),
)));
} else if choose_mat < 0.7 {
let sphere_material: Metal = Metal::new(Color::random(), 0.2);
world.add(Box::new(Sphere::new(center, 0.2, Box::new(sphere_material))));
world.add(Box::new(Sphere::new(
center,
0.2,
Box::new(sphere_material),
)));
} else {
let sphere_material: Dielectric = Dielectric::new(1.5);
world.add(Box::new(Sphere::new(center, 0.2, Box::new(sphere_material))));
world.add(Box::new(Sphere::new(
center,
0.2,
Box::new(sphere_material),
)));
}
}
}
@@ -83,32 +95,85 @@ fn random_scene() -> HittableList {
Box::new(material3),
)));
world
// Camera
let lookfrom = Point3::new(13.0, 2.0, 3.0);
let lookat = Point3::new(0.0, 0.0, 0.0);
let vup = Vec3::new(0.0, 1.0, 0.0);
let dist_to_focus = (lookfrom - lookat).length();
let focal_length = 50.0;
let defocus_angle = 1.;
let cam = Camera::new(
lookfrom,
lookat,
vup,
focal_length,
aspect_ratio,
defocus_angle,
dist_to_focus,
);
(cam, world)
}
fn ray_color(r: Ray, world: &dyn Hittable, depth: i32) -> Color {
// Limit the bounces
if depth <= 0 {
return Color::new(0.0, 0.0, 0.0);
}
#[allow(dead_code)]
fn three_balls_scene(aspect_ratio: f64) -> (Camera, HittableList) {
let mut world = HittableList::new_empty();
if let Some(rec) = world.hit(&r, 0.001, INFINITY) {
let mut scattered = Ray::new_empty();
let mut attenuation = Color::new_empty();
let material_ground: Lambertian = Lambertian::new(Color::new(0.8, 0.8, 0.0));
world.add(Box::new(Sphere::new(
Point3::new(0.0, -100.5, -1.0),
100.0,
Box::new(material_ground),
)));
if rec
.mat_ptr
.scatter(r, rec, &mut attenuation, &mut scattered)
{
return attenuation * ray_color(scattered, world, depth - 1);
}
return Color::new_empty();
}
let material_center = Lambertian::new(Color::new(0.1, 0.2, 0.5));
world.add(Box::new(Sphere::new(
Point3::new(0.0, 0.0, -1.2),
0.5,
Box::new(material_center),
)));
let unit_direction: Vec3 = r.direction().unit_vector();
let t = 0.5 * (unit_direction.y() + 1.0);
let material_left = Dielectric::new(1.5);
world.add(Box::new(Sphere::new(
Point3::new(-1.0, 0.0, -1.0),
0.5,
Box::new(material_left),
)));
((1.0 - t) * Color::new(1.0, 1.0, 1.0)) + (t * Color::new(0.5, 0.7, 1.0))
let material_bubble = Dielectric::new(1.0 / 1.5);
world.add(Box::new(Sphere::new(
Point3::new(-1.0, 0.0, -1.0),
0.4,
Box::new(material_bubble),
)));
let material_right = Metal::new(Color::new(0.8, 0.6, 0.2), 1.0);
world.add(Box::new(Sphere::new(
Point3::new(1.0, 0.0, -1.0),
0.5,
Box::new(material_right),
)));
// Camera
let lookfrom = Point3::new(-2.0, 2.0, 1.0);
let lookat = Point3::new(0.0, 0.0, -1.0);
let vup = Vec3::new(0.0, 1.0, 0.0);
let dist_to_focus = 10.0; //(lookfrom - lookat).length_squared();
let vfov = 20.0;
let defocus_angle = 0.0;
let cam = Camera::new(
lookfrom,
lookat,
vup,
vfov,
aspect_ratio,
defocus_angle,
dist_to_focus,
);
(cam, world)
}
fn main() {
@@ -117,26 +182,10 @@ fn main() {
let image_width: i32 = 1920;
let image_height: i32 = (image_width as f64 / aspect_ratio as f64) as i32;
let samples_per_pixel: i32 = 200;
let max_depth: i32 = 5;
let max_depth: i32 = 10;
// World
let world = random_scene();
// Camera
let lookfrom = Point3::new(13.0, 2.0, 3.0);
let lookat = Point3::new(0.0, 0.0, 0.0);
let vup = Vec3::new(0.0, 1.0, 0.0);
let dist_to_focus = 10.0; //(lookfrom-lookat).length_squared();
let cam = Camera::new(
lookfrom,
lookat,
vup,
30.0,
aspect_ratio,
0.0,
dist_to_focus,
);
// Camera and World
let (cam, world) = random_scene(aspect_ratio);
let num_threads: usize = match available_parallelism() {
Ok(threads) => threads.into(),
@@ -174,7 +223,7 @@ fn main() {
let u = (x as f64 + random_f64()) / (image_width - 1) as f64;
let v = (reversed_y as f64 + random_f64()) / (image_height - 1) as f64;
let r = cam.get_ray(u, v);
pixel_color += ray_color(r, &world, max_depth);
pixel_color += cam.ray_color(r, &world, max_depth);
}
let (ir, ig, ib) = get_scaled_color_components(pixel_color, samples_per_pixel);

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@@ -1,7 +1,7 @@
use crate::hittable::HitRecord;
use crate::ray::Ray;
use crate::rtweekend::random_f64;
use crate::vec3::{Color, random_unit_vector, reflect, refract};
use crate::vec3::{random_unit_vector, reflect, refract, Color};
//More rusty
/*
@@ -15,9 +15,14 @@ use crate::vec3::{Color, random_unit_vector, reflect, refract};
}
*/
pub trait Material: Send + Sync {
fn scatter(&self, r_in: Ray, rec: HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool;
fn scatter(
&self,
r_in: Ray,
rec: HitRecord,
attenuation: &mut Color,
scattered: &mut Ray,
) -> bool;
}
pub struct Lambertian {
@@ -31,7 +36,13 @@ impl Lambertian {
}
impl Material for Lambertian {
fn scatter(&self, _r_in: Ray, rec: HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool {
fn scatter(
&self,
_r_in: Ray,
rec: HitRecord,
attenuation: &mut Color,
scattered: &mut Ray,
) -> bool {
let mut scatter_direction = rec.normal + random_unit_vector();
if scatter_direction.near_zero() {
@@ -56,8 +67,15 @@ impl Metal {
}
impl Material for Metal {
fn scatter(&self, r_in: Ray, rec: HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool {
let reflected = reflect(&r_in.direction(), &rec.normal);
fn scatter(
&self,
r_in: Ray,
rec: HitRecord,
attenuation: &mut Color,
scattered: &mut Ray,
) -> bool {
let mut reflected = reflect(&r_in.direction(), &rec.normal);
reflected = reflected.unit_vector() + (self.fuzz * random_unit_vector());
*scattered = Ray::new(rec.p, reflected + self.fuzz * random_unit_vector());
*attenuation = self.albedo;
@@ -84,7 +102,13 @@ impl Dielectric {
}
impl Material for Dielectric {
fn scatter(&self, r_in: Ray, rec: HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool {
fn scatter(
&self,
r_in: Ray,
rec: HitRecord,
attenuation: &mut Color,
scattered: &mut Ray,
) -> bool {
*attenuation = Color::new(1.0, 1.0, 1.0);
let refraction_ratio: f64 = if rec.front_face {
1.0 / self.ir
@@ -98,7 +122,9 @@ impl Material for Dielectric {
let cannot_refract = (refraction_ratio * sin_theta) > 1.0;
let direction = if cannot_refract || Dielectric::reflectance(self, cos_theta, refraction_ratio) > random_f64() {
let direction = if cannot_refract
|| Dielectric::reflectance(self, cos_theta, refraction_ratio) > random_f64()
{
reflect(&unit_direction, &rec.normal)
} else {
refract(&unit_direction, &rec.normal, refraction_ratio)

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@@ -1,22 +1,16 @@
use rand::Rng;
// Constants
pub const INFINITY: f64 = std::f64::INFINITY;
pub const PI: f64 = std::f64::consts::PI;
use rand::RngExt;
// Utility Functions
pub fn degrees_to_radians(degrees: f64) -> f64 {
degrees * std::f64::consts::PI / 180.0
}
// PLEASE CHANGE
pub fn random_f64() -> f64 {
rand::thread_rng().gen()
rand::rng().random()
}
// PLEASE CHANGE
pub fn random_range_f64(min: f64, max: f64) -> f64 {
rand::thread_rng().gen_range(min, max)
rand::rng().random_range(min..max)
}
pub fn clamp(x: f64, min: f64, max: f64) -> f64 {
@@ -24,3 +18,5 @@ pub fn clamp(x: f64, min: f64, max: f64) -> f64 {
if x > max { return max; }
x
}
// TODO: für jeden thread einen rng() erstellen und danach droppen, anstatt für jede execution rand::rng()

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@@ -8,12 +8,12 @@ use crate::Ray;
pub struct Sphere {
center: Point3,
radius: f64,
mat_ptr: Box<dyn Material>,
material: Box<dyn Material>,
}
impl Sphere {
pub fn new<T: Material + 'static>(center: Point3, radius: f64, mat_ptr: Box<T>) -> Self {
Sphere {center, radius, mat_ptr}
pub fn new<T: Material + 'static>(center: Point3, radius: f64, material: Box<T>) -> Self {
Sphere {center, radius, material}
}
}
@@ -54,7 +54,7 @@ impl Hittable for Sphere {
p: p,
normal: outward_normal,
front_face,
mat_ptr: self.mat_ptr.deref(),
material: self.material.deref(),
})
}
}