added emitting material and 2nd example render
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@@ -2,3 +2,4 @@
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### quick and dirty multithreaded raymarcher using the awesome [_Ray Tracing in One Weekend_](https://raytracing.github.io/books/RayTracingInOneWeekend.html) Book Series
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### quick and dirty multithreaded raymarcher using the awesome [_Ray Tracing in One Weekend_](https://raytracing.github.io/books/RayTracingInOneWeekend.html) Book Series
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BIN
example_dark.png
Normal file
BIN
example_dark.png
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Binary file not shown.
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After Width: | Height: | Size: 2.8 MiB |
@@ -73,21 +73,24 @@ impl Camera {
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}
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}
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if let Some(rec) = world.hit(&r, 0.001, f64::INFINITY) {
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if let Some(rec) = world.hit(&r, 0.001, f64::INFINITY) {
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let emitted = rec.material.emitted();
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let mut scattered = Ray::new_empty();
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let mut scattered = Ray::new_empty();
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let mut attenuation = Color::new_empty();
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let mut attenuation = Color::new_empty();
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if rec
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if rec
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.material
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.material
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.scatter(r, rec, &mut attenuation, &mut scattered)
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.scatter(r, rec.clone(), &mut attenuation, &mut scattered)
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{
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{
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return attenuation * Self::ray_color(&self, scattered, world, depth - 1);
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return emitted + attenuation * self.ray_color(scattered, world, depth - 1);
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} else {
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return emitted;
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}
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}
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return Color::new_empty();
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}
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}
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let unit_direction: Vec3 = r.direction().unit_vector();
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// Sky background
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let t = 0.5 * (unit_direction.y() + 1.0);
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// let unit_direction: Vec3 = r.direction().unit_vector();
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// let t = 0.5 * (unit_direction.y() + 1.0);
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((1.0 - t) * Color::new(1.0, 1.0, 1.0)) + (t * Color::new(0.5, 0.7, 1.0))
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//((1.0 - t) * Color::new(1.0, 1.0, 1.0)) + (t * Color::new(0.5, 0.7, 1.0))
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Color::new_empty()
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}
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}
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}
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}
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15
src/main.rs
15
src/main.rs
@@ -10,7 +10,7 @@ pub mod vec3;
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use std::{f64, thread::available_parallelism};
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use std::{f64, thread::available_parallelism};
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use image::{Pixel, RgbImage};
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use image::RgbImage;
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use indicatif::{ProgressBar, ProgressStyle};
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use indicatif::{ProgressBar, ProgressStyle};
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use rayon::prelude::*;
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use rayon::prelude::*;
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@@ -74,6 +74,13 @@ fn random_scene(aspect_ratio: f64) -> (Camera, HittableList) {
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}
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}
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}
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}
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let material0 = Light::new(Color::new(15., 15., 15.));
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world.add(Box::new(Sphere::new(
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Point3::new(-1.0, 1.0, 0.0),
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1.0,
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Box::new(material0),
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)));
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let material1: Dielectric = Dielectric::new(1.5);
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let material1: Dielectric = Dielectric::new(1.5);
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world.add(Box::new(Sphere::new(
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world.add(Box::new(Sphere::new(
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Point3::new(0.0, 1.0, 0.0),
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Point3::new(0.0, 1.0, 0.0),
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@@ -179,10 +186,10 @@ fn three_balls_scene(aspect_ratio: f64) -> (Camera, HittableList) {
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fn main() {
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fn main() {
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// Image
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// Image
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let aspect_ratio: f64 = 16. / 9.;
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let aspect_ratio: f64 = 16. / 9.;
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let image_width: i32 = 500;
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let image_width: i32 = 1920;
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let image_height: i32 = (image_width as f64 / aspect_ratio as f64) as i32;
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let image_height: i32 = (image_width as f64 / aspect_ratio as f64) as i32;
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let samples_per_pixel: i32 = 50;
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let samples_per_pixel: i32 = 400;
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let max_depth: i32 = 4;
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let max_depth: i32 = 10;
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let (cam, world) = random_scene(aspect_ratio);
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let (cam, world) = random_scene(aspect_ratio);
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@@ -16,6 +16,10 @@ use crate::vec3::{random_unit_vector, reflect, refract, Color};
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*/
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*/
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pub trait Material: Send + Sync {
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pub trait Material: Send + Sync {
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fn emitted(&self) -> Color {
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Color::new(0.0, 0.0, 0.0)
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}
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fn scatter(
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fn scatter(
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&self,
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&self,
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r_in: Ray,
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r_in: Ray,
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@@ -134,3 +138,29 @@ impl Material for Dielectric {
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true
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true
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}
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}
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}
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}
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pub struct Light {
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emit: Color
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}
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impl Light {
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pub const fn new(emit: Color) -> Self {
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Light { emit }
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}
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}
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impl Material for Light {
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fn scatter(
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&self,
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_r_in: Ray,
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_rec: HitRecord,
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_attenuation: &mut Color,
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_scattered: &mut Ray,
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) -> bool {
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false // Light sources dont scatter rays
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}
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fn emitted(&self) -> Color {
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self.emit
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}
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}
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