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d8a3d4c989
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44f8803f41
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bff7c79abd
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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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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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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 attenuation = Color::new_empty();
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if rec
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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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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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return Color::new_empty();
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}
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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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// Sky background
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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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Color::new_empty()
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}
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}
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12
src/color.rs
12
src/color.rs
@@ -1,6 +1,8 @@
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use crate::{vec3::*, rtweekend::clamp};
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use image::Rgb;
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pub fn get_scaled_color_components(c: Color, samples_per_pixel: i32) -> (u8, u8, u8) {
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use crate::{rtweekend::clamp, vec3::*};
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pub fn get_scaled_color_components(c: Color, samples_per_pixel: i32) -> Rgb<u8> {
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let r = c.x();
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let g = c.y();
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let b = c.z();
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@@ -11,9 +13,9 @@ pub fn get_scaled_color_components(c: Color, samples_per_pixel: i32) -> (u8, u8,
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let g = (scale * g).sqrt();
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let b = (scale * b).sqrt();
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(
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Rgb([
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(255.0 * clamp(r, 0.0, 1.0)) as u8,
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(255.0 * clamp(g, 0.0, 1.0)) as u8,
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(255.0 * clamp(b, 0.0, 1.0)) as u8,
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)
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}
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])
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}
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27
src/main.rs
27
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 image::{Pixel, RgbImage};
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use image::RgbImage;
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use indicatif::{ProgressBar, ProgressStyle};
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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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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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world.add(Box::new(Sphere::new(
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Point3::new(0.0, 1.0, 0.0),
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@@ -159,15 +166,15 @@ fn three_balls_scene(aspect_ratio: f64) -> (Camera, HittableList) {
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let lookfrom = Point3::new(-2.0, 2.0, 1.0);
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let lookat = Point3::new(0.0, 0.0, -1.0);
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let vup = Vec3::new(0.0, 1.0, 0.0);
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let dist_to_focus = 10.0; //(lookfrom - lookat).length_squared();
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let vfov = 20.0;
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let dist_to_focus = (lookfrom - lookat).length();
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let focal_length_mm = 20.0;
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let defocus_angle = 0.0;
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let cam = Camera::new(
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lookfrom,
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lookat,
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vup,
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vfov,
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focal_length_mm,
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aspect_ratio,
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defocus_angle,
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dist_to_focus,
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@@ -181,10 +188,9 @@ fn main() {
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let aspect_ratio: f64 = 16. / 9.;
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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 samples_per_pixel: i32 = 200;
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let samples_per_pixel: i32 = 400;
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let max_depth: i32 = 10;
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// Camera and World
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let (cam, world) = random_scene(aspect_ratio);
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let num_threads: usize = match available_parallelism() {
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@@ -226,11 +232,7 @@ fn main() {
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pixel_color += cam.ray_color(r, &world, max_depth);
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}
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let (ir, ig, ib) = get_scaled_color_components(pixel_color, samples_per_pixel);
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pixel.channels_mut()[0] = ir;
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pixel.channels_mut()[1] = ig;
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pixel.channels_mut()[2] = ib;
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*pixel = get_scaled_color_components(pixel_color, samples_per_pixel);
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bar.inc(1);
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});
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@@ -239,6 +241,3 @@ fn main() {
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img_buffer.save("render.png").unwrap();
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}
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// print!("\r{} %", progress);
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// let _ = stdout().flush();
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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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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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&self,
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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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}
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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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