use Lambertian scattering
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64925f9640
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16
src/lib.rs
16
src/lib.rs
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@ -9,7 +9,7 @@ use crate::{
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camera::OrbitalCamera,
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ray::Ray,
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render::lines::{LookParams, Mesh, Pipeline, Vertex},
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trace::{Scene, Source, Sphere},
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trace::{Hit, Scene, Source, Sphere},
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};
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mod camera;
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@ -212,7 +212,7 @@ impl Core {
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let source_rays: Vec<Ray> = (0..10240).map(|_| source.make_ray(&mut prng)).collect();
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let camera_rays: Vec<Ray> = (0..10240).map(|_| camera.make_ray(&mut prng)).collect();
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let mut source_ray_display: Vec<Vertex> = Vec::with_capacity(source_rays.len());
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let mut hits: Vec<Ray> = Vec::with_capacity(source_rays.len());
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let mut hits: Vec<Hit> = Vec::with_capacity(source_rays.len());
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for ray in source_rays {
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if let Some(hit) = scene.trace_ray(ray) {
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hits.push(hit);
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@ -226,11 +226,11 @@ impl Core {
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color: vec3(0., 1., 0.),
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},
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Vertex {
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pos: hit.base - 0.02 * hit.dir,
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pos: hit.incident.base - 0.02 * hit.incident.dir,
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color: vec3(0., 0., 1.),
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},
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Vertex {
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pos: hit.base,
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pos: hit.incident.base,
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color: vec3(1., 1., 1.),
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},
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]);
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@ -256,19 +256,21 @@ impl Core {
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};
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let mut value = 0.0f32;
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for light_hit in &hits {
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let d2 = hit.base.distance_squared(light_hit.base);
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let d2 = hit.incident.base.distance_squared(light_hit.incident.base);
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if d2 > 3. * sigma2 {
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continue;
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}
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assert!(hit.incident.dir.is_normalized());
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let radiance = hit.normal.dot(-hit.incident.dir);
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let w = (-0.5 * d2 / sigma2).exp();
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value += w;
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value += w * radiance;
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}
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value *= weight;
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value = 3. * (1. - (1. + value).recip());
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let r = args.accum_sigma;
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let color = vec3(value, value - 1., value - 2.).clamp(Vec3::splat(0.), Vec3::splat(1.));
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let vertex = |off: Vec3| Vertex {
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pos: hit.base + r * off,
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pos: hit.incident.base + r * off,
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color,
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};
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camera_ray_display.extend([
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33
src/trace.rs
33
src/trace.rs
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@ -78,8 +78,14 @@ pub struct Sphere {
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pub radius: f32,
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}
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struct Hit1 {
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pos: Vec3,
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dist: f32,
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normal: Vec3,
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}
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impl Sphere {
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fn trace_ray(&self, ray: Ray) -> Option<f32> {
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fn trace_ray(&self, ray: Ray) -> Option<Hit1> {
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// let t: f32;
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// let hit = ray.base + t * ray.dir;
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// (hit - self.position).length() == self.radius;
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@ -94,7 +100,10 @@ impl Sphere {
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if d4 < 0. {
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return None;
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}
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Some((-b2 - d4.sqrt()) / a)
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let dist = (-b2 - d4.sqrt()) / a;
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let pos = ray.advance(dist).base;
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let normal = (pos - self.position).normalize();
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Some(Hit1 { pos, dist, normal })
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}
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}
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@ -103,13 +112,25 @@ pub struct Scene {
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pub objects: Vec<Sphere>,
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}
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#[derive(Debug, Clone, Copy)]
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pub struct Hit {
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pub incident: Ray,
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pub normal: Vec3,
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}
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impl Scene {
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pub fn trace_ray(&self, ray: Ray) -> Option<Ray> {
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let dist = self
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pub fn trace_ray(&self, ray: Ray) -> Option<Hit> {
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let hit = self
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.objects
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.iter()
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.filter_map(|obj| obj.trace_ray(ray))
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.min_by(f32::total_cmp);
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Some(ray.advance(dist?))
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.min_by(|a, b| f32::total_cmp(&a.dist, &b.dist))?;
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Some(Hit {
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incident: Ray {
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base: hit.pos,
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dir: ray.dir,
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},
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normal: hit.normal,
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})
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}
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}
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