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No commits in common. "59bc5b640f515318c0af780921bcf9eeb2dac0e8" and "295037edc6a22774ae76cb3a9b26d97766e0db5d" have entirely different histories.
59bc5b640f
...
295037edc6
82
src/lib.rs
82
src/lib.rs
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@ -249,6 +249,26 @@ impl Core {
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sphere(vec3(0.1, 0.3, 0.1)),
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],
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};
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if args.show_shapes {
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let mut meshes = Vec::new();
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for obj in &scene.objects {
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let mesh = shape::sphere((obj.radius * 15.) as usize + 7);
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let obj_mesh = render::faces::Mesh::new(
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&self.device,
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&mesh
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.vertices
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.iter()
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.map(|v| render::faces::Vertex {
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pos: obj.position + obj.radius * v,
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color: 0.5 * (v + 1.),
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})
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.collect::<Vec<_>>(),
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bytemuck::cast_slice(&mesh.indices),
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);
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meshes.push(obj_mesh);
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}
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self.mesh_pipe.render(&mut pass, &meshes);
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}
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let mut prng = rand_pcg::Pcg64::new(42, 0);
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let source_rays: Vec<Ray> = (0..10240).map(|_| source.make_ray(&mut prng)).collect();
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@ -326,13 +346,16 @@ impl Core {
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hits1 = hits2;
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}
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}
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let light_at = {
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let mut camera_ray_display: Vec<Vertex> = Vec::with_capacity(camera_rays.len());
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if args.show_light {
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let sigma2 = args.accum_sigma.powi(2);
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let accum_normalizator = (2. * PI * sigma2).sqrt().recip();
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let hits = &hits;
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move |hit: Hit| -> f32 {
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for ray in camera_rays {
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let Some(hit) = scene.trace_ray(ray) else {
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continue;
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};
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let mut total_cd = 0.0f32;
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for light_hit in hits {
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for light_hit in &hits {
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let d2 = hit.incident.base.distance_squared(light_hit.incident.base);
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if d2 > 9. * sigma2 {
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continue;
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@ -345,28 +368,14 @@ impl Core {
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assert!(hit.incident.dir.is_normalized());
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let reflector = Lambertian;
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let in_lm = 1.0;
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let out_cd =
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in_lm * reflector.brdf(normal, light_hit.incident.dir, -hit.incident.dir);
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let out_cd = in_lm * reflector.brdf(normal, light_hit.incident.dir, -ray.dir);
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let weight = accum_normalizator * (-0.5 * d2 / sigma2).exp();
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total_cd += weight * out_cd;
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}
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total_cd * args.accum_scale
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}
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};
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let colormap = |light: f32| {
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let brightness = 3. * (1. - (1. + light).recip());
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vec3(brightness, brightness - 1., brightness - 2.)
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.clamp(Vec3::splat(0.), Vec3::splat(1.))
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};
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let mut camera_ray_display: Vec<Vertex> = Vec::with_capacity(camera_rays.len());
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if args.show_light {
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let r = args.accum_sigma;
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for ray in camera_rays {
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let Some(hit) = scene.trace_ray(ray) else {
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continue;
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};
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let light = light_at(hit);
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let color = colormap(light);
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let brightness = 3. * (1. - (1. + total_cd * args.accum_scale).recip());
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let r = args.accum_sigma;
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let color = vec3(brightness, brightness - 1., brightness - 2.)
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.clamp(Vec3::splat(0.), Vec3::splat(1.));
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let vertex = |off: Vec3| Vertex {
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pos: hit.incident.base + r * off,
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color,
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@ -381,33 +390,6 @@ impl Core {
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]);
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}
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}
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if args.show_shapes {
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let mut meshes = Vec::new();
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for obj in &scene.objects {
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let mesh = shape::sphere((obj.radius * 45.) as usize + 7);
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let obj_mesh = render::faces::Mesh::new(
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&self.device,
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&mesh
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.vertices
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.iter()
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.map(|&v| {
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let pos = obj.position + obj.radius * v;
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let normal = v;
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let dir = (pos - camera.position()).normalize();
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let light = light_at(Hit {
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incident: Ray::new(pos, dir),
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normal,
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});
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let color = colormap(light);
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render::faces::Vertex { pos, color }
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})
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.collect::<Vec<_>>(),
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bytemuck::cast_slice(&mesh.indices),
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);
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meshes.push(obj_mesh);
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}
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self.mesh_pipe.render(&mut pass, &meshes);
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}
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if !source_ray_display.is_empty() {
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self.pipeline
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.render(&mut pass, [&Mesh::new(&self.device, &source_ray_display)]);
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