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@ -1,6 +1,7 @@
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extern crate rand;
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extern crate rand;
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use std::cmp::max;
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use std::cmp::max;
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use std::cmp::min;
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use std::f32::consts::PI;
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use std::f32::consts::PI;
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use std::io::Cursor;
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use std::io::Cursor;
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use std::ops;
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use std::ops;
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@ -38,6 +39,28 @@ struct Vector3f { x: f32, y: f32, z: f32 }
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#[derive(Clone, Copy, Debug, Default)]
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#[derive(Clone, Copy, Debug, Default)]
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struct Vector4f { x: f32, y: f32, z: f32, w: f32 }
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struct Vector4f { x: f32, y: f32, z: f32, w: f32 }
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#[derive(Clone, Copy, Debug, Default)]
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struct Lighting
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{
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diffuse: Vector3f,
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specular: Vector3f,
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}
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#[derive(Clone, Copy, Debug, Default)]
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struct PointLight
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{
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position : Vector3f,
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diffuseColor : Vector3f,
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diffusePower : f32,
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specularColor : Vector3f,
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specularPower : f32,
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}
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fn saturate(v: f32) -> f32 {
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f32::min(f32::max(v, 0.0), 1.0)
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}
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fn dot(vec_a: Vector3f, vec_b: Vector3f) -> f32 {
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fn dot(vec_a: Vector3f, vec_b: Vector3f) -> f32 {
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vec_a.x * vec_b.x + vec_a.y * vec_b.y + vec_a.z * vec_b.z
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vec_a.x * vec_b.x + vec_a.y * vec_b.y + vec_a.z * vec_b.z
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}
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}
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@ -50,6 +73,14 @@ fn mult(vec: Vector3f, scalar: f32) -> Vector3f {
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}
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}
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}
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}
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fn div(vec: Vector3f, scalar: f32) -> Vector3f {
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Vector3f {
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x: vec.x / scalar,
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y: vec.y / scalar,
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z: vec.z / scalar,
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}
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}
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fn sub(vec_a: Vector3f, vec_b: Vector3f) -> Vector3f {
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fn sub(vec_a: Vector3f, vec_b: Vector3f) -> Vector3f {
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Vector3f {
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Vector3f {
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x: vec_a.x - vec_b.x,
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x: vec_a.x - vec_b.x,
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@ -66,11 +97,23 @@ fn add(vec_a: Vector3f, vec_b: Vector3f) -> Vector3f {
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}
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}
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}
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}
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fn pow(vec: Vector3f, scalar: f32) -> Vector3f {
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Vector3f {
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x: f32::powf(vec.x, scalar),
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y: f32::powf(vec.y, scalar),
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z: f32::powf(vec.z, scalar),
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}
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}
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fn mix(a: Vector3f, b: Vector3f, mixValue: f32) -> Vector3f
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fn mix(a: Vector3f, b: Vector3f, mixValue: f32) -> Vector3f
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{
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{
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add(mult(a, (1.0 - mixValue)), mult(b, mixValue))
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add(mult(a, (1.0 - mixValue)), mult(b, mixValue))
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}
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}
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fn len(vec: Vector3f) -> f32 {
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(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z).sqrt() as f32
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}
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fn normalize(ray: Vector3f) -> Vector3f {
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fn normalize(ray: Vector3f) -> Vector3f {
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let multiplier = (ray.x * ray.x + ray.y * ray.y + ray.z * ray.z).sqrt();
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let multiplier = (ray.x * ray.x + ray.y * ray.y + ray.z * ray.z).sqrt();
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Vector3f {
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Vector3f {
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@ -115,7 +158,8 @@ fn solve_quadratic(a: f32, b: f32, c: f32, mut x0: f32, mut x1: f32) -> Option<f
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}
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}
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}
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}
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fn get_surface_data(phit: Vector3f, nhit: Vector3f, sphere_center: Vector3f) -> Vector2f
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// Return the texture coordinates of the surface hit
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fn get_surface_data(phit: Vector3f, sphere_center: Vector3f) -> (Vector2f, Vector3f)
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{
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{
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let nhit = sub(phit, sphere_center);
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let nhit = sub(phit, sphere_center);
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let nhit = normalize(nhit);
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let nhit = normalize(nhit);
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@ -124,11 +168,46 @@ fn get_surface_data(phit: Vector3f, nhit: Vector3f, sphere_center: Vector3f) ->
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// the spherical coordinates of Phit.
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// the spherical coordinates of Phit.
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// atan2 returns a value in the range [-pi, pi] and we need to remap it to range [0, 1]
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// atan2 returns a value in the range [-pi, pi] and we need to remap it to range [0, 1]
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// acosf returns a value in the range [0, pi] and we also need to remap it to the range [0, 1]
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// acosf returns a value in the range [0, pi] and we also need to remap it to the range [0, 1]
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Vector2f {
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(Vector2f {
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x: (1.0 + (nhit.x).atan2(nhit.z) / PI) * 0.5,
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x: (1.0 + (nhit.x).atan2(nhit.z) / PI) * 0.5,
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y: (nhit.y).acos() / PI,
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y: (nhit.y).acos() / PI,
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}, nhit)
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}
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}
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fn get_point_light(light: PointLight, pos3D: Vector3f, viewDir: Vector3f, normal: Vector3f) -> Lighting
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{
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let mut out = Lighting::default();
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if (light.diffusePower > 0.0)
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{
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let lightDir = sub(light.position, pos3D); //3D position in space of the surface
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let distance = len(lightDir);
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let lightDir = div(lightDir, distance); // = normalize(lightDir);
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let distance = distance * distance; //This line may be optimised using Inverse square root
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//Intensity of the diffuse light. Saturate to keep within the 0-1 range.
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let NdotL = dot(normal, lightDir);
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let intensity = saturate(NdotL);
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// Calculate the diffuse light factoring in light color, power and the attenuation
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out.diffuse = div(mult(mult(light.diffuseColor, intensity), light.diffusePower), distance);
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//Calculate the half vector between the light vector and the view vector.
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// This is typically slower than calculating the actual reflection vector
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// due to the normalize function's reciprocal square root
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let H = normalize(add(lightDir, viewDir));
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//Intensity of the specular light
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let NdotH = dot(normal, H);
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let intensity = f32::powf(saturate(NdotH), 1.0);
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//Sum up the specular light factoring
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out.specular = div(mult(mult(light.specularColor, intensity), light.specularPower), distance);
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}
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}
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out
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}
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fn main() {
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fn main() {
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let mut rng = rand::thread_rng();
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let mut rng = rand::thread_rng();
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@ -194,10 +273,11 @@ fn main() {
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match intersect(orig, dir, sphere_center, radius) {
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match intersect(orig, dir, sphere_center, radius) {
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None => {}
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None => {}
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Some(t) => {
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Some(t) => {
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// The point on the circle which we intersected
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let phit = add(orig, mult(dir, t));
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let phit = add(orig, mult(dir, t));
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let nhit = Vector3f::default();
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let tex = get_surface_data(phit, nhit, sphere_center);
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// The tex coord & normal at phit
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let (tex, nhit) = get_surface_data(phit, sphere_center);
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let scale = 4.0;
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let scale = 4.0;
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@ -212,6 +292,7 @@ fn main() {
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z: -dir.z,
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z: -dir.z,
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};
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};
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let hit_color = mult(mix(sphere_color, mult(sphere_color, 0.8), f32::max(0.0, dot(nhit, ndir))), pattern);
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let hit_color = mult(mix(sphere_color, mult(sphere_color, 0.8), f32::max(0.0, dot(nhit, ndir))), pattern);
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*pixel = image::Rgb([hit_color.x as u8, hit_color.y as u8, hit_color.z as u8]);
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*pixel = image::Rgb([hit_color.x as u8, hit_color.y as u8, hit_color.z as u8]);
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}
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}
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