diffusion lighting
This commit is contained in:
174
src/ray.rs
174
src/ray.rs
@@ -1,5 +1,24 @@
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use crate::{node::Node, scene::Scene};
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use nalgebra::{Matrix4, Point3, Vector3};
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use rand;
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const MAX_DEPTH: u8 = 5;
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const DIFFUSE_RAYS: i8 = 5;
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const DIFFUSE_COEFFICIENT: f32 = 0.5;
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fn random_vec() -> Vector3<f64> {
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Vector3::new(rand::random(), rand::random(), rand::random())
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}
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fn random_unit_vec() -> Vector3<f64> {
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random_vec().normalize()
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}
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fn random_on_hemisphere(normal: &Vector3<f64>) -> Vector3<f64> {
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let dir = random_unit_vec();
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match dir.dot(normal) > 0.0 {
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true => dir,
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false => -dir,
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}
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}
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// INTERSECTION -----------------------------------------------------------------
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pub struct Intersection {
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@@ -8,6 +27,7 @@ pub struct Intersection {
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pub normal: Vector3<f64>,
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pub distance: f64,
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}
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//Intersection point including point and normal
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impl Intersection {
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pub fn transform(&self, trans: &Matrix4<f64>, inv_trans: &Matrix4<f64>) -> Intersection {
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let point = trans.transform_point(&self.point);
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@@ -46,13 +66,35 @@ impl Ray {
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pub fn at_t(&self, t: f64) -> Point3<f64> {
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self.a + self.b * t
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}
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// This function takes a scene and returns the color of the point where the ray intersects the scene
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pub fn shade_ray(&self, scene: &Scene) -> Option<Vector3<u8>> {
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//Get the closest intersection of the ray with the scene
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// Return a transformed version of the ray
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pub fn transform(&self, trans: &Matrix4<f64>) -> Ray {
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Ray {
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a: trans.transform_point(&self.a),
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b: trans.transform_vector(&self.b),
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}
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}
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//This function will determine if the ray hits an object in the scene
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pub fn hit_scene(&self, scene: &Scene) -> bool {
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for (_, node) in &scene.nodes {
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if !node.active {
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continue;
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}
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// Transform ray into local model cordinates
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let ray = self.transform(&node.inv_model);
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// Check bounding box intersection
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if node.primitive.intersect_bounding_box(&ray) {
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// Check primitive intersection
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if node.primitive.intersect_ray(&ray).is_some() {
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return true;
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}
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}
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}
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false
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}
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//This function find the closest intersection point of a ray with an object in the scene
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pub fn closest_intersect<'a>(&'a self, scene: &'a Scene) -> Option<(&Node, Intersection)> {
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let mut closest_distance = f64::MAX;
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let mut closest_intersect: Option<Intersection> = None;
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let mut closest_node = None;
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let mut closest_intersect: Option<(&Node, Intersection)> = None;
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for (_, node) in &scene.nodes {
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if !node.active {
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continue;
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@@ -66,20 +108,28 @@ impl Ray {
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// Check for closest distance
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if intersect.distance < closest_distance {
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closest_distance = intersect.distance;
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closest_intersect = Some(intersect);
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closest_node = Some(node);
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closest_intersect = Some((node, intersect));
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}
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}
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}
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}
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//Shade the intersection point if there is one
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match closest_intersect {
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Some(intersect) => {
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//Inverse transform back to world coords
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let node = closest_node.unwrap();
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let intersect = intersect.transform(&node.model, &node.inv_model);
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Some(Ray::phong_shade_point(&scene, &self, &node, &intersect)) // If there is an intersection, shade it
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Some((node, intersect)) => {
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Some((node, intersect.transform(&node.model, &node.inv_model)))
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}
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None => None,
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}
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}
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// This function takes a scene and returns the color of the point where the ray intersects the scene
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pub fn shade_ray(&self, scene: &Scene, depth: u8) -> Option<Vector3<f32>> {
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if depth == MAX_DEPTH {
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return None;
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}
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match self.closest_intersect(scene) {
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Some((node, intersect)) => {
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Some(Ray::phong_shade_point(
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&scene, &self, &node, &intersect, depth,
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)) // If there is an intersection, shade it
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}
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None => None, // If there is no intersection, return None
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}
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@@ -91,18 +141,13 @@ impl Ray {
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ray: &Ray,
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node: &Node,
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intersect: &Intersection,
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) -> Vector3<u8> {
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depth: u8,
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) -> Vector3<f32> {
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let point = &intersect.point;
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let normal = &intersect.normal;
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let incidence = &ray.b;
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let material = &node.material;
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let kd = &material.kd;
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let ks = &material.ks;
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let shininess = material.shininess;
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// Point to camera
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let to_camera = -incidence;
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// Compute the ambient light component and set it as base colour
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let mut colour = Vector3::zeros();
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@@ -121,59 +166,62 @@ impl Ray {
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let light_distance = to_light.norm() as f32;
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let to_light = to_light.normalize();
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// let to_light_ray = Ray::new(point.clone() + 0.0001 * normal, to_light);
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// if to_light_ray.light_blocked(scene) {
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// continue;
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// }
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let to_light_ray = Ray::new(point.clone() + 0.001 * normal, to_light);
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if to_light_ray.light_blocked(scene, node) {
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continue;
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}
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// Diffuse component
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let n_dot_l = normal.dot(&to_light).max(0.0) as f32;
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let diffuse = n_dot_l * kd;
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// Specular component
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//Diffuse component
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let mut diffuse = Vector3::zeros();
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// diffuse = material.kd * n_dot_l;
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for _ in 0..DIFFUSE_RAYS {
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let diffuse_dir = random_on_hemisphere(normal);
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let ray = Ray::new(point.clone() + normal, diffuse_dir);
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if let Some(col) = ray.shade_ray(scene, depth + 1) {
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diffuse += col * DIFFUSE_COEFFICIENT;
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}
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}
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//Specular component
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let mut specular = Vector3::zeros();
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if n_dot_l > 0.0 {
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// Halfway vector.
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let h = to_camera + to_light.normalize();
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let h = (to_light - incidence).normalize();
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let n_dot_h = normal.dot(&h).max(0.0) as f32;
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specular = ks * n_dot_h.powf(shininess);
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specular = material.ks * n_dot_h.powf(material.shininess);
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}
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// Compute light falloff
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//Falloff
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let falloff = 1.0
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/ (1.0
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+ light.falloff[0]
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+ light.falloff[1] * light_distance
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+ light.falloff[2] * light_distance.powi(2));
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+ light.falloff[2] * light_distance * light_distance);
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let light_intensity = light.colour.component_mul(&(diffuse + specular)) * falloff;
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colour += &light_intensity;
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let intensity = light
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.colour
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.component_mul(&((diffuse + specular) * falloff));
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colour += &intensity;
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}
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colour *= 255.0;
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let (r, g, b) = (colour.x as u8, colour.y as u8, colour.z as u8);
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Vector3::new(r, g, b)
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colour
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}
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pub fn light_blocked(&mut self, scene: &Scene) -> bool {
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pub fn light_blocked(&self, scene: &Scene, _node: &Node) -> bool {
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for (_, node) in &scene.nodes {
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if !node.active {
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continue;
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}
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self.transform(&node.inv_model);
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if node.primitive.intersect_bounding_box(&self) {
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if node.primitive.intersect_ray(&self).is_some() {
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let ray = self.transform(&node.inv_model);
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if node.primitive.intersect_bounding_box(&ray) {
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if node.primitive.intersect_ray(&ray).is_some() {
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return true;
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}
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}
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}
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false
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}
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// Return a transformed version of the ray
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pub fn transform(&self, trans: &Matrix4<f64>) -> Ray {
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Ray {
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a: trans.transform_point(&self.a),
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b: trans.transform_vector(&self.b),
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}
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}
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//Cast a set of rays
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pub fn cast_rays(
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eye: &Point3<f64>,
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@@ -190,29 +238,31 @@ impl Ray {
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let fovy_radians = fovy.to_radians();
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let fovh_radians = 2.0 * ((fovy_radians / 2.0).tan() * aspect).atan();
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// Vectors pointing forward, right and up
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let forward = (target - eye).normalize();
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let right = forward.cross(&up).normalize();
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let up = right.cross(&forward).normalize();
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let zv = (target - eye).normalize();
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let xv = zv.cross(&up).normalize();
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let yv = xv.cross(&zv).normalize();
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// ☐ height and width of projection
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let vheight = 2.0 * (fovy_radians / 2.0).tan();
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let vwidth = 2.0 * (fovh_radians / 2.0).tan();
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// Increment of right and up per pixel
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let d_hor_vec = right * (vwidth / width);
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let d_vert_vec = up * (vheight / height);
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let dy = vheight / height;
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let dx = vwidth / width;
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let dxv = dx * xv;
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let dyv = dy * yv;
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// Half the width for later calculation
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let half_width = width / 2.0;
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let half_height = height / 2.0;
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// Array of rays
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let mut rays = Vec::with_capacity(width as usize * height as usize);
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// Iterate column by row
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for row in 0..height as u32 {
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for column in 0..width as u32 {
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let x = (column as f64) - half_width;
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let y = half_height - (row as f64);
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for y in 0..height as u32 {
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for x in 0..width as u32 {
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let x = (x as f64) - half_width;
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let y = half_height - (y as f64);
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let horizontal = x * &d_hor_vec;
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let vertical = y * &d_vert_vec;
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let direction = (forward + horizontal + vertical).normalize();
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let horizontal = x * &dxv;
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let vertical = y * &dyv;
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let direction = (zv + horizontal + vertical).normalize();
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let ray = Ray::new(eye.clone(), direction);
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rays.push(ray);
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}
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