Changed to f64 floating point
This commit is contained in:
@@ -2,32 +2,32 @@ use crate::ray::Ray;
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use crate::{EPSILON, INFINITY};
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use nalgebra::{Matrix4, Perspective3, Point3, Unit, Vector3};
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const ZNEAR: f32 = EPSILON;
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const ZFAR: f32 = INFINITY;
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const ZNEAR: f64 = EPSILON;
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const ZFAR: f64 = INFINITY;
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#[allow(dead_code)]
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#[derive(Clone)]
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pub struct Camera {
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eye: Point3<f32>,
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target: Point3<f32>,
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up: Vector3<f32>,
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fovy: f32,
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eye: Point3<f64>,
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target: Point3<f64>,
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up: Vector3<f64>,
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fovy: f64,
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width: u32,
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height: u32,
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matrix: Matrix4<f32>,
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inverse: Matrix4<f32>,
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matrix: Matrix4<f64>,
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inverse: Matrix4<f64>,
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pub rays: Vec<Ray>,
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}
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#[allow(dead_code)]
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impl Camera {
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pub fn new(
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eye: Point3<f32>,
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target: Point3<f32>,
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up: Vector3<f32>,
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eye: Point3<f64>,
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target: Point3<f64>,
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up: Vector3<f64>,
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width: u32,
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height: u32,
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fovy: f32,
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fovy: f64,
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) -> Self {
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let (matrix, inverse) = build_matrix_and_inverse(&eye, &target, &up, width, height, fovy);
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let rays = cast_rays(&eye, &target, &up, width, height, fovy);
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@@ -45,10 +45,10 @@ impl Camera {
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}
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pub fn new_sizeless(
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eye: Point3<f32>,
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target: Point3<f32>,
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up: Vector3<f32>,
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fovy: f32,
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eye: Point3<f64>,
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target: Point3<f64>,
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up: Vector3<f64>,
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fovy: f64,
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) -> Self {
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Camera::new(eye, target, up, 1, 1, fovy)
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}
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@@ -71,7 +71,7 @@ impl Camera {
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)
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}
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pub fn build_matrix_and_inverse(&self) -> (Matrix4<f32>, Matrix4<f32>) {
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pub fn build_matrix_and_inverse(&self) -> (Matrix4<f64>, Matrix4<f64>) {
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build_matrix_and_inverse(
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&self.eye,
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&self.target,
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@@ -92,21 +92,21 @@ impl Camera {
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let h_width = 2.0 * (fovh_radians / 2.0).tan();
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let v_height = 2.0 * (fovy_radians / 2.0).tan();
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//All good
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let d_hor_vec = hor * (h_width / self.width as f64) as f32;
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let d_vert_vec = vert * (v_height / self.height as f64) as f32;
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let d_hor_vec = hor * (h_width / self.width as f64) as f64;
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let d_vert_vec = vert * (v_height / self.height as f64) as f64;
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let half_w = self.width as i32 / 2;
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let half_h = self.height as i32 / 2;
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let horizontal = (x as i32 - half_w) as f32 * (d_hor_vec);
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let vertical = (-(y as i32) + half_h) as f32 * (d_vert_vec);
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let horizontal = (x as i32 - half_w) as f64 * (d_hor_vec);
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let vertical = (-(y as i32) + half_h) as f64 * (d_vert_vec);
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let direction = view_direction + horizontal + vertical;
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Ray::new(self.eye, Unit::new_normalize(direction))
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}
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pub fn set_position(&mut self, eye: Point3<f32>) {
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pub fn set_position(&mut self, eye: Point3<f64>) {
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self.eye = eye;
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}
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@@ -119,15 +119,15 @@ impl Camera {
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}
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fn build_matrix_and_inverse(
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eye: &Point3<f32>,
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target: &Point3<f32>,
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up: &Vector3<f32>,
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eye: &Point3<f64>,
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target: &Point3<f64>,
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up: &Vector3<f64>,
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width: u32,
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height: u32,
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fovy: f32,
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) -> (Matrix4<f32>, Matrix4<f32>) {
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fovy: f64,
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) -> (Matrix4<f64>, Matrix4<f64>) {
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let view = Matrix4::look_at_lh(eye, target, up);
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let aspect = width as f32 / height as f32;
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let aspect = width as f64 / height as f64;
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let proj = Perspective3::new(aspect, fovy, ZNEAR, ZFAR);
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let matrix = proj.as_matrix() * view;
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let inverse = view.try_inverse().expect("No view") * proj.inverse();
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@@ -135,12 +135,12 @@ fn build_matrix_and_inverse(
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}
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fn cast_rays(
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eye: &Point3<f32>,
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target: &Point3<f32>,
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up: &Vector3<f32>,
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eye: &Point3<f64>,
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target: &Point3<f64>,
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up: &Vector3<f64>,
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width: u32,
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height: u32,
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fovy: f32,
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fovy: f64,
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) -> Vec<Ray> {
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let aspect = width as f64 / height as f64;
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let fovy_radians = (fovy as f64).to_radians();
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@@ -148,11 +148,11 @@ fn cast_rays(
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let view_direction = (target - eye).normalize();
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let hor = (view_direction.cross(&up)).normalize();
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let vert = (view_direction.cross(&hor)).normalize();
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let h_width = 2.0 * (fovh_radians / 2.0).tan() as f32;
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let v_height = 2.0 * (fovy_radians / 2.0).tan() as f32;
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let h_width = 2.0 * (fovh_radians / 2.0).tan() as f64;
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let v_height = 2.0 * (fovy_radians / 2.0).tan() as f64;
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//All good
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let d_hor_vec = hor * (h_width / width as f32);
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let d_vert_vec = vert * (v_height / height as f32);
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let d_hor_vec = hor * (h_width / width as f64);
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let d_vert_vec = vert * (v_height / height as f64);
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let mut rays = Vec::with_capacity(width as usize * height as usize);
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@@ -161,8 +161,8 @@ fn cast_rays(
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for j in 0..height as i32 {
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for i in 0..width as i32 {
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let horizontal = (i - half_w) as f32 * (d_hor_vec);
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let vertical = (-j + half_h) as f32 * (d_vert_vec);
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let horizontal = (i - half_w) as f64 * (d_hor_vec);
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let vertical = (-j + half_h) as f64 * (d_vert_vec);
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let direction = view_direction + horizontal + vertical;
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let ray = Ray::new(eye.clone(), Unit::new_normalize(direction));
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