Added inverse matrix to camera
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@@ -21,6 +21,8 @@ pub struct Camera {
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aspect: f32,
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znear: f32,
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zfar: f32,
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matrix: Matrix4<f32>,
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inverse: Matrix4<f32>,
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}
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impl Camera {
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@@ -33,6 +35,8 @@ impl Camera {
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) -> Self {
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let znear = EPSILON;
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let zfar = INFINITY;
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let matrix = self.build_view_projection_matrix(eye, target, up, aspect, fovy, znear, zfar);
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let inverse = self.build_inverse_view_projection_matrix(eye, target, up, aspect, fovy, znear, zfar);
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Camera {
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eye,
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target,
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@@ -44,13 +48,13 @@ impl Camera {
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}
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}
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pub fn build_view_projection_matrix(&self) -> Matrix4<f32> {
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let view = Matrix4::look_at_lh(&self.eye, &self.target, &self.up);
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let proj = Matrix4::new_perspective(self.aspect, self.fovy, self.znear, self.zfar);
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pub fn build_view_projection_matrix(eye: Point3<f32>, target: Point3<f32>, up: Vector3<f32>, aspect: f32, fovy: f32, znear: f32, zfar: f32) -> Matrix4<f32> {
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let view = Matrix4::look_at_lh(eye, target, up);
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let proj = Matrix4::new_perspective(aspect, fovy,znear, zfar);
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proj * view
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}
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pub fn build_inverse_view_projection_matrix(&self) -> Matrix4<f32> {
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let view_proj = self.build_view_projection_matrix();
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pub fn build_inverse_view_projection_matrix(eye: Point3<f32>, target: Point3<f32>, up: Vector3<f32>, aspect: f32, fovy: f32, znear: f32, zfar: f32) -> Matrix4<f32> {
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let view_proj = self.build_view_projection_matrix(eye, target, up, aspect, fovy, znear, zfar);
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view_proj.try_inverse().expect("Cannot invert!")
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}
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pub fn cast_rays(&self, width: u32, height: u32) -> Vec<Ray> {
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@@ -75,4 +79,8 @@ impl Camera {
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}
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rays
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}
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pub fn cast_ray(&self, width: u32, height: u32, x: u32, y: u32) -> Ray {
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let dx = 2.0 / width as f32;
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let dy = 2.0 / height as f32;
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}
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}
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57
src/main.rs
57
src/main.rs
@@ -5,19 +5,23 @@
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//Cameras
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use crate::camera::Camera;
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use crate::gui::Gui;
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use crate::light::Light;
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use crate::primitive::*;
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use crate::scene::Scene;
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use error_iter::ErrorIter as _;
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use log::error;
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use nalgebra::{Point3, Vector3};
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use pixels::{Error, Pixels, SurfaceTexture};
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use std::sync::Arc;
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use winit::dpi::LogicalSize;
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use winit::event::{Event, VirtualKeyCode};
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit::window::WindowBuilder;
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use winit_input_helper::WinitInputHelper;
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use crate::camera::Camera;
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use crate::scene::Scene;
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mod camera;
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mod gui;
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mod light;
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@@ -156,6 +160,53 @@ impl State {
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let x = (i % self.width as usize) as i16;
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let y = (i / self.width as usize) as i16;
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//Create our scene
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let eye = Point3::new(0.0, 0.0, -1.0);
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let target = Point3::new(0.0, 0.0, 0.0);
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let up = Vector3::new(0.0, 1.0, 0.0);
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let arc_camera = Arc::new(Camera::new(
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eye,
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target,
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up,
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90.0,
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(self.width / self.height) as f32,
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));
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let cameras: Vec<Arc<Camera>> = vec![arc_camera.clone()];
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let arc_material = Arc::new(Material::magenta());
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let arc_cone = Arc::new(Cone::unit(arc_material));
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let primitives: Vec<Arc<dyn Primitive>> = vec![arc_cone]
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.into_iter()
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.map(|arc| arc as Arc<dyn Primitive>)
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.collect();
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let light: Arc<Light>;
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let light = Arc::new(Light::white());
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let lights = vec![light];
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let ambient_light = Arc::new(Vector3::new(1.0, 1.0, 1.0));
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let scene = Scene::new(primitives, lights, cameras, ambient_light);
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let rays = arc_camera.as_ref().cast_rays(self.width, self.height);
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let colours = raytracer::shade_rays(&scene, &rays, self.width, self.height);
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println!("{}", colours.len());
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//
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// let pixels = pixels.frame().chunks_exact_mut(4);
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// for (i, colour) in colours.iter().enumerate() {
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// let colour = colours[i];
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// let pixel = &mut pixels[i];
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// pixel[0] = colour.x;
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// pixel[1] = colour.y;
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// pixel[2] = colour.z;
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// }
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//
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// // Render the frame
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// if pixels.render().is_err() {
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// eprintln!("Failed to render frame");
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// }
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let rgba = [0x48, 0xb2, 0xe8, 0xff];
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pixel.copy_from_slice(&rgba);
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