Annotated code
This commit is contained in:
12
scene.rhai
12
scene.rhai
@@ -19,12 +19,12 @@ let sphere = Sphere(P(0.0,0.0,0.0), 1.0, material);
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let sphere_node = Node(sphere);
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scene.addNode(sphere_node);
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for i in 0..6 {
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let sphere = Sphere(P(0.0,0.0,0.0), 2.0, material);
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let sphere_node = Node(sphere);
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sphere_node.translate(V(2.0*cos(i.to_float()), -4.0, 2.0*sin(i.to_float())));
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scene.addNode(sphere_node);
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}
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// for i in 0..6 {
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// let sphere = Sphere(P(0.0,0.0,0.0), 2.0, material);
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// let sphere_node = Node(sphere);
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// sphere_node.translate(2.0*cos(i.to_float()), -4.0, 2.0*sin(i.to_float()));
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// scene.addNode(sphere_node);
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// }
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// let child = sphere_node.child(sphere);
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// child.translate(V(1.0,1.0,1.0));
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//scene.addNode(child);
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@@ -1,17 +1,18 @@
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use nalgebra::{Matrix4, Point3, Vector3};
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#[allow(dead_code)]
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/// Annotate the Camera struct
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#[derive(Clone)]
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pub struct Camera {
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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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pub view: Matrix4<f64>,
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pub inv_view: Matrix4<f64>,
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pub eye: Point3<f64>,
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pub target: Point3<f64>,
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pub up: Vector3<f64>,
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pub _view: Matrix4<f64>,
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pub _inv_view: Matrix4<f64>,
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}
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#[allow(dead_code)]
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impl Camera {
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/// Create a new camera with the given eye, target, and up vectors
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pub fn new(eye: Point3<f64>, target: Point3<f64>, up: Vector3<f64>) -> Self {
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let view = Matrix4::look_at_lh(&eye, &target, &up);
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let inv_view = view.try_inverse().unwrap();
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@@ -19,11 +20,12 @@ impl Camera {
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eye,
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target,
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up,
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view,
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inv_view,
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_view: view,
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_inv_view: inv_view,
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}
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}
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/// Create a unit camera with default parameters
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pub fn unit() -> Self {
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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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@@ -31,23 +33,27 @@ impl Camera {
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Camera::new(eye, target, up)
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}
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/// Set the position of the camera's eye
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pub fn set_eye(&mut self, new_eye: Point3<f64>) {
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self.eye = new_eye;
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self.recalculate_matrix();
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}
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/// Set the position the camera is looking at
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pub fn set_target(&mut self, new_target: Point3<f64>) {
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self.target = new_target;
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self.recalculate_matrix();
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}
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/// Set the up vector of the camera
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pub fn set_up(&mut self, new_up: Vector3<f64>) {
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self.up = new_up;
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self.recalculate_matrix();
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}
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/// Recalculate the view and inverse view matrices based on the current eye, target, and up vectors
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fn recalculate_matrix(&mut self) {
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self.view = Matrix4::look_at_lh(&self.eye, &self.target, &self.up);
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self.inv_view = self.view.try_inverse().unwrap();
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self._view = Matrix4::look_at_lh(&self.eye, &self.target, &self.up);
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self._inv_view = self._view.try_inverse().unwrap();
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}
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}
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107
src/gui.rs
107
src/gui.rs
@@ -4,7 +4,7 @@ use crate::{
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primitive::*,
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scene::{Node, Scene},
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state::{INIT_FILE, SAVE_FILE},
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UP_VECTOR_F32, ZERO_VECTOR_F32,
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EPSILON,
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};
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use imgui::*;
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use nalgebra::{Point3, Vector3};
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@@ -16,7 +16,7 @@ const BUFFER_PROPORTION_INIT: f32 = 0.2;
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const BUFFER_PROPORTION_MIN: f32 = 0.1;
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const BUFFER_PROPORTION_MAX: f32 = 1.0;
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const RAYS_INIT: i32 = 1000;
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const RAYS_INIT: i32 = 7000;
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const RAYS_MIN: i32 = 100;
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const RAYS_MAX: i32 = 30000;
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@@ -27,11 +27,10 @@ const CAMERA_INIT: f32 = 5.0;
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/// Manages all state required for rendering Dear ImGui over `Pixels`test.
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pub enum GuiEvent {
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BufferResize(f32, f32),
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CameraUpdate(Camera),
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CameraUpdate(Camera, f32),
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SceneLoad(Scene),
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SaveImage(String),
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}
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pub struct Gui {
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imgui: imgui::Context,
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platform: imgui_winit_support::WinitPlatform,
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@@ -115,20 +114,19 @@ impl Gui {
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buffer_proportion: BUFFER_PROPORTION_INIT,
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camera_eye: [CAMERA_INIT, CAMERA_INIT, CAMERA_INIT],
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camera_target: ZERO_VECTOR_F32.into(),
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camera_up: UP_VECTOR_F32.into(),
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camera_target: Vector3::zeros().into(),
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camera_up: Vector3::y().into(),
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camera_fov: 110.0,
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image_filename: String::from(SAVE_FILE),
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}
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}
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/// Prepare Dear ImGuBi.
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/// Prepare Dear ImGui.
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pub fn prepare(
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&mut self,
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window: &winit::window::Window,
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) -> Result<(), winit::error::ExternalError> {
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// Prepare Dear ImGui
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let now = Instant::now();
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self.imgui.io_mut().update_delta_time(now - self.last_frame);
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self.last_frame = now;
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@@ -153,26 +151,27 @@ impl Gui {
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}
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//Top Menu Bar
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let mut about_open = false;
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ui.main_menu_bar(|| {
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ui.menu("Help", || {
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about_open = ui.menu_item("About...");
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});
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});
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// let mut about_open = false;
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// ui.main_menu_bar(|| {
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// ui.menu("Help", || {
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// about_open = ui.menu_item("About...");
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// });
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// });
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//Raytracing options
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//Raytracing options -------------------------------------------
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if CollapsingHeader::new("Raytracer").build(ui) {
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//Ray Renderer
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// Numbers of rays to render
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ui.slider("# Rays: ", RAYS_MIN, RAYS_MAX, &mut self.ray_num);
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//Buffer Options
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// Proportion of the window the buffer occupies
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ui.slider(
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"% Buffer: ",
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BUFFER_PROPORTION_MIN,
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BUFFER_PROPORTION_MAX,
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&mut self.buffer_proportion,
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);
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// Fov of the buffer
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ui.slider("fov", CAMERA_MIN_FOV, CAMERA_MAX_FOV, &mut self.camera_fov);
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//Apply changes
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// Apply stored changes
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if ui.button("Apply") {
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self.event = Some(GuiEvent::BufferResize(
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self.buffer_proportion,
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@@ -180,13 +179,13 @@ impl Gui {
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));
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};
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}
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//Camera options
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// CAMERA OPTIONS ----------------------------------------
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if CollapsingHeader::new("Camera").build(ui) {
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// Eye, target and up vector inputs
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ui.text("Camera options:");
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ui.input_float3("Eye", &mut self.camera_eye).build();
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ui.input_float3("Target", &mut self.camera_target).build();
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ui.input_float3("Up", &mut self.camera_up).build();
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// Create three input fields for x, y, and z components
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if ui.button("Apply Camera") {
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println!("Camera changed: {:?}", self.camera_eye);
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let (eye, target, up) = (&self.camera_eye, &self.camera_target, &self.camera_up);
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@@ -198,21 +197,25 @@ impl Gui {
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Point3::new(tx, ty, tz),
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Vector3::new(ux, uy, uz),
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);
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self.event = Some(GuiEvent::CameraUpdate(camera));
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self.event = Some(GuiEvent::CameraUpdate(camera, self.camera_fov));
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}
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}
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//Scripting
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// SCRIPTING --------------------------------------------
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if CollapsingHeader::new("Scripting").build(ui) {
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//Import from file (We just want to replace the contents of self.script)
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// Import file into multiline script
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ui.input_text("Scene file", &mut self.script_filename)
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.build();
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if ui.button("Import from File") {
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match std::fs::read_to_string(&self.script_filename) {
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Ok(script) => self.script = script,
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Err(e) => println!("{e}"),
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match std::fs::read_to_string(&mut self.script_filename) {
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Ok(script) => {
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self.script = script;
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}
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Err(e) => println!("{}", e),
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}
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}
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if ui.button("Apply script") {
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ui.same_line();
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// Load scene from multiline script using engine
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if ui.button("Load scene") {
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match self.engine.eval(&self.script) {
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Ok(scene) => {
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self.scene = scene;
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@@ -221,24 +224,68 @@ impl Gui {
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Err(e) => println!("{e}"),
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}
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}
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ui.same_line();
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// Save script to file
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if ui.button("Save script") {
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match std::fs::write(&self.script_filename, &self.script) {
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Ok(_) => println!("Script saved successfully"),
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Err(e) => println!("{}", e),
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}
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}
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//Script block
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ui.input_text_multiline("script", &mut self.script, [600., 1500.])
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// Multiline script
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ui.input_text_multiline("##", &mut self.script, [900., 300.])
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.build();
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}
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// IMAGE --------------------------------------------
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if CollapsingHeader::new("Image").build(ui) {
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// Image filename
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ui.input_text("Image file", &mut self.image_filename)
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.build();
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// Save image to file
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if ui.button("Save Image") {
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self.event = Some(GuiEvent::SaveImage(self.image_filename.clone()));
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}
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}
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// SCENE --------------------------------------------
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if CollapsingHeader::new("Scene").build(ui) {
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if ui.button("Update Scene") {
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for node in &mut self.scene.nodes {
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node.compute();
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}
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self.event = Some(GuiEvent::SceneLoad(self.scene.clone()));
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}
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// Edit transformation of nodes
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if let Some(_t) = ui.tree_node("Nodes") {
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for node in &mut self.scene.nodes {
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ui.text("node");
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ui.slider_config("Translation", -10.0, 10.0)
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.build_array(&mut node.translation);
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ui.slider_config("Rotation", -180.0, 180.0)
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.build_array(&mut node.rotation);
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ui.slider_config("Scale", -10.0, 10.0)
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.build_array(&mut node.scale);
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}
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}
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//Edit color, position and falloff of lights
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if let Some(_t) = ui.tree_node("Lights") {
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for light in &mut self.scene.lights {
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ui.slider_config("Colour", 0.0, 1.0)
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.build_array(light.colour.as_mut_slice());
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ui.slider_config("Position", -10.0, 10.0)
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.build_array(light.position.coords.as_mut_slice());
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ui.slider_config("Falloff", 0.0, f32::MAX)
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.build_array(light.falloff.as_mut_slice());
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}
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}
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//Use different cameras in the scene
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if let Some(_t) = ui.tree_node("Cameras") {
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for camera in &self.scene.cameras {
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if ui.button("Use camera") {
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GuiEvent::CameraUpdate(camera.clone(), self.camera_fov);
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}
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}
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}
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}
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// Render Dear ImGui with WGPU
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let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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@@ -3,13 +3,15 @@ use nalgebra::{Point3, Vector3};
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#[derive(Clone)]
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pub struct Light {
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pub position: Point3<f64>,
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pub colour: Vector3<f64>,
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pub falloff: Vector3<f64>,
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pub colour: Vector3<f32>,
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pub falloff: Vector3<f32>,
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pub ambient: bool,
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}
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impl Light {
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pub fn new(position: Point3<f64>, colour: Vector3<f64>, falloff: Vector3<f64>) -> Self {
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let colour = colour.cast();
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let falloff = falloff.cast();
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Light {
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position,
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colour,
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@@ -20,7 +22,7 @@ impl Light {
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pub fn ambient(colour: Vector3<f64>) -> Self {
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Light {
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position: Point3::new(0.0, 0.0, 0.0),
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colour,
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colour: colour.cast(),
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falloff: Vector3::new(0.0, 0.0, 0.0),
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ambient: true,
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}
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@@ -2,11 +2,7 @@ use crate::state::run;
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use error_iter::ErrorIter;
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const EPSILON: f64 = 1e-6;
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const INFINITY: f64 = f64::MAX;
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const EPSILON_VECTOR: Vector3<f64> = Vector3::new(EPSILON, EPSILON, EPSILON);
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static ZERO_VECTOR: Vector3<f64> = Vector3::new(0.0, 0.0, 0.0);
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static ZERO_VECTOR_F32: Vector3<f32> = Vector3::new(0.0, 0.0, 0.0);
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static UP_VECTOR_F32: Vector3<f32> = Vector3::new(0.0, 1.0, 0.0);
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const INFINITY: f64 = 1e-10;
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use log::error;
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use std::env;
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@@ -21,8 +17,6 @@ mod raytracer;
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mod scene;
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mod state;
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use nalgebra::Vector3;
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fn main() {
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env_logger::init();
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@@ -1,6 +1,6 @@
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#[allow(dead_code)]
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use crate::ray::Ray;
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use crate::{EPSILON, EPSILON_VECTOR, INFINITY};
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use crate::{EPSILON, INFINITY};
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use nalgebra::{distance, Matrix4, Point3, Vector3};
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use roots::{find_roots_quadratic, find_roots_quartic, Roots};
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use std::fs::File;
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@@ -9,17 +9,21 @@ use std::sync::Arc;
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// MATERIAL -----------------------------------------------------------------
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#[derive(Clone)]
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pub struct Material {
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pub kd: Vector3<f64>,
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pub ks: Vector3<f64>,
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pub shininess: f64,
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pub kd: Vector3<f32>,
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pub ks: Vector3<f32>,
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pub shininess: f32,
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}
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impl Material {
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pub fn new(kd: Vector3<f64>, ks: Vector3<f64>, shininess: f64) -> Arc<Self> {
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let kd = kd.cast();
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let ks = ks.cast();
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let shininess = shininess as f32;
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Arc::new(Material { kd, ks, shininess })
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}
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pub fn magenta() -> Arc<Self> {
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let kd = Vector3::new(1.0, 0.0, 1.0);
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let ks = Vector3::new(1.0, 0.0, 1.0);
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let shininess = 0.5;
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Arc::new(Material { kd, ks, shininess })
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@@ -81,8 +85,8 @@ struct BoundingBox {
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impl BoundingBox {
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fn new(bln: Point3<f64>, trf: Point3<f64>) -> Self {
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let bln = bln - EPSILON_VECTOR;
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let trf = trf + EPSILON_VECTOR;
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let bln = bln + Vector3::new(EPSILON, EPSILON, EPSILON);
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let trf = trf - Vector3::new(EPSILON, EPSILON, EPSILON);
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BoundingBox { bln, trf }
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}
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fn intersect_bounding_box(&self, ray: &Ray) -> Option<Point3<f64>> {
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92
src/ray.rs
92
src/ray.rs
@@ -2,11 +2,11 @@ use crate::{
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primitive::Intersection,
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raytracer::phong_shade_point,
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scene::{Node, Scene},
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INFINITY,
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};
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use nalgebra::{Matrix4, Point3, Vector3};
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#[derive(Clone)]
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// Ray struct represents a ray in 3D space with a starting point 'a' and a direction 'b'
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pub struct Ray {
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pub a: Point3<f64>,
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pub b: Vector3<f64>,
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@@ -14,91 +14,109 @@ pub struct Ray {
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||||
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#[allow(dead_code)]
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impl Ray {
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//Create a new ray with a normalized direction
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pub fn new(a: Point3<f64>, b: Vector3<f64>) -> Ray {
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Ray {
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a,
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b: b.normalize(),
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}
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}
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// The starting point is the origin and the direction is negative z-axis
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pub fn unit() -> Ray {
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let a = Point3::new(0.0, 0.0, 0.0);
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let b = Vector3::new(0.0, 1.0, 0.0);
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let a = Point3::origin();
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let b = -Vector3::z();
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Ray { a, b }
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}
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//Return the point at distance t along the 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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//Shade a single ray
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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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||||
let intersect = self.get_closest_intersection(&scene.nodes);
|
||||
|
||||
//Shade the intersection point if there is one
|
||||
match intersect {
|
||||
Some(intersect) => Some(phong_shade_point(&scene, &intersect)),
|
||||
None => None,
|
||||
Some(intersect) => Some(phong_shade_point(&scene, &intersect)), // If there is an intersection, shade it
|
||||
None => None, // If there is no intersection, return None
|
||||
}
|
||||
}
|
||||
|
||||
// Find the closest intersection
|
||||
pub fn get_closest_intersection(&self, nodes: &Vec<Node>) -> Option<Intersection> {
|
||||
let mut closest_distance = INFINITY;
|
||||
//Assign no intersection
|
||||
let mut closest_distance = f64::MAX;
|
||||
let mut closest_intersect: Option<Intersection> = None;
|
||||
|
||||
for node in nodes {
|
||||
// Clone arc to primitive
|
||||
let primitive = node.primitive.clone();
|
||||
|
||||
//Transform ray from view coords
|
||||
let ray = self.transform(&node.inv_viewmodel);
|
||||
|
||||
// Transform ray into local model cordinates
|
||||
let ray = self.transform(&node.inv_model);
|
||||
// Check bounding box intersection
|
||||
if primitive.intersect_bounding_box(&ray).is_some() {
|
||||
// Check primitive intersection
|
||||
if let Some(intersect) = primitive.intersect_ray(&ray) {
|
||||
// Check for closest distance
|
||||
if intersect.distance < closest_distance {
|
||||
closest_distance = intersect.distance;
|
||||
//Convert back to world coords
|
||||
let intersect = intersect.transform(&node.model, &node.inv_model);
|
||||
|
||||
closest_intersect = Some(intersect);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Return None if we find no intersection, some if we do find one
|
||||
closest_intersect
|
||||
}
|
||||
|
||||
// Return a transformed version of the ray
|
||||
pub fn transform(&self, trans: &Matrix4<f64>) -> Ray {
|
||||
Ray {
|
||||
a: trans.transform_point(&self.a),
|
||||
b: trans.transform_vector(&self.b),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn cast_rays(fovy: f64, width: u32, height: u32) -> Vec<Ray> {
|
||||
let aspect = width as f64 / height as f64;
|
||||
//Cast a set of rays
|
||||
pub fn cast_rays(
|
||||
eye: &Point3<f64>,
|
||||
target: &Point3<f64>,
|
||||
up: &Vector3<f64>,
|
||||
fovy: f64,
|
||||
width: u32,
|
||||
height: u32,
|
||||
) -> Vec<Ray> {
|
||||
//Aspect ratio calculation
|
||||
let (width, height) = (width as f64, height as f64);
|
||||
let aspect = width / height;
|
||||
//X and Y fov calculations
|
||||
let fovy_radians = fovy.to_radians();
|
||||
let fovh_radians = 2.0 * ((fovy_radians / 2.0).tan() * aspect).atan();
|
||||
|
||||
let dir = Vector3::new(0.0, 0.0, 1.0);
|
||||
let up = Vector3::new(0.0, 1.0, 0.0);
|
||||
let hor = Vector3::new(1.0, 0.0, 0.0);
|
||||
// Vectors pointing forward, right and up
|
||||
let forward = (target - eye).normalize();
|
||||
let right = forward.cross(&up).normalize();
|
||||
let up = right.cross(&forward).normalize();
|
||||
// ☐ height and width of projection
|
||||
let vheight = 2.0 * (fovy_radians / 2.0).tan();
|
||||
let vwidth = 2.0 * (fovh_radians / 2.0).tan();
|
||||
|
||||
let d_hor_vec = hor * (vwidth / width as f64) as f64;
|
||||
let d_vert_vec = up * (vheight / height as f64) as f64;
|
||||
|
||||
let half_width = width / 2;
|
||||
let half_height = height / 2;
|
||||
|
||||
// Increment of right and up per pixel
|
||||
let d_hor_vec = right * (vwidth / width);
|
||||
let d_vert_vec = up * (vheight / height);
|
||||
// Half the width for later calculation
|
||||
let half_width = width / 2.0;
|
||||
let half_height = height / 2.0;
|
||||
// Array of rays
|
||||
let mut rays = Vec::with_capacity(width as usize * height as usize);
|
||||
// Iterate column by row
|
||||
for row in 0..height as u32 {
|
||||
for column in 0..width as u32 {
|
||||
let x = (column as f64) - half_width;
|
||||
let y = half_height - (row as f64);
|
||||
|
||||
for j in 0..height as i32 {
|
||||
for i in 0..width as i32 {
|
||||
let x = i - half_width as i32;
|
||||
let y = -j + half_height as i32;
|
||||
let horizontal = x as f64 * d_hor_vec;
|
||||
let vertical = y as f64 * (d_vert_vec);
|
||||
let direction = dir + horizontal + vertical;
|
||||
let ray = Ray::new(Point3::new(0.0, 0.0, 0.0), direction);
|
||||
let horizontal = x * &d_hor_vec;
|
||||
let vertical = y * &d_vert_vec;
|
||||
let direction = (forward + horizontal + vertical).normalize();
|
||||
let ray = Ray::new(eye.clone(), direction);
|
||||
rays.push(ray);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
use crate::{light::Light, primitive::Intersection, ray::Ray, scene::*, EPSILON, ZERO_VECTOR};
|
||||
use crate::{light::Light, primitive::Intersection, ray::Ray, scene::*, EPSILON};
|
||||
|
||||
use nalgebra::{Unit, Vector3};
|
||||
|
||||
@@ -17,7 +17,7 @@ pub fn phong_shade_point(scene: &Scene, intersect: &Intersection) -> Vector3<u8>
|
||||
let shininess = material.shininess;
|
||||
|
||||
// Compute the ambient light component and set it as base colour
|
||||
let mut colour = ZERO_VECTOR;
|
||||
let mut colour = Vector3::zeros();
|
||||
|
||||
for light in &scene.lights {
|
||||
let Light {
|
||||
@@ -34,7 +34,7 @@ pub fn phong_shade_point(scene: &Scene, intersect: &Intersection) -> Vector3<u8>
|
||||
|
||||
// Point to light
|
||||
let to_light = light_position - point;
|
||||
let light_distance = to_light.norm();
|
||||
let light_distance = to_light.norm() as f32;
|
||||
let to_light = to_light;
|
||||
|
||||
let to_light_ray = Ray::new(point.clone() + normal * EPSILON, to_light);
|
||||
@@ -45,14 +45,14 @@ pub fn phong_shade_point(scene: &Scene, intersect: &Intersection) -> Vector3<u8>
|
||||
// Point to camera
|
||||
let to_camera = -incidence;
|
||||
// Diffuse component
|
||||
let n_dot_l = normal.dot(&to_light).max(0.0);
|
||||
let n_dot_l = normal.dot(&to_light).max(0.0) as f32;
|
||||
let diffuse = n_dot_l * kd;
|
||||
// Specular component
|
||||
let mut specular = ZERO_VECTOR;
|
||||
let mut specular = Vector3::zeros();
|
||||
if n_dot_l > 0.0 {
|
||||
// Halfway vector.
|
||||
let h = Unit::new_normalize(to_camera.lerp(&to_light, 0.5));
|
||||
let n_dot_h = normal.dot(&h).max(0.0);
|
||||
let n_dot_h = normal.dot(&h).max(0.0) as f32;
|
||||
specular = ks * n_dot_h.powf(shininess);
|
||||
}
|
||||
|
||||
|
||||
98
src/scene.rs
98
src/scene.rs
@@ -5,59 +5,84 @@ use nalgebra::{Matrix4, Vector3};
|
||||
use std::sync::Arc;
|
||||
#[derive(Clone)]
|
||||
pub struct Node {
|
||||
//Primitive
|
||||
pub primitive: Arc<dyn Primitive>,
|
||||
//Transformations
|
||||
pub rotation: [f32; 3],
|
||||
pub scale: [f32; 3],
|
||||
pub translation: [f32; 3],
|
||||
//Model matricies
|
||||
pub model: Matrix4<f64>,
|
||||
pub inv_model: Matrix4<f64>,
|
||||
pub viewmodel: Matrix4<f64>,
|
||||
pub inv_viewmodel: Matrix4<f64>,
|
||||
}
|
||||
|
||||
impl Node {
|
||||
//New node with no transformations
|
||||
pub fn new(primitive: Arc<dyn Primitive>) -> Node {
|
||||
Node {
|
||||
primitive,
|
||||
rotation: [0.0, 0.0, 0.0],
|
||||
scale: [1.0, 1.0, 1.0],
|
||||
translation: [0.0, 0.0, 0.0],
|
||||
model: Matrix4::identity(),
|
||||
inv_model: Matrix4::identity(),
|
||||
viewmodel: Matrix4::identity(),
|
||||
inv_viewmodel: Matrix4::identity(),
|
||||
}
|
||||
}
|
||||
//New node with parent transformations
|
||||
pub fn child(self, primitive: Arc<dyn Primitive>) -> Node {
|
||||
let mut child = self.clone();
|
||||
child.primitive = primitive;
|
||||
child
|
||||
}
|
||||
//Rotate a mesh by adding to its rotation
|
||||
pub fn rotate(&mut self, roll: f64, pitch: f64, yaw: f64) {
|
||||
//Convert to radians
|
||||
let roll = roll.to_radians();
|
||||
// Convert pitch and yaw to radians
|
||||
let pitch = pitch.to_radians();
|
||||
let yaw = yaw.to_radians();
|
||||
let rotation_matrix = Matrix4::from_euler_angles(roll, pitch, yaw);
|
||||
self.model = rotation_matrix * self.model;
|
||||
self.inv_model = self.model.try_inverse().unwrap();
|
||||
self.viewmodel = rotation_matrix * self.viewmodel;
|
||||
self.inv_viewmodel = self.inv_viewmodel.try_inverse().unwrap();
|
||||
|
||||
// Add the roll, pitch, and yaw to the current rotation
|
||||
self.rotation[0] += roll as f32;
|
||||
self.rotation[1] += pitch as f32;
|
||||
self.rotation[2] += yaw as f32;
|
||||
|
||||
// Recompute the model and inverse model matrices
|
||||
self.compute();
|
||||
}
|
||||
pub fn translate(&mut self, translation: Vector3<f64>) {
|
||||
// Translate a mesh by adding to its current position
|
||||
pub fn translate(&mut self, x: f64, y: f64, z: f64) {
|
||||
self.translation[0] += x as f32;
|
||||
self.translation[1] += y as f32;
|
||||
self.translation[2] += z as f32;
|
||||
|
||||
// Recompute the model and inverse model matrices
|
||||
self.compute();
|
||||
}
|
||||
// Scale a mesh by adding to its current scale
|
||||
pub fn scale(&mut self, x: f64, y: f64, z: f64) {
|
||||
self.scale[0] += x as f32;
|
||||
self.scale[1] += y as f32;
|
||||
self.scale[2] += z as f32;
|
||||
|
||||
// Recompute the model and inverse model matrices
|
||||
self.compute();
|
||||
}
|
||||
// This function computes the model and inverse model matrices
|
||||
pub fn compute(&mut self) {
|
||||
//Translation matrix
|
||||
let translation = Vector3::from_row_slice(&self.translation);
|
||||
let translation_matrix = Matrix4::new_translation(&translation);
|
||||
self.model = translation_matrix * self.model;
|
||||
self.inv_model = self.model.try_inverse().unwrap();
|
||||
self.viewmodel = translation_matrix * self.viewmodel;
|
||||
self.inv_viewmodel = self.inv_viewmodel.try_inverse().unwrap();
|
||||
}
|
||||
pub fn scale(&mut self, scale: Vector3<f64>) {
|
||||
// Scale matrix
|
||||
let scale = &Vector3::from_row_slice(&self.scale);
|
||||
let scale_matrix = Matrix4::new_nonuniform_scaling(&scale);
|
||||
self.model = scale_matrix * self.model;
|
||||
// Rotation matrix
|
||||
let (roll, pitch, yaw) = (self.rotation[0], self.rotation[1], self.rotation[2]);
|
||||
let rotation_matrix = Matrix4::from_euler_angles(roll, pitch, yaw);
|
||||
// Compute the model matrix by combining the translation, rotation, and scale matrices
|
||||
self.model = (translation_matrix * rotation_matrix * scale_matrix).cast();
|
||||
// Compute the inverse model matrix by inverting the model matrix
|
||||
self.inv_model = self.model.try_inverse().unwrap();
|
||||
self.viewmodel = scale_matrix * self.viewmodel;
|
||||
self.inv_viewmodel = self.inv_viewmodel.try_inverse().unwrap();
|
||||
}
|
||||
pub fn child(self, primitive: Arc<dyn Primitive>) -> Node {
|
||||
Node {
|
||||
primitive,
|
||||
model: self.model,
|
||||
inv_model: self.inv_model,
|
||||
viewmodel: self.model,
|
||||
inv_viewmodel: self.inv_model,
|
||||
}
|
||||
}
|
||||
pub fn compute(&mut self, view: &Matrix4<f64>, inv_view: &Matrix4<f64>) {
|
||||
self.viewmodel = view * self.model;
|
||||
self.inv_viewmodel = self.inv_model * inv_view;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -79,21 +104,20 @@ impl Scene {
|
||||
cameras: Vec::new(),
|
||||
}
|
||||
}
|
||||
// Adds a node to the scene
|
||||
pub fn add_node(&mut self, node: Node) {
|
||||
self.nodes.push(node);
|
||||
}
|
||||
// Adds a material to the scene
|
||||
pub fn add_material(&mut self, material: Material) {
|
||||
self.materials.push(material);
|
||||
}
|
||||
// Adds a light to the scene
|
||||
pub fn add_light(&mut self, light: Light) {
|
||||
self.lights.push(light);
|
||||
}
|
||||
// Adds a camera to the scene
|
||||
pub fn add_camera(&mut self, camera: Camera) {
|
||||
self.cameras.push(camera);
|
||||
}
|
||||
pub fn compute(&mut self, view: &Matrix4<f64>, inv_view: &Matrix4<f64>) {
|
||||
for node in &mut self.nodes {
|
||||
node.compute(view, inv_view);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
89
src/state.rs
89
src/state.rs
@@ -6,13 +6,12 @@ use crate::{gui::Gui, scene::Scene};
|
||||
use crate::{gui::GuiEvent, log_error};
|
||||
use std::path::Path;
|
||||
|
||||
use nalgebra::{Point3, Vector3};
|
||||
use rand::seq::SliceRandom;
|
||||
use rand::thread_rng;
|
||||
|
||||
use std::error::Error;
|
||||
|
||||
use std::sync::{Arc, Mutex};
|
||||
|
||||
use anyhow::Result;
|
||||
use pixels::{Pixels, SurfaceTexture};
|
||||
use winit::dpi::{LogicalSize, PhysicalSize};
|
||||
@@ -23,6 +22,7 @@ use winit::window::{Window, WindowBuilder};
|
||||
const START_WIDTH: i32 = 1200;
|
||||
const START_HEIGHT: i32 = 1200;
|
||||
const COLOUR_CLEAR: [u8; 4] = [0x22, 0x00, 0x11, 0xff];
|
||||
const PIXEL_CLEAR: [u8; 4] = [0x55, 0x00, 0x22, 0xff];
|
||||
|
||||
pub const INIT_FILE: &str = "scene.rhai";
|
||||
pub const SAVE_FILE: &str = "img.png";
|
||||
@@ -35,7 +35,7 @@ pub struct State {
|
||||
buffer_width: u32,
|
||||
buffer_height: u32,
|
||||
|
||||
pixels: Arc<Mutex<Pixels>>,
|
||||
pixels: Pixels,
|
||||
gui: Gui,
|
||||
|
||||
rays: Vec<Ray>,
|
||||
@@ -46,7 +46,7 @@ impl State {
|
||||
pub fn new(window: Window, pixels: Pixels, gui: Gui) -> Self {
|
||||
let scene = Scene::empty();
|
||||
let window_size = window.inner_size();
|
||||
let camera = Camera::unit();
|
||||
let camera = Camera::new(Point3::new(2.0, 2.0, 2.0), Point3::origin(), Vector3::y());
|
||||
let rays = Vec::new();
|
||||
|
||||
Self {
|
||||
@@ -55,7 +55,7 @@ impl State {
|
||||
window,
|
||||
buffer_width: window_size.width as u32,
|
||||
buffer_height: window_size.height as u32,
|
||||
pixels: Arc::new(Mutex::new(pixels)),
|
||||
pixels: pixels,
|
||||
gui,
|
||||
rays,
|
||||
ray_queue: Vec::new(),
|
||||
@@ -68,18 +68,26 @@ impl State {
|
||||
GuiEvent::BufferResize(proportion, fov) => {
|
||||
self.resize_buffer(proportion, fov as f64)?
|
||||
}
|
||||
GuiEvent::CameraUpdate(camera) => {
|
||||
GuiEvent::CameraUpdate(camera, fovy) => {
|
||||
self.rays = Ray::cast_rays(
|
||||
&camera.eye,
|
||||
&camera.target,
|
||||
&camera.up,
|
||||
fovy as f64,
|
||||
self.buffer_width,
|
||||
self.buffer_height,
|
||||
);
|
||||
self.camera = camera;
|
||||
self.clear()?;
|
||||
self.reset_queue();
|
||||
}
|
||||
GuiEvent::SceneLoad(scene) => {
|
||||
self.scene = scene;
|
||||
self.clear()?;
|
||||
self.reset_queue();
|
||||
}
|
||||
GuiEvent::SaveImage(filename) => {
|
||||
let pixels = self.pixels.lock().unwrap();
|
||||
let frame = pixels.frame();
|
||||
let frame = self.pixels.frame();
|
||||
image::save_buffer(
|
||||
Path::new(&filename),
|
||||
frame,
|
||||
@@ -94,25 +102,35 @@ impl State {
|
||||
}
|
||||
|
||||
fn resize_buffer(&mut self, proportion: f32, fovy: f64) -> Result<(), Box<dyn Error>> {
|
||||
// Calculate new buffer dimensions based on proportion
|
||||
let size = self.window.inner_size();
|
||||
|
||||
self.buffer_width = (size.width as f32 * proportion) as u32;
|
||||
self.buffer_height = (size.height as f32 * proportion) as u32;
|
||||
|
||||
// Clear the buffer and reset the ray queue
|
||||
self.clear()?;
|
||||
self.reset_queue();
|
||||
|
||||
self.rays = Ray::cast_rays(fovy, self.buffer_width, self.buffer_height);
|
||||
// Recalculate rays with new buffer dimensions
|
||||
self.rays = Ray::cast_rays(
|
||||
&self.camera.eye,
|
||||
&self.camera.target,
|
||||
&self.camera.up,
|
||||
fovy,
|
||||
self.buffer_width,
|
||||
self.buffer_height,
|
||||
);
|
||||
|
||||
let mut pixels = self.pixels.lock().unwrap();
|
||||
pixels.resize_buffer(self.buffer_width, self.buffer_height)?;
|
||||
// Resize buffer and surface
|
||||
let pixels = &mut self.pixels;
|
||||
pixels.resize_surface(size.width, size.height)?;
|
||||
pixels.resize_buffer(self.buffer_width, self.buffer_height)?;
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn resize(&mut self, size: &PhysicalSize<u32>) -> Result<(), Box<dyn Error>> {
|
||||
let mut pixels = self.pixels.lock().unwrap();
|
||||
pixels.resize_surface(size.width, size.height)?;
|
||||
self.pixels.resize_surface(size.width, size.height)?;
|
||||
Ok(())
|
||||
}
|
||||
|
||||
@@ -127,29 +145,27 @@ impl State {
|
||||
}
|
||||
|
||||
fn draw(&mut self) -> Result<(), Box<dyn Error>> {
|
||||
//Draw ray_num in a block
|
||||
for _ in 0..self.gui.ray_num {
|
||||
//Get random index from queue
|
||||
let index = self.ray_queue.pop().unwrap();
|
||||
let index = match self.ray_queue.pop() {
|
||||
Some(index) => index,
|
||||
None => break,
|
||||
};
|
||||
//Shade colour for selected ray
|
||||
let colour = &self.rays[index].shade_ray(&self.scene);
|
||||
//Assign colour to frame
|
||||
let rgba = colour.map_or(COLOUR_CLEAR, |colour| [colour.x, colour.y, colour.z, 255]);
|
||||
let mut pixels = self.pixels.lock().unwrap();
|
||||
let frame = pixels.frame_mut();
|
||||
//Assign colour to pixel in frame
|
||||
let rgba = colour.map_or(PIXEL_CLEAR, |colour| [colour.x, colour.y, colour.z, 255]);
|
||||
let frame = self.pixels.frame_mut();
|
||||
frame[index * 4..(index + 1) * 4].copy_from_slice(&rgba);
|
||||
|
||||
if self.ray_queue.is_empty() {
|
||||
break;
|
||||
};
|
||||
}
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn clear(&mut self) -> Result<(), Box<dyn Error>> {
|
||||
let mut pixels = self.pixels.lock().unwrap();
|
||||
let frame = pixels.frame_mut();
|
||||
let frame = self.pixels.frame_mut();
|
||||
for pixel in frame.chunks_exact_mut(4) {
|
||||
pixel.copy_from_slice(&[0x00, 0x00, 0x00, 0xff]);
|
||||
pixel.copy_from_slice(&COLOUR_CLEAR);
|
||||
}
|
||||
Ok(())
|
||||
}
|
||||
@@ -159,26 +175,35 @@ impl State {
|
||||
let mut ray_queue: Vec<usize> = (0..size).collect();
|
||||
ray_queue.shuffle(&mut thread_rng());
|
||||
self.ray_queue = ray_queue;
|
||||
self.scene.compute(&self.camera.view, &self.camera.inv_view);
|
||||
}
|
||||
|
||||
fn render(&mut self) -> Result<(), Box<dyn Error>> {
|
||||
self.update()?; //Update state
|
||||
// Update state
|
||||
self.update()?;
|
||||
// Draw rays if we have remaining rays in queue
|
||||
if !self.ray_queue.is_empty() {
|
||||
self.draw()?;
|
||||
match self.draw() {
|
||||
Err(e) => {
|
||||
println!("ERROR: {}", e);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
let pixels = self.pixels.lock().unwrap();
|
||||
// Render Gui
|
||||
self.gui
|
||||
.prepare(&self.window)
|
||||
.expect("gui.prepare() failed"); //Prepare imgui
|
||||
if let Err(e) = pixels.render_with(|encoder, render_target, context| {
|
||||
.expect("gui.prepare() failed");
|
||||
// Try to render pixels
|
||||
if let Err(e) = self.pixels.render_with(|encoder, render_target, context| {
|
||||
context.scaling_renderer.render(encoder, render_target); // Render pixels
|
||||
self.gui
|
||||
.render(&self.window, encoder, render_target, context)?;
|
||||
|
||||
Ok(())
|
||||
}) {
|
||||
log_error("pixels.render", e);
|
||||
};
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user