use crate::calculus::calculus::{sample_square, Point3, Ray, Vec3}; use crate::global::{get_image_height, Color, DisplayBuffer, Pixel, ASPECT_RATIO, CAMERA_CENTER, FOCAL_LENGTH, IMG_WIDTH, SAMPLES_PER_PIXEL, VIEWPORT_HEIGHT}; use crate::interval::Interval; use crate::object::{HitRecord, Hittable, HittableList}; pub struct Camera { pub aspect_ratio: f32, pub image_width: usize, pub samples_per_pixel: usize, image_height: usize, center: Point3, pixel_upper_left: Point3, delta_pixel_u: Vec3, delta_pixel_v: Vec3, pixel_samples_scale: f32, max_depth: usize, } impl Camera { pub fn new() -> Self { let aspect_ratio = ASPECT_RATIO; let image_width = IMG_WIDTH; let image_height = get_image_height(image_width, aspect_ratio); let center = CAMERA_CENTER; let focal_length = FOCAL_LENGTH; let samples_per_pixel = SAMPLES_PER_PIXEL; let pixel_samples_scale = 1.0 / samples_per_pixel as f32; let viewport_height = VIEWPORT_HEIGHT; let viewport_width = viewport_height * (image_width as f32 / image_height as f32); let viewport_hor_vector = Vec3{ x: viewport_width, y: 0.0, z: 0.0 }; let viewport_ver_vector = Vec3 { x: 0.0, y: -1f32 * viewport_height, z: 0.0 }; let delta_pixel_u = viewport_hor_vector.scalar_mul(1.0 / image_width as f32); let delta_pixel_v = viewport_ver_vector.scalar_mul(1.0 / image_height as f32); let viewport_upper_left = center .sub(&Vec3 { x: 0f32, y: 0f32, z: focal_length}) .sub(&viewport_hor_vector.scalar_mul(0.5)) .sub(&viewport_ver_vector.scalar_mul(0.5)); let pixel_upper_left = viewport_upper_left.add( &delta_pixel_u.add(&delta_pixel_u).scalar_mul(0.5) ); let max_depth = 50; Self { aspect_ratio, image_width, image_height, center, pixel_upper_left, delta_pixel_u, delta_pixel_v, samples_per_pixel, pixel_samples_scale, max_depth } } fn get_ray(&self, i: usize, j: usize) -> Ray { let offset = sample_square(); let pixel_sample = self.pixel_upper_left .add(&self.delta_pixel_u.scalar_mul(i as f32 + offset.x)) .add(&self.delta_pixel_v.scalar_mul(j as f32 + offset.y)); let ray_origin = self.center; let ray_direction = pixel_sample.sub(&ray_origin); Ray { origin: ray_origin, direction: ray_direction, } } fn ray_color(&self, ray: &Ray, world: &HittableList, depth: usize) -> Color { if depth <= 0 { return Color::new(0.0, 0.0, 0.0); } let mut rec = HitRecord::default(); let ray_t = Interval::new(0.001, f32::INFINITY); if world.hit(ray, ray_t, &mut rec) { // let direction = Vec3::random_on_hemisphere(&rec.normal); let direction = rec.normal.add(&Vec3::random_unit()); let origin = rec.position.clone(); let r = Ray { origin, direction }; return self.ray_color(&r, world, depth - 1).mul_scalar(0.9); } let unit_direction = ray.direction.unit(); let a = 0.5 * (unit_direction.y + 1.0); let color1 = Color::new(1.0, 1.0, 1.0).mul_scalar(1.0 - a); let color2 = Color::new(0.5, 0.7, 1.0).mul_scalar(a); color1.add(&color2) } pub fn render(&self, display_buffer: &mut DisplayBuffer, world: &HittableList) { (0..self.image_height).for_each(|j| { (0..self.image_width).for_each(|i| { println!("Processing line {} col {}", j, i); let mut pixel_color = Color::new(0.0, 0.0, 0.0); (0..self.samples_per_pixel).for_each(|_| { let r = self.get_ray(i, j); let ray_color = self.ray_color(&r, world, self.max_depth); pixel_color = pixel_color.add(&ray_color); }); pixel_color = pixel_color.mul_scalar(self.pixel_samples_scale); display_buffer[j][i] = Pixel::from_color(&pixel_color); }) }) } }