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use crate::calculus::calculus::{Point3, Ray, Vec3};
use crate::global::{Color, DisplayBuffer, Pixel, CAMERA_CENTER, FOCAL_LENGTH, IMG_HEIGHT, IMG_WIDTH, VIEWPORT_HEIGHT, VIEWPORT_WIDTH};

fn ray_color(ray: &Ray) -> Color {
    let t = hit_sphere(&Point3 {x: 0.0, y: 0.0, z: -1.0}, 0.5, ray);
    if t > 0.0 {
        let normal = ray
            .at(t)
            .sub(&Vec3 {x: 0.0, y: 0.0, z: -1.0})
            .unit();
        return Color::new(
            normal.x + 1.0,
            normal.y + 1.0,
            normal.z + 1.0,
        ).mul_scalar(0.5);
    }
    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)
}

fn hit_sphere(center: &Point3, radius: f32, ray: &Ray) -> f32 {
    let oc = center.sub(&ray.origin);
    let a = ray.direction.dot_prod(&ray.direction);
    let b = -2.0 * ray.direction.dot_prod(&oc);
    let c  = oc.dot_prod(&oc) - radius * radius;
    let discriminant = b * b - 4.0 * a * c;
    if discriminant < 0.0 {
        -1.0
    } else {
        (-b - discriminant.sqrt()) / (2.0 * a)
    }
}

pub fn render(display_buffer: &mut DisplayBuffer) {
    let viewport_hor_vector = Vec3{ x: VIEWPORT_WIDTH as f32, y: 0.0, z: 0.0 };
    let viewport_ver_vector = Vec3 { x: 0.0, y: -1f32 * VIEWPORT_HEIGHT as f32, z: 0.0 };

    let delta_pixel_u = viewport_hor_vector.scalar_mul(1.0 / IMG_WIDTH as f32);
    let delta_pixel_v = viewport_ver_vector.scalar_mul(1.0 / IMG_HEIGHT as f32);

    let viewport_upper_left = CAMERA_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)
    );

    (0..IMG_HEIGHT).for_each(|j| {
        (0..IMG_WIDTH).for_each(|i| {
            let pixel_center = pixel_upper_left
                .add(&delta_pixel_u.scalar_mul(i as f32))
                .add(&delta_pixel_v.scalar_mul(j as f32));
            let ray_direction = pixel_center.sub(&CAMERA_CENTER);
            let ray = Ray {
                origin: &CAMERA_CENTER,
                direction: &ray_direction,
            };
            let color = ray_color(&ray);
            display_buffer[j][i] = Pixel::from_color(&color);
        })
    })
}