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Elise Amber Katze 2024-06-30 11:04:17 +02:00
commit 500314755c
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19
Cargo.toml Normal file
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[package]
name = "rsrt"
authors = ["Elise Amber Katze <git@katze.sh>"]
version = "0.1.0"
edition = "2021"
[dependencies]
fastrand = "2.1.0"
image = { version = "0.25.1", default-features = false, features = ["png"] }
rayon = "1.10.0"
tracing = "0.1.40"
tracing-subscriber = { version = "0.3.18", features = ["env-filter"] }
[dev-dependencies]
criterion = "0.5.1"
[[bench]]
name = "cover"
harness = false

57
README.md Normal file
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# rsrt
A raytracer built using https://raytracing.github.io as a follow up to my last attempt back in 2020 https://github.com/EliseZeroTwo/rs-ytrace/.
## Renders
### 2024-06-29
A slightly modified version of the cover of the first book "Ray Tracing in One Weekend".
![A slightly modified version of the cover from the first book "Ray Tracing in One Weekend"](./renders/1st-cover-4k.png)
```rs
let mut builder = Raytracer::builder()
.image_size(3840, 2160)
.samples_per_pixel(500)
.max_depth(50)
.vertical_fov(20.0)
.look_from(13.0, 2.0, 3.0)
.look_at(0.0, 0.0, 0.0)
.vup(0.0, 1.0, 0.0)
.defocus_angle(0.6)
.focus_dist(10.0)
.with_sphere(0.0, -1000.0, 0.0, 1000.0)
.lambertian(1.0, 0.6, 0.7);
for a in -11..11 {
for b in -11..11 {
let choose_mat = random_f64();
let center = Point3::new(a as f64 + 0.9 * random_f64(), 0.2, b as f64 + 0.9 * random_f64());
if (center - Point3::new(4.0, 0.2, 0.0)).len() > 0.9 {
let shape_builder = builder.with_sphere(center.x(), center.y(), center.z(), 0.2);
builder = if choose_mat < 0.8 {
let albedo = Color::random() * Color::random();
shape_builder.lambertian(albedo.r(), albedo.g(), albedo.b())
} else if choose_mat < 0.95 {
let albedo = Color::random_range(0.5, 1.0);
let fuzz = random_f64_range(0.0, 0.5);
shape_builder.metal(albedo.r(), albedo.g(), albedo.b(), fuzz)
} else {
shape_builder.dielectric(1.5)
};
}
}
}
let raytracer = builder
.with_sphere(0.0, 1.0, 0.0, 1.0)
.dielectric(1.5)
.with_sphere(-4.0, 1.0, 0.0, 1.0)
.lambertian(1.0, 0.5, 0.6)
.with_sphere(4.0, 1.0, 0.0, 1.0)
.metal(0.7, 0.6, 0.5, 0.0)
.finish();
```

14
benches/cover.rs Normal file
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use criterion::{criterion_group, criterion_main, Criterion};
fn render_cover_400_225_rayon_100spp(c: &mut Criterion) {
let mut group = c.benchmark_group("render_cover_400_225_rayon_100spp_group");
let raytracer = rsrt::cover(400, 225, 100);
group.sample_size(10);
group.bench_function("render_cover_400_225_rayon_100spp", |b| {
b.iter(|| raytracer.render_multithread_rayon())
});
group.finish();
}
criterion_group!(render_cover_400_225, render_cover_400_225_rayon_100spp);
criterion_main!(render_cover_400_225);

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4
rustfmt.toml Normal file
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edition = "2021"
hard_tabs = true
max_width = 100
use_small_heuristics = "Max"

128
src/builder.rs Normal file
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use crate::{
hittable::{sphere::Sphere, HittableList, Object},
material::{dielectric::Dielectric, lambertian::Lambertian, metal::Metal, Materials},
raytracer::Raytracer,
vec3::{Color, Point3, Vec3},
};
pub struct SphereBuilder {
child: RaytracerBuilder,
center: Point3,
radius: f64,
}
impl SphereBuilder {
pub fn dielectric(self, refraction_index: f64) -> RaytracerBuilder {
self.with_material(Materials::Dielectric(Dielectric::new(refraction_index)))
}
pub fn lambertian(self, albedo_r: f64, albedo_g: f64, albedo_b: f64) -> RaytracerBuilder {
self.with_material(Materials::Lambertian(Lambertian::new(Color::new(
albedo_r, albedo_g, albedo_b,
))))
}
pub fn metal(self, albedo_r: f64, albedo_g: f64, albedo_b: f64, fuzz: f64) -> RaytracerBuilder {
self.with_material(Materials::Metal(Metal::new(
Color::new(albedo_r, albedo_g, albedo_b),
fuzz,
)))
}
pub fn with_material(self, material: Materials) -> RaytracerBuilder {
let mut builder = self.child;
builder.world.add(Object::Sphere(Sphere::new(self.center, self.radius, material)));
builder
}
}
pub struct RaytracerBuilder {
pub world: HittableList,
pub image_height: usize,
pub image_width: usize,
pub samples_per_pixel: usize,
pub max_depth: usize,
pub defocus_angle: f64,
pub focus_dist: f64,
pub vertical_fov: f64,
pub look_from: Point3,
pub look_at: Point3,
pub vup: Vec3,
}
impl Default for RaytracerBuilder {
fn default() -> Self {
Self {
world: HittableList::new(),
image_height: 1080,
image_width: 1920,
samples_per_pixel: 100,
max_depth: 50,
vertical_fov: 90.0,
look_from: Point3::new(0.0, 0.0, 0.0),
look_at: Point3::new(0.0, 0.0, -1.0),
vup: Point3::new(0.0, 1.0, 0.0),
defocus_angle: 0.0,
focus_dist: 10.0,
}
}
}
impl RaytracerBuilder {
pub fn image_size(mut self, width: usize, height: usize) -> Self {
self.image_width = width;
self.image_height = height;
self
}
pub fn look_from(mut self, x: f64, y: f64, z: f64) -> Self {
self.look_from = Point3::new(x, y, z);
self
}
pub fn look_at(mut self, x: f64, y: f64, z: f64) -> Self {
self.look_at = Point3::new(x, y, z);
self
}
pub fn vup(mut self, x: f64, y: f64, z: f64) -> Self {
self.vup = Point3::new(x, y, z);
self
}
pub fn max_depth(mut self, depth: usize) -> Self {
self.max_depth = depth;
self
}
pub fn samples_per_pixel(mut self, samples_per_pixel: usize) -> Self {
self.samples_per_pixel = samples_per_pixel;
self
}
pub fn vertical_fov(mut self, vertical_fov: f64) -> Self {
self.vertical_fov = vertical_fov;
self
}
pub fn defocus_angle(mut self, defocus_angle: f64) -> Self {
self.defocus_angle = defocus_angle;
self
}
pub fn focus_dist(mut self, focus_dist: f64) -> Self {
self.focus_dist = focus_dist;
self
}
pub fn with_sphere(self, x: f64, y: f64, z: f64, radius: f64) -> SphereBuilder {
SphereBuilder { child: self, center: Point3::new(x, y, z), radius }
}
pub fn finish(self) -> Raytracer {
self.into()
}
}

79
src/hittable.rs Normal file
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pub mod sphere;
use crate::{
interval::Interval,
material::Materials,
ray::Ray,
vec3::{Point3, Vec3},
};
#[derive(Debug, Clone)]
pub struct HitRecord {
pub p: Point3,
pub normal: Vec3,
pub t: f64,
pub front_face: bool,
pub mat: Materials,
}
impl HitRecord {
pub fn new(t: f64, p: Point3, outward_normal: Vec3, mat: Materials, ray: &Ray) -> Self {
let front_face = ray.direction().dot(&outward_normal) < 0.0;
Self {
p,
normal: match front_face {
true => outward_normal,
false => -outward_normal,
},
t,
front_face,
mat,
}
}
}
pub trait Hittable {
fn hit(&self, ray: &Ray, ray_t: &Interval) -> Option<HitRecord>;
}
pub enum Object {
Sphere(sphere::Sphere),
}
impl Hittable for Object {
fn hit(&self, ray: &Ray, ray_t: &Interval) -> Option<HitRecord> {
match self {
Object::Sphere(sphere) => sphere.hit(ray, ray_t),
}
}
}
pub struct HittableList {
objects: Vec<Object>,
}
impl HittableList {
pub fn new() -> Self {
Self { objects: Vec::with_capacity(128) }
}
pub fn add(&mut self, object: Object) {
self.objects.push(object);
}
}
impl Hittable for HittableList {
fn hit(&self, ray: &Ray, ray_t: &Interval) -> Option<HitRecord> {
let mut out = None;
let mut interval = Interval::new(ray_t.min, ray_t.max);
for object in &self.objects {
if let Some(hit_record) = object.hit(ray, &interval) {
interval.max = hit_record.t;
out = Some(hit_record);
}
}
out
}
}

43
src/hittable/sphere.rs Normal file
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@ -0,0 +1,43 @@
use crate::{interval::Interval, material::Materials, vec3::Point3};
use super::{HitRecord, Hittable};
pub struct Sphere {
center: Point3,
radius: f64,
material: Materials,
}
impl Sphere {
pub fn new(center: Point3, radius: f64, material: Materials) -> Self {
Self { center, radius, material }
}
}
impl Hittable for Sphere {
fn hit(&self, ray: &crate::ray::Ray, ray_t: &Interval) -> Option<HitRecord> {
let oc = self.center - *ray.origin();
let a = ray.direction().len_squared();
let h = ray.direction().dot(&oc);
let c = oc.len_squared() - self.radius * self.radius;
let discriminant = h * h - a * c;
if discriminant < 0.0 {
return None;
}
let sqrtd = discriminant.sqrt();
let mut root = (h - sqrtd) / a;
if !ray_t.surrounds(root) {
root = (h + sqrtd) / a;
if !ray_t.surrounds(root) {
return None;
}
}
let p = ray.at(root);
let outward_normal = (p - self.center) / self.radius;
Some(HitRecord::new(root, p, outward_normal, self.material, ray))
}
}

30
src/interval.rs Normal file
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pub struct Interval {
pub min: f64,
pub max: f64,
}
impl Interval {
pub const fn new(min: f64, max: f64) -> Self {
Self { min, max }
}
pub fn size(&self) -> f64 {
self.max - self.min
}
pub fn contains(&self, value: f64) -> bool {
self.min <= value && value <= self.max
}
pub fn surrounds(&self, value: f64) -> bool {
self.min < value && value < self.max
}
pub fn clamp(&self, value: f64) -> f64 {
value.clamp(self.min, self.max)
}
}
pub const EMPTY: Interval = Interval::new(f64::INFINITY, -f64::INFINITY);
pub const WORLD: Interval = Interval::new(0.001, f64::INFINITY);
pub const UNIVERSE: Interval = Interval::new(-f64::INFINITY, f64::INFINITY);

60
src/lib.rs Normal file
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#![feature(portable_simd)]
use raytracer::{random_f64, random_f64_range, Raytracer};
use vec3::{Color, Point3};
pub mod builder;
pub mod hittable;
pub mod interval;
pub mod material;
pub mod out;
pub mod ray;
pub mod raytracer;
pub mod vec3;
pub fn cover(width: usize, height: usize, spp: usize) -> Raytracer {
let mut builder = Raytracer::builder()
.image_size(width, height)
.samples_per_pixel(spp)
.max_depth(50)
.vertical_fov(20.0)
.look_from(13.0, 2.0, 3.0)
.look_at(0.0, 0.0, 0.0)
.vup(0.0, 1.0, 0.0)
.defocus_angle(0.6)
.focus_dist(10.0)
.with_sphere(0.0, -1000.0, 0.0, 1000.0)
.lambertian(1.0, 0.6, 0.7);
for a in -11..11 {
for b in -11..11 {
let choose_mat = random_f64();
let center =
Point3::new(a as f64 + 0.9 * random_f64(), 0.2, b as f64 + 0.9 * random_f64());
if (center - Point3::new(4.0, 0.2, 0.0)).len() > 0.9 {
let shape_builder = builder.with_sphere(center.x(), center.y(), center.z(), 0.2);
builder = if choose_mat < 0.8 {
let albedo = Color::random() * Color::random();
shape_builder.lambertian(albedo.r(), albedo.g(), albedo.b())
} else if choose_mat < 0.95 {
let albedo = Color::random_range(0.5, 1.0);
let fuzz = random_f64_range(0.0, 0.5);
shape_builder.metal(albedo.r(), albedo.g(), albedo.b(), fuzz)
} else {
shape_builder.dielectric(1.5)
};
}
}
}
builder
.with_sphere(0.0, 1.0, 0.0, 1.0)
.dielectric(1.5)
.with_sphere(-4.0, 1.0, 0.0, 1.0)
.lambertian(1.0, 0.5, 0.6)
.with_sphere(4.0, 1.0, 0.0, 1.0)
.metal(0.7, 0.6, 0.5, 0.0)
.finish()
}

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src/main.rs Normal file
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use rsrt::{cover, out};
use tracing_subscriber::{layer::SubscriberExt, util::SubscriberInitExt};
fn main() {
const WIDTH: usize = 1920;
const HEIGHT: usize = 1080;
tracing_subscriber::registry()
.with(tracing_subscriber::fmt::layer())
.with(tracing_subscriber::EnvFilter::from_default_env())
.init();
let image = cover(WIDTH, HEIGHT, 500).render();
out::write_image("./image.png", &image[..], WIDTH as u32, HEIGHT as u32).unwrap();
}

30
src/material.rs Normal file
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pub mod dielectric;
pub mod lambertian;
pub mod metal;
use dielectric::Dielectric;
use lambertian::Lambertian;
use metal::Metal;
use crate::{hittable::HitRecord, ray::Ray, vec3::Color};
pub trait Material {
fn scatter(&self, r_in: &Ray, hit_record: &HitRecord) -> Option<(Color, Ray)>;
}
#[derive(Debug, Clone, Copy)]
pub enum Materials {
Lambertian(Lambertian),
Metal(Metal),
Dielectric(Dielectric),
}
impl Material for Materials {
fn scatter(&self, r_in: &Ray, hit_record: &HitRecord) -> Option<(Color, Ray)> {
match self {
Materials::Lambertian(m) => m.scatter(r_in, hit_record),
Materials::Metal(m) => m.scatter(r_in, hit_record),
Materials::Dielectric(m) => m.scatter(r_in, hit_record),
}
}
}

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use crate::{ray::Ray, raytracer::random_f64, vec3::Color};
use super::Material;
#[derive(Debug, Clone, Copy)]
pub struct Dielectric {
refraction_index: f64,
}
impl Dielectric {
pub fn new(refraction_index: f64) -> Self {
Self { refraction_index }
}
fn reflectance(refraction_index: f64, cos: f64) -> f64 {
let mut r0 = (1.0 - refraction_index) / (1.0 + refraction_index);
r0 *= r0;
r0 + (1.0 - r0) * (1.0 - cos).powi(5)
}
}
impl Material for Dielectric {
fn scatter(
&self,
r_in: &crate::ray::Ray,
hit_record: &crate::hittable::HitRecord,
) -> Option<(crate::vec3::Color, crate::ray::Ray)> {
let attenuation = Color::new(1.0, 1.0, 1.0);
let ri = match hit_record.front_face {
true => 1.0 / self.refraction_index,
false => self.refraction_index,
};
let unit_direction = r_in.direction().unit_vector();
let cos_theta = (-unit_direction).dot(&hit_record.normal).min(1.0);
let sin_theta = (1.0 - cos_theta * cos_theta).sqrt();
let cannot_refract = ri * sin_theta > 1.0;
let direction = match cannot_refract || Self::reflectance(cos_theta, ri) > random_f64() {
true => unit_direction.reflect(hit_record.normal),
false => unit_direction.refract(hit_record.normal, ri),
};
Some((attenuation, Ray::new(hit_record.p, direction)))
}
}

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use crate::{
ray::Ray,
vec3::{Color, Vec3},
};
use super::Material;
#[derive(Debug, Clone, Copy)]
pub struct Lambertian {
albedo: Color,
}
impl Lambertian {
pub const fn new(albedo: Color) -> Self {
Self { albedo }
}
}
impl Material for Lambertian {
fn scatter(
&self,
_r_in: &crate::ray::Ray,
hit_record: &crate::hittable::HitRecord,
) -> Option<(Color, Ray)> {
let mut scatter_direction = hit_record.normal + Vec3::random_unit_vector();
if scatter_direction.near_zero() {
scatter_direction = hit_record.normal;
}
Some((self.albedo, Ray::new(hit_record.p, scatter_direction)))
}
}

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use crate::{
ray::Ray,
vec3::{Color, Vec3},
};
use super::Material;
#[derive(Debug, Clone, Copy)]
pub struct Metal {
albedo: Color,
fuzz: f64,
}
impl Metal {
pub fn new(albedo: Color, fuzz: f64) -> Self {
Self { albedo, fuzz: fuzz.min(1.0) }
}
}
impl Material for Metal {
fn scatter(
&self,
r_in: &crate::ray::Ray,
hit_record: &crate::hittable::HitRecord,
) -> Option<(Color, Ray)> {
let reflected = r_in.direction().reflect(hit_record.normal).unit_vector()
+ (self.fuzz * Vec3::random_unit_vector());
let scattered = Ray::new(hit_record.p, reflected);
match scattered.direction().dot(&hit_record.normal) > 0.0 {
true => Some((self.albedo, scattered)),
false => None,
}
}
}

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use std::path::Path;
use crate::{interval::Interval, vec3::Color};
fn linear_to_gamma(linear_component: f64) -> f64 {
if linear_component > 0.0 {
return linear_component.sqrt();
}
0.0
}
pub fn write_image<P: AsRef<Path>>(
path: P,
image: &[Color],
width: u32,
height: u32,
) -> Result<(), image::ImageError> {
let mut out = image::ImageBuffer::new(width, height);
for (x, y, pixel) in out.enumerate_pixels_mut() {
let index = (y * width) + x;
let r = linear_to_gamma(image[index as usize].r());
let g = linear_to_gamma(image[index as usize].g());
let b = linear_to_gamma(image[index as usize].b());
const INTENSITY: Interval = Interval::new(0.000, 0.999);
*pixel = image::Rgb([
(INTENSITY.clamp(r) * 256.0) as u8,
(INTENSITY.clamp(g) * 256.0) as u8,
(INTENSITY.clamp(b) * 256.0) as u8,
]);
}
out.save(path)?;
Ok(())
}

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use crate::vec3::{Point3, Vec3};
pub struct Ray {
origin: Point3,
direction: Vec3,
}
impl Ray {
pub fn new(origin: Point3, direction: Vec3) -> Self {
Self { origin, direction }
}
pub fn at(&self, t: f64) -> Point3 {
self.origin + (t * self.direction)
}
pub const fn origin(&self) -> &Point3 {
&self.origin
}
pub const fn direction(&self) -> &Vec3 {
&self.direction
}
}

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use rayon::iter::{IntoParallelIterator, ParallelIterator};
use crate::{
builder::RaytracerBuilder,
hittable::{Hittable, HittableList, Object},
interval::WORLD,
material::Material,
ray::Ray,
vec3::{Color, Point3, Vec3},
};
pub struct Raytracer {
world: HittableList,
samples_per_pixel: usize,
max_depth: usize,
pixel_samples_scale: f64,
image_width: usize,
image_height: usize,
center: Point3,
pixel00_loc: Point3,
pixel_delta_u: Vec3,
pixel_delta_v: Vec3,
defocus_angle: f64,
defocus_disk_u: Vec3,
defocus_disk_v: Vec3,
}
impl From<RaytracerBuilder> for Raytracer {
fn from(config: RaytracerBuilder) -> Self {
let aspect_ratio: f64 = config.image_width as f64 / config.image_height as f64;
let theta = config.vertical_fov.to_radians();
let h = (theta / 2.0).tan();
let viewport_height = 2.0 * h * config.focus_dist;
let viewport_width = viewport_height as f64 * aspect_ratio;
let center = config.look_from;
let w = (config.look_from - config.look_at).unit_vector();
let u = config.vup.cross(&w).unit_vector();
let v = w.cross(&u);
let viewport_u = viewport_width * u;
let viewport_v = viewport_height * -v;
let pixel_delta_u = viewport_u / config.image_width as f64;
let pixel_delta_v = viewport_v / config.image_height as f64;
let viewport_upper_left =
center - (config.focus_dist * w) - (viewport_u / 2.0) - (viewport_v / 2.0);
let pixel00_loc = viewport_upper_left + 0.5 * (pixel_delta_u + pixel_delta_v);
let defocus_radius = config.focus_dist * (config.defocus_angle / 2.0).to_radians().tan();
let defocus_disk_u = u * defocus_radius;
let defocus_disk_v = v * defocus_radius;
Self {
world: config.world,
samples_per_pixel: config.samples_per_pixel,
max_depth: config.max_depth,
pixel_samples_scale: 1.0 / config.samples_per_pixel as f64,
image_width: config.image_width,
image_height: config.image_height,
center,
pixel00_loc,
pixel_delta_u,
pixel_delta_v,
defocus_angle: config.defocus_angle,
defocus_disk_u,
defocus_disk_v,
}
}
}
impl Raytracer {
pub fn builder() -> RaytracerBuilder {
RaytracerBuilder::default()
}
pub fn add(&mut self, object: Object) {
self.world.add(object);
}
fn sample_square() -> Vec3 {
Vec3::new(random_f64() - 0.5, random_f64() - 0.5, 0.0)
}
fn defocus_disk_sample(&self) -> Point3 {
let p = Point3::random_in_unit_disk();
self.center + (p[0] * self.defocus_disk_u) + (p[1] * self.defocus_disk_v)
}
fn get_ray(&self, i: usize, j: usize) -> Ray {
let offset = Self::sample_square();
let pixel_sample = self.pixel00_loc
+ ((i as f64 + offset.x()) * self.pixel_delta_u)
+ ((j as f64 + offset.y()) * self.pixel_delta_v);
let origin = match self.defocus_angle <= 0.0 {
true => self.center,
false => self.defocus_disk_sample(),
};
let direction = pixel_sample - origin;
Ray::new(origin, direction)
}
fn ray_color(&self, depth: usize, ray: &Ray) -> Color {
if depth == 0 {
return Color::default();
}
if let Some(hit_record) = self.world.hit(ray, &WORLD) {
if let Some((attenuation, scattered)) = hit_record.mat.scatter(ray, &hit_record) {
return attenuation * self.ray_color(depth - 1, &scattered);
}
return Color::default();
}
let unit_direction = ray.direction().unit_vector();
let a = 0.5 * (unit_direction.y() + 1.0);
((1.0 - a) * Color::new(1.0, 1.0, 1.0)) + (a * Color::new(0.5, 0.7, 1.0))
}
pub fn render_multithread_rayon(&self) -> Vec<Color> {
(0..self.image_height)
.into_par_iter()
.flat_map(|y| (0..self.image_width).into_par_iter().map(move |x| (x, y)))
.map(|(j, i)| {
let mut pixel_color = Vec3::default();
for _ in 0..self.samples_per_pixel {
let ray = self.get_ray(i, j);
pixel_color += self.ray_color(self.max_depth, &ray);
}
pixel_color * self.pixel_samples_scale
})
.collect()
}
pub fn render(&self) -> Vec<Color> {
let mut out = Vec::with_capacity(self.image_height * self.image_width);
for j in 0..self.image_height {
tracing::debug!("Scanlines remaining: {}", self.image_height - j);
for i in 0..self.image_width {
let mut pixel_color = Vec3::default();
for _ in 0..self.samples_per_pixel {
let ray = self.get_ray(i, j);
pixel_color += self.ray_color(self.max_depth, &ray);
}
out.push(pixel_color * self.pixel_samples_scale);
}
}
out
}
}
#[inline(always)]
pub fn random_f64() -> f64 {
fastrand::f64()
}
#[inline(always)]
pub fn random_f64_range(min: f64, max: f64) -> f64 {
min + (max - min) * random_f64()
}

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use core::ops::{Index, IndexMut};
use crate::raytracer::{random_f64, random_f64_range};
#[derive(Debug, Clone, Copy, Default)]
pub struct Vec3([f64; 3]);
pub type Point3 = Vec3;
pub type Color = Vec3;
impl Vec3 {
pub const fn new(x: f64, y: f64, z: f64) -> Self {
Self([x, y, z])
}
pub const fn x(&self) -> f64 {
self.0[0]
}
pub const fn y(&self) -> f64 {
self.0[1]
}
pub const fn z(&self) -> f64 {
self.0[2]
}
pub const fn r(&self) -> f64 {
self.x()
}
pub const fn g(&self) -> f64 {
self.y()
}
pub const fn b(&self) -> f64 {
self.z()
}
pub fn len(&self) -> f64 {
self.len_squared().sqrt()
}
pub fn len_squared(&self) -> f64 {
self.dot(self)
}
pub fn dot(&self, rhs: &Self) -> f64 {
(self.0[0] * rhs[0]) + (self.0[1] * rhs[1]) + (self.0[2] * rhs[2])
}
pub fn cross(&self, rhs: &Self) -> Self {
Self::new(
self[1] * rhs[2] - self[2] * rhs[1],
self[2] * rhs[0] - self[0] * rhs[2],
self[0] * rhs[1] - self[1] * rhs[0],
)
}
pub fn unit_vector(&self) -> Self {
*self / self.len()
}
pub fn random() -> Self {
Self::new(random_f64(), random_f64(), random_f64())
}
pub fn random_range(min: f64, max: f64) -> Self {
Self::new(
random_f64_range(min, max),
random_f64_range(min, max),
random_f64_range(min, max),
)
}
pub fn random_in_unit_sphere() -> Self {
loop {
let p = Self::random_range(-1.0, 1.0);
if p.len_squared() < 1.0 {
return p;
}
}
}
pub fn random_in_unit_disk() -> Self {
loop {
let p = Self::new(random_f64_range(-1.0, 1.0), random_f64_range(-1.0, 1.0), 0.0);
if p.len_squared() < 1.0 {
return p;
}
}
}
pub fn random_unit_vector() -> Self {
Self::random_in_unit_sphere().unit_vector()
}
pub fn random_on_hemisphere(&self) -> Self {
let on_unit_sphere = Self::random_unit_vector();
if on_unit_sphere.dot(self) > 0.0 {
on_unit_sphere
} else {
-on_unit_sphere
}
}
pub fn near_zero(&self) -> bool {
const S: f64 = 1e-8;
self[0].abs() < S && self[1].abs() < S && self[2].abs() < S
}
pub fn reflect(self, n: Self) -> Self {
self - 2.0 * self.dot(&n) * n
}
pub fn refract(self, n: Self, etai_over_etat: f64) -> Self {
let cos_theta = (-self).dot(&n).min(1.0);
let r_out_perpendicular = etai_over_etat * (self + cos_theta * n);
let r_out_parallel = -((1.0 - r_out_perpendicular.len_squared()).abs().sqrt()) * n;
r_out_perpendicular + r_out_parallel
}
}
impl Index<usize> for Vec3 {
type Output = f64;
fn index(&self, index: usize) -> &Self::Output {
&self.0[index]
}
}
impl IndexMut<usize> for Vec3 {
fn index_mut(&mut self, index: usize) -> &mut Self::Output {
&mut self.0[index]
}
}
impl core::ops::Add for Vec3 {
type Output = Self;
fn add(self, rhs: Self) -> Self::Output {
Self::new(self[0] + rhs[0], self[1] + rhs[1], self[2] + rhs[2])
}
}
impl core::ops::AddAssign<Vec3> for &mut Vec3 {
fn add_assign(&mut self, rhs: Vec3) {
self[0] += rhs[0];
self[1] += rhs[1];
self[2] += rhs[2];
}
}
impl core::ops::AddAssign for Vec3 {
fn add_assign(&mut self, rhs: Self) {
self[0] += rhs[0];
self[1] += rhs[1];
self[2] += rhs[2];
}
}
impl core::ops::Sub for Vec3 {
type Output = Self;
fn sub(self, rhs: Self) -> Self::Output {
Self::new(self[0] - rhs[0], self[1] - rhs[1], self[2] - rhs[2])
}
}
impl core::ops::Neg for Vec3 {
type Output = Self;
fn neg(self) -> Self::Output {
Self::new(-self[0], -self[1], -self[2])
}
}
impl core::ops::Mul<f64> for Vec3 {
type Output = Self;
fn mul(self, rhs: f64) -> Self::Output {
Vec3::new(self[0] * rhs, self[1] * rhs, self[2] * rhs)
}
}
impl core::ops::MulAssign<f64> for &mut Vec3 {
fn mul_assign(&mut self, rhs: f64) {
self[0] *= rhs;
self[1] *= rhs;
self[2] *= rhs;
}
}
impl core::ops::Mul<Vec3> for f64 {
type Output = Vec3;
fn mul(self, rhs: Vec3) -> Self::Output {
rhs * self
}
}
impl core::ops::Mul for Vec3 {
type Output = Self;
fn mul(self, rhs: Self) -> Self::Output {
Self::new(self[0] * rhs[0], self[1] * rhs[1], self[2] * rhs[2])
}
}
impl core::ops::MulAssign<Vec3> for &mut Vec3 {
fn mul_assign(&mut self, rhs: Vec3) {
self[0] *= rhs[0];
self[1] *= rhs[1];
self[2] *= rhs[2];
}
}
impl core::ops::MulAssign for Vec3 {
fn mul_assign(&mut self, rhs: Self) {
self[0] *= rhs[0];
self[1] *= rhs[1];
self[2] *= rhs[2];
}
}
impl core::ops::Div<f64> for Vec3 {
type Output = Self;
fn div(self, rhs: f64) -> Self::Output {
(1. / rhs) * self
}
}
impl core::ops::Div for Vec3 {
type Output = Self;
fn div(self, rhs: Self) -> Self::Output {
Self::new(self[0] / rhs[0], self[1] / rhs[1], self[2] / rhs[2])
}
}
impl core::ops::DivAssign for Vec3 {
fn div_assign(&mut self, rhs: Self) {
self[0] /= rhs[0];
self[1] /= rhs[1];
self[2] /= rhs[2];
}
}