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RustでRayTracing (チャプター3、4)
はじめに
Ray Tracing in One Weekend
をRustで実装していく過程を記録しています。
どなたかの参考になれば。
チャプター3
記事ではVec3を定義して、CGに必要な関数も定義してたけど、rustにはcgmathがあるので、それを使って実装しました。
use cgmath::prelude::*;
use cgmath::{Vector3, vec3};
fn pixel_color(r: f32, g: f32, b: f32) -> Vector3<i32>
{
const scale: f32 = 255.99;
return vec3((scale * r) as i32, (scale * g) as i32, (scale * b) as i32)
}
fn main() {
const image_width: u32 = 256;
const image_height: u32 = 256;
println!("P3\n {} {} \n255", image_width, image_height);
for j in (0..image_height).rev() {
for i in 0..image_width {
let rbg = pixel_color(i as f32/(image_width - 1) as f32, j as f32/(image_height - 1) as f32, 0.25f32);
println!("{} {} {}", rbg.x, rbg.y, rbg.z);
}
}
}
前に実装した関数で返り値がタプルだったところが、Vector3となって、コードが見やすくなりました。
チャプター4
lerpのところをcgmathの関数で書き直したぐらいです。
やはり画像が出てくるとモチベがあがりますね。
use std::fmt;
use cgmath::prelude::*;
use cgmath::{Vector3, vec3};
struct Ray {
pub origin: Vector3<f32>,
pub direction: Vector3<f32>
}
impl Ray {
pub fn new(o:Vector3<f32>, d:Vector3<f32>) -> Self {
Ray{origin: o, direction: d}
}
pub fn at(&self, t: f32) -> Vector3<f32> {
self.origin + self.direction * t
}
}
impl fmt::Debug for Ray {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(f, "({:?}, {:?})", self.origin, self.direction)
}
}
fn to_color(v: Vector3<f32>) -> Vector3<i32>
{
const scale: f32 = 255.99;
return vec3((scale * v.x) as i32, (scale * v.y) as i32, (scale * v.z) as i32)
}
fn ray_color(ray: &Ray) -> Vector3<i32>
{
const white: Vector3<f32> = vec3(1.0, 1.0, 1.0);
const blue: Vector3<f32> = vec3(0.5, 0.7, 1.0);
let unit_direction = &ray.direction.normalize();
let t = 0.5 * (unit_direction.y + 1.0);
let rgb = white.lerp(blue, t);
return to_color(rgb);
}
fn main() {
// Image
const aspect_ratio: f32 = 16.0 / 9.0;
const image_width: i32 = 400;
const image_height: i32 = (image_width as f32 / aspect_ratio) as i32;
// Camera
let viewport_height: f32 = 2.0;
let viewport_width = aspect_ratio * viewport_height;
let focal_length = 1.0;
let origin: Vector3<f32> = Vector3::zero();
let horizontal: Vector3<f32> = vec3(viewport_width, 0.0, 0.0);
let vertical: Vector3<f32> = vec3(0.0, viewport_height, 0.0);
let lower_left_corner = origin - horizontal / 2.0 - vertical / 2.0 - vec3(0.0, 0.0, focal_length);
// Render
println!("P3\n {} {} \n255", image_width, image_height);
for j in (0..image_height).rev() {
for i in 0..image_width {
let u = i as f32/(image_width - 1) as f32;
let v = j as f32/(image_height - 1) as f32;
let r = Ray::new(origin, lower_left_corner + u * horizontal + v * vertical - origin);
let pixel_color= ray_color(&r);
println!("{} {} {}", pixel_color.x, pixel_color.y, pixel_color.z);
}
}
}
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