环境
- Time 2022-11-16
- WSL-Ubuntu 22.04
- Rust 1.65.0
前言
说明
参考:https://raytracing.github.io/books/RayTracingInOneWeekend.html
目标
之前生成的版本,在交界处,能很明显看到锯齿,增加采样和抗锯齿。
颜色显示函数
pub fn format_str(&self, samples: f64) -> String {
let ir = (256.0 * (self.x / (samples)).clamp(0.0, 0.999)) as u64;
let ig = (256.0 * (self.y / (samples)).clamp(0.0, 0.999)) as u64;
let ib = (256.0 * (self.z / (samples)).clamp(0.0, 0.999)) as u64;
format!("{ir} {ig} {ib}\n")
}
main.rs
use camera::Camera;
use hittable::{Hit, World};
use rand::Rng;
use ray::Ray;
use sphere::Sphere;
use vector3::{Color, Point3};
mod camera;
mod hittable;
mod ray;
mod sphere;
mod vector3;
fn main() {
// 图片的比例,和宽高
const WIDTH: u64 = 400;
const HEIGHT: u64 = (WIDTH as f64 / camera::RATIO) as u64;
const SAMPLES_PER_PIXEL: u64 = 100;
// 相机
let camera = Camera::new();
// 输出图片,第一行输出 P3,表示像素图
let mut content = String::from("P3");
// 输出宽和高,和最大颜色值
content.push_str(&format!("\n{WIDTH} {HEIGHT}\n255\n"));
let world: World = vec![
Box::new(Sphere::new(Point3::new(0.0, 0.0, -1.0), 0.5)),
Box::new(Sphere::new(Point3::new(0.0, -100.5, -1.0), 100.0)),
];
let mut rng = rand::thread_rng();
for j in (0..HEIGHT).rev() {
// 进度
eprintln!("Scan lines remaining: {j}");
for i in 0..WIDTH {
let mut color = Color::default();
for _ in 0..SAMPLES_PER_PIXEL {
let random_u: f64 = rng.gen();
let random_v: f64 = rng.gen();
let u = ((i as f64) + random_u) / ((WIDTH - 1) as f64);
let v = ((j as f64) + random_v) / ((HEIGHT - 1) as f64);
color = ray_color(&camera.get_ray(u, v), &world) + color;
}
content.push_str(&color.format_str(SAMPLES_PER_PIXEL as f64));
}
}
println!("{}", content);
eprintln!("Done.");
}
// 光线的颜色计算
fn ray_color(ray: &Ray, hittable: &dyn Hit) -> Color {
let option = hittable.hit(ray, 0.0, f64::INFINITY);
if let Some(record) = option {
return 0.5 * (record.normal + Color::new(1.0, 1.0, 1.0));
}
// 射线的单位向量
let unit = ray.direction().unit();
// 因为需要得到上下渐变的背景图,所以需要对 y 进行插值。
let t = 0.5 * (unit.y + 1.0);
// 线性插值,根据不同的光线得到在下面这个范围里的不同的颜色,并且是渐变色。
(1.0 - t) * Color::new(1.0, 1.0, 1.0) + t * Color::new(0.5, 0.7, 1.0)
}
效果
总结
给图片增加了抗锯齿的功能。
附录
vector3.rs
use std::ops::{Add, Div, Mul, Sub};
pub type Color = Vector3;
pub type Point3 = Vector3;
#[derive(Default, Clone, Copy)]
pub struct Vector3 {
pub x: f64,
pub y: f64,
pub z: f64,
}
impl Vector3 {
pub fn new(x: f64, y: f64, z: f64) -> Self {
Self { x, y, z }
}
pub fn format_str(&self, samples: f64) -> String {
let ir = (256.0 * (self.x / (samples)).clamp(0.0, 0.999)) as u64;
let ig = (256.0 * (self.y / (samples)).clamp(0.0, 0.999)) as u64;
let ib = (256.0 * (self.z / (samples)).clamp(0.0, 0.999)) as u64;
format!("{ir} {ig} {ib}\n")
}
/// 向量的长度
pub fn length(self) -> f64 {
self.dot(self).sqrt()
}
/// 向量的点乘
pub fn dot(self, other: Vector3) -> f64 {
self.x * other.x + self.y * other.y + self.z * other.z
}
/// 单位向量
pub fn unit(self) -> Vector3 {
self / self.length()
}
}
// 向量的加法
impl Add for Vector3 {
type Output = Self;
fn add(self, rhs: Self) -> Self {
Vector3 {
x: self.x + rhs.x,
y: self.y + rhs.y,
z: self.z + rhs.z,
}
}
}
// 向量的减法
impl Sub for Vector3 {
type Output = Self;
fn sub(self, rhs: Self) -> Self {
Self {
x: self.x - rhs.x,
y: self.y - rhs.y,
z: self.z - rhs.z,
}
}
}
// 向量和数字的乘法
impl Mul<f64> for Vector3 {
type Output = Self;
fn mul(self, rhs: f64) -> Self {
Self {
x: self.x * rhs,
y: self.y * rhs,
z: self.z * rhs,
}
}
}
// 向量和数字的乘法
impl Mul<Vector3> for f64 {
type Output = Vector3;
fn mul(self, rhs: Vector3) -> Vector3 {
rhs * self
}
}
// 向量的除法
impl Div<f64> for Vector3 {
type Output = Self;
fn div(self, rhs: f64) -> Self {
Self {
x: self.x / rhs,
y: self.y / rhs,
z: self.z / rhs,
}
}
}
标签:抗锯齿,Self,self,Vector3,0198,let,增加,f64,rhs
From: https://www.cnblogs.com/jiangbo4444/p/18311413