matrix almost working

This commit is contained in:
gbrochar 2020-12-12 14:27:36 +01:00
parent f7bb59cfed
commit 3953ea0d4e
4 changed files with 153 additions and 28 deletions

View File

@ -9,4 +9,5 @@ edition = "2018"
[dependencies]
mat4 = "0.2.1"
vec3 = "0.2.1"
vec4 = "0.2.1"
sdl2 = "0.34.3"

View File

@ -16,13 +16,13 @@ fn main() {
let video_subsystem = sdl_context.video().unwrap();
let window = video_subsystem
.window("rust-sdl2 demo", 800, 600)
.window("rust-sdl2 demo", 800, 800)
.position_centered()
.opengl()
.build()
.unwrap();
// let surface = Surface::new(512, 512, PixelFormatEnum::RGB24).unwrap();
let mut data = Box::new([255u8; 1_440_000]);
let mut data = Box::new([255u8; 1_920_000]);
// println!("{:?}", data);
let mut canvas = window.into_canvas().build().unwrap();
// let mut canvas = surface.into_canvas().unwrap();
@ -49,7 +49,7 @@ fn main() {
// }
// canvas.set_draw_color(Color::RGB(i, 64, 255 - i));
let surface =
Surface::from_data(&mut *data, 800, 600, 2400, PixelFormatEnum::RGB24).unwrap();
Surface::from_data(&mut *data, 800, 800, 2400, PixelFormatEnum::RGB24).unwrap();
let texture = texture_creator
.create_texture_from_surface(surface)
.unwrap();

View File

@ -1,4 +1,4 @@
#[derive(Clone, Copy)]
#[derive(Clone, Copy, Debug)]
pub struct Ray {
pub origin: [f64; 3],
pub direction: [f64; 3],

View File

@ -1,5 +1,6 @@
extern crate mat4;
extern crate vec3;
extern crate vec4;
use crate::object::Object;
use crate::ray::Ray;
@ -17,40 +18,163 @@ pub fn render(data: &mut [u8]) {
let projection_matrix: [f64; 16] = *mat4::perspective(
&mut mat4::new_zero(),
&(45. * 3.141592 / 180.),
&(800. / 600.),
&(800. / 800.),
&(0.1),
&(1000.),
);
let view_matrix: [f64; 16] = *mat4::translate(
// let view_matrix: [f64; 16] = *mat4::translate(
// &mut mat4::new_identity(),
// &mat4::new_identity(),
// &vec3::new(0., 0., -10.),
// );
let mut view_matrix = mat4::new_zero();
// view_matrix[0] = 1.;
// view_matrix[4] = 0.;
// view_matrix[8] = 0.;
// view_matrix[12] = 0.;
// view_matrix[1] = 0.;
// view_matrix[5] = 1.;
// view_matrix[9] = 0.;
// view_matrix[13] = 0.;
// view_matrix[2] = 0.;
// view_matrix[6] = 0.;
// view_matrix[10] = 1.;
// view_matrix[14] = 0.;
// view_matrix[3] = 0.;
// view_matrix[7] = 0.;
// view_matrix[11] = -10.;
// view_matrix[15] = 1.;
view_matrix[0] = 1.;
view_matrix[1] = 0.;
view_matrix[2] = 0.;
view_matrix[3] = 0.;
view_matrix[4] = 0.;
view_matrix[5] = 1.;
view_matrix[6] = 0.;
view_matrix[7] = 0.;
view_matrix[8] = 0.;
view_matrix[9] = 0.;
view_matrix[10] = 1.;
view_matrix[11] = 0.;
view_matrix[12] = 0.;
view_matrix[13] = 0.;
view_matrix[14] = 10.;
view_matrix[15] = 1.;
let _model_matrix: [f64; 16] = *mat4::rotate_y(
&mut mat4::new_identity(),
mat4::translate(
&mut mat4::new_identity(),
&mat4::new_identity(),
&vec3::new(0.5, 0.5, 0.),
),
&(3.141592 / 4.),
);
let _model_matrix: [f64; 16] = *mat4::translate(
&mut mat4::new_identity(),
mat4::rotate_y(
&mut mat4::new_identity(),
&mat4::new_identity(),
&(3.141592 / 4.),
),
&vec3::new(0.5, 0.5, 0.),
);
let _model_matrix: [f64; 16] = *mat4::translate(
&mut mat4::new_identity(),
&mat4::new_identity(),
&vec3::new(0., 0., -10.),
&vec3::new(0.5, 0.5, 0.),
);
let model_matrix: [f64; 16] = *mat4::translate(
let _model_matrix: [f64; 16] = *mat4::rotate_y(
&mut mat4::new_identity(),
&mat4::new_identity(),
&vec3::new(1., 1., 0.),
&(3.141592 / 40.),
);
let _model_matrix: [f64; 16] =
*mat4::rotate_y(&mut mat4::new_identity(), &mat4::new_identity(), &0.03);
let model_matrix: [f64; 16] = *mat4::scale(
&mut mat4::new_zero(),
mat4::rotate_y(
&mut mat4::new_zero(),
mat4::translate(
&mut mat4::new_zero(),
&mat4::new_identity(),
&vec3::new(0., 0., 0.),
),
&(3.141592 / 4.),
),
&vec3::new(1., 1., 1.),
);
// let model_matrix: [f64; 16] = *mat4::scale(
// &mut mat4::new_zero(),
// mat4::translate(
// &mut mat4::new_zero(),
// &mat4::new_identity(),
// &vec3::new(0.5, 0.5, 0.),
// ),
// &vec3::new(1., 2., 1.),
// );
// let model_matrix = mat4::new_identity();
for x in 0..800 {
for y in 0..600 {
for y in 0..800 {
let mut view_projection_matrix = mat4::new_zero();
mat4::mul(&mut view_projection_matrix, &model_matrix, &view_matrix);
let mut model_view_projection_matrix = mat4::new_zero();
mat4::mul(
&mut model_view_projection_matrix,
&view_projection_matrix,
&projection_matrix,
);
let mut inverse_view_projection_matrix = mat4::new_zero();
mat4::inv(
&mut inverse_view_projection_matrix,
&model_view_projection_matrix,
);
let far = vec4::new((x as f64 - 400.) / 400., (y as f64 - 400.) / 400., 1., 0.);
let near = vec4::new((x as f64 - 400.) / 400., (y as f64 - 400.) / 400., 0., 0.);
let mut new_far = vec4::new_zero();
let mut new_near = vec4::new_zero();
vec4::transform_mat4(&mut new_far, &far, &inverse_view_projection_matrix);
vec4::transform_mat4(&mut new_near, &near, &inverse_view_projection_matrix);
new_far[0] /= new_far[3];
new_far[1] /= new_far[3];
new_far[2] /= new_far[3];
new_far[3] /= new_far[3];
new_near[0] /= new_near[3];
new_near[1] /= new_near[3];
new_near[2] /= new_near[3];
new_near[3] /= new_near[3];
// let mut ray = Ray {
// origin: [view_matrix[3], view_matrix[7], view_matrix[11]],
// direction: [
// new_far[0] - new_near[0],
// new_far[1] - new_near[1],
// new_far[2] - new_near[2],
// ],
// };
let mut ray = Ray {
origin: [0., 0., 0.],
direction: [0., 0., 1.],
origin: [view_matrix[12], view_matrix[13], view_matrix[14]],
direction: [
new_far[0] - new_near[0],
new_far[1] - new_near[1],
new_far[2] - new_near[2],
],
};
ray.direction[0] += (x as f64 - 400.) / 800.;
ray.direction[1] += (y as f64 - 300.) / 800.;
let mut n =
ray.direction[0].powi(2) + ray.direction[1].powi(2) + ray.direction[2].powi(2);
n = n.sqrt();
ray.direction[0] /= n;
ray.direction[1] /= n;
ray.direction[2] /= n;
let scalar =
(ray.direction[0].powi(2) + ray.direction[1].powi(2) + ray.direction[2].powi(2))
.sqrt();
ray.direction = [
ray.direction[0] / scalar,
ray.direction[1] / scalar,
ray.direction[2] / scalar,
];
if x == 0 && y == 0 {
println!("{:?}", ray);
}
// let ray2 = Box::clone(&Box::new(ray));
// vec3::transform_mat4(&mut ray.direction, &ray2.direction, &projection_matrix);
let ray2 = Box::clone(&Box::new(ray));
vec3::transform_mat4(&mut ray.origin, &ray2.origin, &view_matrix);
let ray2 = Box::clone(&Box::new(ray));
vec3::transform_mat4(&mut ray.origin, &ray2.origin, &model_matrix);
//let ray2 = Box::clone(&Box::new(ray));
//vec3::transform_mat4(&mut ray.origin, &ray2.origin, &view_matrix);
// let ray2 = Box::clone(&Box::new(ray));
// vec3::transform_mat4(&mut ray.origin, &ray2.origin, &model_matrix);
match sphere.get_intersection(ray) {
Some(dist) => {
let n = [
@ -59,7 +183,7 @@ pub fn render(data: &mut [u8]) {
ray.origin[2] + ray.direction[2] * dist,
];
let normal = sphere.get_normal(n);
let light = [n[0] - 10., n[1] - 10., n[2] - 10.];
let light = [n[0] - 10., n[1] - 10., n[2] + 10.];
let scalar = (light[0].powi(2) + light[1].powi(2) + light[2].powi(2)).sqrt();
let light_d = [light[0] / scalar, light[1] / scalar, light[2] / scalar];
let mut diffuse =
@ -72,9 +196,9 @@ pub fn render(data: &mut [u8]) {
x,
y,
Color {
r: (diffuse * 255.) as u8,
g: (diffuse * 255.) as u8,
b: (diffuse * 255.) as u8,
r: (diffuse * 255. * 0.9 + 0.1 * 255.) as u8,
g: (diffuse * 255. * 0.9 + 0.1 * 255.) as u8,
b: (diffuse * 255. * 0.9 + 0.1 * 255.) as u8,
a: 0,
},
);