ready for refacto
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@ -15,12 +15,23 @@ fn put_pixel(data: &mut [u8], x: usize, y: usize, color: Color) {
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pub fn render(data: &mut [u8], i: i32) {
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let sphere = Sphere {};
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let forward = *vec3::transform_mat4(
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&mut vec3::new_zero(),
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&vec3::new(0. as f64, 0. as f64, -1. as f64),
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mat4::rotate(
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&mut mat4::new_zero(),
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&mat4::new_identity(),
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&0.,
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&(3.141592 / 4.),
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&0.,
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),
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);
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let view_matrix = *mat4::inv(
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&mut mat4::new_zero(),
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mat4::look_at(
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&mut mat4::new_zero(),
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&[0., 0., 20.],
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&[0., 0., 19.],
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&[100., 0., 100.],
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&[100. + forward[0], 0. + forward[1], 100. + forward[2]],
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&[0., 1., 0.],
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),
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);
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@ -33,7 +44,7 @@ pub fn render(data: &mut [u8], i: i32) {
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let scale = *mat4::scale(
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&mut mat4::new_zero(),
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&mat4::new_identity(),
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&vec3::new(1. / 1., 1. / 3., 1. / 1.),
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&vec3::new(1. / 3., 1. / 3., 1. / 3.),
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);
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let translate = *mat4::translate(
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&mut mat4::new_zero(),
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@ -42,35 +53,32 @@ pub fn render(data: &mut [u8], i: i32) {
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);
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let rotate = *mat4::transpose(
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&mut mat4::new_zero(),
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mat4::rotate(
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&mut mat4::new_zero(),
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&mat4::new_identity(),
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&(3.141592 / 4.),
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&0.,
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&(3.141592 / 4.),
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),
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mat4::rotate(&mut mat4::new_zero(), &mat4::new_identity(), &0., &0., &0.),
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);
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let model_matrix_tmp = *mat4::mul(&mut mat4::new_zero(), &scale, &rotate);
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let model_matrix1 = *mat4::mul(&mut mat4::new_zero(), &model_matrix_tmp, &translate);
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let mut origin = [0., 0., 0.];
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let test = origin;
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vec3::transform_mat4(&mut origin, &test, &view_matrix);
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let test = origin;
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vec3::transform_mat4(&mut origin, &test, &model_matrix1);
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let mut prelight = [-10., 10., 0.];
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let test = prelight;
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vec3::transform_mat4(&mut prelight, &test, &model_matrix1);
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for x in 0..800 {
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for y in 0..800 {
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let pi_4: f64 = 3.141592 / 3.;
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let pi_4: f64 = 3.141592 / 8.;
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let dirx = (2. * ((x as f64 + 0.5) / 800.) - 1.) * pi_4.tan();
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let diry = (1. - 2. * ((y as f64 + 0.5) / 800.)) * pi_4.tan();
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let scalar = (dirx.powi(2) + diry.powi(2) + 1.).sqrt();
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let mut ray = Ray {
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origin: [0., 0., 0.],
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origin: origin,
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direction: [dirx / scalar, diry / scalar, -1. / scalar],
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};
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let test = ray.direction;
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vec3::transform_mat4(&mut ray.direction, &test, &view_matrix);
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let test = ray.direction;
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vec3::transform_mat4(&mut ray.direction, &test, &model_matrix1);
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let test = ray.origin;
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vec3::transform_mat4(&mut ray.origin, &test, &view_matrix);
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let test = ray.origin;
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vec3::transform_mat4(&mut ray.origin, &test, &model_matrix1);
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ray.direction[0] = ray.direction[0] - ray.origin[0];
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ray.direction[1] = ray.direction[1] - ray.origin[1];
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ray.direction[2] = ray.direction[2] - ray.origin[2];
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@ -99,7 +107,7 @@ pub fn render(data: &mut [u8], i: i32) {
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ray.origin[2] + ray.direction[2] * dist,
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];
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let normal = sphere.get_normal(n);
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let light = [n[0] - 10., n[1] - 10., n[2] + 10.];
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let light = [prelight[0] - n[0], prelight[1] - n[1], prelight[2] - n[2]];
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let scalar = (light[0].powi(2) + light[1].powi(2) + light[2].powi(2)).sqrt();
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let light_d = [light[0] / scalar, light[1] / scalar, light[2] / scalar];
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let mut diffuse =
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