rsrt_cpu/src/render.rs

99 lines
3.5 KiB
Rust

extern crate mat4;
extern crate vec3;
use crate::object::Object;
use crate::ray::Ray;
use crate::sphere::Sphere;
use sdl2::pixels::Color;
fn put_pixel(data: &mut [u8], x: usize, y: usize, color: Color) {
data[y * 3 * 800 + x * 3] = color.r;
data[y * 3 * 800 + x * 3 + 1] = color.g;
data[y * 3 * 800 + x * 3 + 2] = color.b;
}
pub fn render(data: &mut [u8]) {
let sphere = Sphere {};
let projection_matrix: [f64; 16] = *mat4::perspective(
&mut mat4::new_zero(),
&(45. * 3.141592 / 180.),
&(800. / 600.),
&(0.1),
&(1000.),
);
let view_matrix: [f64; 16] = *mat4::translate(
&mut mat4::new_identity(),
&mat4::new_identity(),
&vec3::new(0., 0., -10.),
);
let model_matrix: [f64; 16] = *mat4::translate(
&mut mat4::new_identity(),
&mat4::new_identity(),
&vec3::new(1., 1., 0.),
);
for x in 0..800 {
for y in 0..600 {
let mut ray = Ray {
origin: [0., 0., 0.],
direction: [0., 0., 1.],
};
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 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);
match sphere.get_intersection(ray) {
Some(dist) => {
let n = [
ray.origin[0] + ray.direction[0] * dist,
ray.origin[1] + ray.direction[1] * dist,
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 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 =
normal[0] * light_d[0] + normal[1] * light_d[1] + normal[2] * light_d[2];
if diffuse < 0. {
diffuse = 0.;
}
put_pixel(
&mut *data,
x,
y,
Color {
r: (diffuse * 255.) as u8,
g: (diffuse * 255.) as u8,
b: (diffuse * 255.) as u8,
a: 0,
},
);
}
None => {
put_pixel(
&mut *data,
x,
y,
Color {
r: 0,
g: 0,
b: 0,
a: 0,
},
);
}
}
}
}
}