fixed cylinders, added another lua scene

main
Codinget 4 years ago
parent 33da339432
commit 694fdf8e2b
  1. 3
      README.md
  2. BIN
      prod/smolgalaxy.png
  3. 128
      scenes/smolgalaxy.lua
  4. 2
      src/main.rs
  5. 4
      src/object/cylinder.rs

@ -11,7 +11,7 @@ A ray marching renderer in rust
- `rlua` for lua scene building - `rlua` for lua scene building
## What currently works ## What currently works
- Simple shapes (half-spaces and spheres are the only tested ones so far) - Simple shapes (half-spaces, spheres, cylinders and torus are the only tested ones so far)
- Spectral simulation (currently using 4 color components) - Spectral simulation (currently using 4 color components)
- Global illumination (with diffuse and reflective surfaces) - Global illumination (with diffuse and reflective surfaces)
- Punctual illumination - Punctual illumination
@ -28,6 +28,7 @@ A ray marching renderer in rust
![1st test scene](prod/1.png) ![1st test scene](prod/1.png)
![2nd test scene](prod/2.png) ![2nd test scene](prod/2.png)
![randomly generated spheres](prod/randomspheres.png) ![randomly generated spheres](prod/randomspheres.png)
![randomly generated objects](prod/smolgalaxy.png)
## License ## License
MIT MIT

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@ -0,0 +1,128 @@
local unpack = table.unpack or _G.unpack
math.randomseed(os.time())
local SCALE = 0.3
local N_EACH = 25
local function randab(a, b)
return math.random() * (b-a) + a
end
local function randtable(n, a, b)
local t = {}
for i=1, n do
t[i] = randab(a, b)
end
return t
end
local function choice(list)
return list[math.random(1, #list)]
end
local MATERIALS = {surfacetype.DIFFUSE, surfacetype.REFLECTIVE, surfacetype.STOP}
local function randommaterial()
local emission = colorvec.new(unpack(randtable(4, 0, 1)))
local reflection = colormat.new(unpack(randtable(16, 0, 1)))
local surfacetype = choice(MATERIALS)
return material.new(emission, reflection, surfacetype)
end
local ORIENTATIONS = {
mat3.new(
1, 0, 0,
0, 1, 0,
0, 0, 1
),
mat3.new(
1, 0, 0,
0, 0, 1,
0, 1, 0
),
mat3.new(
0, 1, 0,
1, 0, 0,
0, 0, 1
),
mat3.new(
0, 1, 0,
0, 0, 1,
1, 0, 0
),
mat3.new(
0, 0, 1,
0, 1, 0,
1, 0, 0
),
mat3.new(
0, 0, 1,
1, 0, 0,
0, 1, 0
)
}
local function randomorientation()
return choice(ORIENTATIONS)
end
local function randomsphere()
local pos = vec3.new(unpack(randtable(3, -2, 2)))
local radius = randab(0, SCALE)
return obj.sphere(pos, radius)
end
local function randomtorus()
local pos = vec3.new(unpack(randtable(3, -2, 2)))
local radius = randab(0, SCALE)
local thickness = randab(radius/4, radius)
local orientation = randomorientation()
return obj.affinetransform(obj.torus(pos, radius, thickness), orientation, vec3.O)
end
local function randomcuboid()
local pos = vec3.new(unpack(randtable(3, -2, 2)))
local radius = randab(0, SCALE)
return obj.cuboid(pos, vec3.new(radius, radius, radius))
end
local function randomcylinder()
local pos = vec3.new(unpack(randtable(3, -2, 2)))
local radius = randab(0, SCALE)
local height = randab(0, SCALE)
local orientation = randomorientation()
return obj.affinetransform(
obj.intersection(
obj.cylinder(pos, radius),
obj.cuboid(pos, vec3.new(radius, height, radius))
),
orientation,
vec3.O
)
end
local function union(objs)
local n = #objs
if n == 1 then return objs[1] end
local mid = n//2
local left, right = {}, {}
for i=1, mid do
left[i] = objs[i]
end
for i=mid+1, n do
right[i-mid] = objs[i]
end
return obj.union(union(left), union(right))
end
local objects = {}
for i=1, N_EACH do table.insert(objects, randomsphere()) end
for i=1, N_EACH do table.insert(objects, randomtorus()) end
for i=1, N_EACH do table.insert(objects, randomcuboid()) end
for i=1, N_EACH do table.insert(objects, randomcylinder()) end
for i, object in ipairs(objects) do objects[i] = obj.withmaterial(object, randommaterial()) end
return union(objects)

@ -86,7 +86,7 @@ fn default_scene3() -> Scene {
fn main() { fn main() {
// get scene and camera // get scene and camera
let scene = scene_from_file("scenes/randomspheres.lua".to_owned()).unwrap(); let scene = scene_from_file("scenes/smolgalaxy.lua".to_owned()).unwrap();
let cam = default_cam(); let cam = default_cam();
// get stats on the scene we're about to render // get stats on the scene we're about to render

@ -15,9 +15,9 @@ impl Cylinder {
impl Obj for Cylinder { impl Obj for Cylinder {
fn distance_to(&self, point: Vec3) -> f64 { fn distance_to(&self, point: Vec3) -> f64 {
Vec3::new(self.center.x(), 0., self.center.z()).distance_to(point) - self.radius Vec3::new(self.center.x(), point.y(), self.center.z()).distance_to(point) - self.radius
} }
fn normal_at(&self, point: Vec3) -> Vec3 { fn normal_at(&self, point: Vec3) -> Vec3 {
point - Vec3::new(self.center.x(), 0.,self.center.z()) point - Vec3::new(self.center.x(), point.y(),self.center.z())
} }
} }

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