Fix radians bug, polish and refactor
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9aa823971e
commit
1d42ae9850
6 changed files with 67 additions and 73 deletions
10
assignment-1/Cargo.lock
generated
10
assignment-1/Cargo.lock
generated
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@ -14,7 +14,6 @@ version = "0.1.0"
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dependencies = [
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"anyhow",
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"clap",
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"itertools",
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"num",
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"ordered-float",
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"rayon",
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@ -188,15 +187,6 @@ dependencies = [
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"windows-sys",
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]
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[[package]]
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name = "itertools"
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version = "0.10.5"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "b0fd2260e829bddf4cb6ea802289de2f86d6a7a690192fbe91b3f46e0f2c8473"
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dependencies = [
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"either",
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]
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[[package]]
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name = "libc"
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version = "0.2.139"
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@ -8,7 +8,6 @@ edition = "2021"
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[dependencies]
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anyhow = "1.0.68"
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clap = { version = "4.1.4", features = ["derive"] }
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itertools = "0.10.5"
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num = { version = "0.4.0", features = ["serde"] }
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ordered-float = "3.4.0"
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rayon = "1.6.1"
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@ -6,14 +6,12 @@ mod input_file;
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mod ray;
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mod scene_data;
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mod vec3;
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mod view;
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use std::fs::File;
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use std::path::PathBuf;
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use anyhow::Result;
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use clap::Parser;
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use itertools::Itertools;
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use ordered_float::NotNan;
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use rayon::prelude::{IntoParallelIterator, ParallelIterator};
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@ -21,28 +19,21 @@ use crate::image::Image;
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use crate::input_file::parse_input_file;
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use crate::ray::Ray;
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use crate::scene_data::Object;
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use crate::vec3::Vec3;
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use crate::view::Rect;
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/// Viewing distance
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const ARBITRARY_D: f64 = 2.0;
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const ARBITRARY_D: f64 = 1.0;
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/// Simple raycaster.
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#[derive(Parser)]
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#[clap(author, version, about, long_about = None)]
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struct Opt {
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/// Path to the input file to use.
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///
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/// The input file should follow this format:
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///
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/// imsize [width] [height]
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///
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/// Where `imsize' is a keyword, and `width' and `height' are integer values
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/// denoting the desired size of the image to be generated.
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#[clap()]
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input_path: PathBuf,
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#[clap()]
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/// Path to the output (defaults to the same file name as the input except
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/// with an extension of .ppm)
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#[clap(short = 'o', long = "output")]
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output_path: Option<PathBuf>,
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}
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@ -53,38 +44,9 @@ fn main() -> Result<()> {
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.unwrap_or_else(|| opt.input_path.with_extension("ppm"));
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let scene = parse_input_file(&opt.input_path)?;
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println!("Scene: {scene:?}");
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// Compute viewing directions
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let u = Vec3::cross(scene.view_dir, scene.up_dir).unit();
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let v = Vec3::cross(u, scene.view_dir).unit();
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// Compute dimensions of viewing window based on field of view
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let viewing_width = {
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// Divide the angle in 2 since we are trying to use trig rules so we must
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// get it from a right triangle
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let half_hfov = scene.hfov / 2.0;
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// tan(hfov / 2) = w / 2d
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let w_over_2d = half_hfov.tan();
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// To find the viewing width we must multiply by 2d now
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w_over_2d * 2.0 * ARBITRARY_D
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};
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let aspect_ratio = scene.image_width as f64 / scene.image_height as f64;
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let viewing_height = viewing_width / aspect_ratio;
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// Compute viewing window corners
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let n = scene.view_dir.unit();
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#[rustfmt::skip] // Otherwise this line wraps over
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let view_window = Rect {
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upper_left: scene.eye_pos + n * ARBITRARY_D - u * (viewing_width / 2.0) + v * (viewing_height / 2.0),
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upper_right: scene.eye_pos + n * ARBITRARY_D + u * (viewing_width / 2.0) + v * (viewing_height / 2.0),
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lower_left: scene.eye_pos + n * ARBITRARY_D - u * (viewing_width / 2.0) - v * (viewing_height / 2.0),
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lower_right: scene.eye_pos + n * ARBITRARY_D + u * (viewing_width / 2.0) - v * (viewing_height / 2.0),
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};
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println!("Coords: {view_window:?}");
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// Compute the viewing window
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let view_window = scene.compute_viewing_window();
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// Translate image pixels to real-world 3d coords
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let translate_pixel = {
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@ -93,7 +55,6 @@ fn main() -> Result<()> {
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let dy = view_window.lower_left - view_window.upper_left;
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let pixel_base_y = dy / scene.image_height as f64;
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println!("Base components in 3D space: {pixel_base_x} / {pixel_base_y}");
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move |px: usize, py: usize| {
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let x_component = pixel_base_x * px as f64;
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@ -102,9 +63,11 @@ fn main() -> Result<()> {
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}
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};
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// Generate a parallel iterator for pixels
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// The iterator preserves order and uses row-major order
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let pixels_iter = (0..scene.image_height)
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.into_par_iter()
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.flat_map(|x| (0..scene.image_width).into_par_iter().map(move |y| (y, x)));
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.flat_map(|y| (0..scene.image_width).into_par_iter().map(move |x| (x, y)));
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// Loop through every single pixel of the output file
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let pixels = pixels_iter
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@ -122,9 +85,19 @@ fn main() -> Result<()> {
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* intersection as well */
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};
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ray.intersects_at(sphere).map(|t| (t, sphere))
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// Return both the t and the sphere, because we want to sort on the t
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// but later retrieve attributes from the sphere
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ray.intersects_at(sphere).and_then(|t| {
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// Unfortunately, IEEE floats in Rust don't have total ordering,
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// because NaNs violate ordering properties. The way to remedy this
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// is to ensure we don't have NaNs by wrapping it into this type,
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// which then implements total ordering
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let t = NotNan::new(t);
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t.ok().map(|t| (t, sphere))
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})
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})
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.min_by_key(|(t, _)| NotNan::new(*t).unwrap());
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// Sort the list of intersection times by the lowest one.
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.min_by_key(|(t, _)| *t);
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let pixel_color = match earliest_intersection {
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Some((_, sphere)) => scene.material_colors[sphere.material],
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@ -1,4 +1,4 @@
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use crate::{image::Color, vec3::Vec3};
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use crate::{image::Color, vec3::Vec3, ARBITRARY_D};
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#[derive(Debug)]
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pub struct Sphere {
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@ -20,6 +20,14 @@ pub enum Object {
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},
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}
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#[derive(Debug)]
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pub struct Rect {
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pub upper_left: Vec3,
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pub upper_right: Vec3,
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pub lower_left: Vec3,
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pub lower_right: Vec3,
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}
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#[derive(Debug, Default)]
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pub struct Scene {
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pub eye_pos: Vec3,
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@ -38,3 +46,40 @@ pub struct Scene {
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pub material_colors: Vec<Color>,
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pub objects: Vec<Object>,
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}
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impl Scene {
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/// Determine the boundaries of the viewing window in world coordinates
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pub fn compute_viewing_window(&self) -> Rect {
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// Compute viewing directions
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let u = Vec3::cross(self.view_dir, self.up_dir).unit();
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let v = Vec3::cross(u, self.view_dir).unit();
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// Compute dimensions of viewing window based on field of view
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let viewing_width = {
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// Divide the angle in 2 since we are trying to use trig rules so we must
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// get it from a right triangle
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let half_hfov = self.hfov.to_radians() / 2.0;
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// tan(hfov / 2) = w / 2d
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let w_over_2d = half_hfov.tan();
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// To find the viewing width we must multiply by 2d now
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w_over_2d * 2.0 * ARBITRARY_D
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};
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let aspect_ratio = self.image_width as f64 / self.image_height as f64;
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let viewing_height = viewing_width / aspect_ratio;
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// Compute viewing window corners
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let n = self.view_dir.unit();
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#[rustfmt::skip] // Otherwise this line wraps over
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let view_window = Rect {
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upper_left: self.eye_pos + n * ARBITRARY_D - u * (viewing_width / 2.0) + v * (viewing_height / 2.0),
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upper_right: self.eye_pos + n * ARBITRARY_D + u * (viewing_width / 2.0) + v * (viewing_height / 2.0),
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lower_left: self.eye_pos + n * ARBITRARY_D - u * (viewing_width / 2.0) - v * (viewing_height / 2.0),
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lower_right: self.eye_pos + n * ARBITRARY_D + u * (viewing_width / 2.0) - v * (viewing_height / 2.0),
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};
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view_window
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}
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}
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@ -3,8 +3,6 @@ use std::ops::{Add, Div, Mul, Sub};
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use num::Float;
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use crate::image::Color;
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#[derive(Copy, Clone, Default, Debug, PartialEq, Eq)]
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pub struct Vec3<T = f64> {
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pub x: T,
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@ -1,11 +0,0 @@
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use crate::vec3::Vec3;
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#[derive(Debug)]
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pub struct Rect {
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pub upper_left: Vec3,
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pub upper_right: Vec3,
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pub lower_left: Vec3,
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pub lower_right: Vec3,
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}
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pub fn compute_viewing_rect() {}
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