slight refactor (2)
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parent
194ea035e2
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6bcbd18fe5
6 changed files with 94 additions and 87 deletions
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@ -13,8 +13,6 @@ use std::path::PathBuf;
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use anyhow::Result;
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use anyhow::Result;
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use clap::Parser;
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use clap::Parser;
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use rayon::prelude::{IntoParallelIterator, ParallelIterator};
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use scene::data::ObjectKind;
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use scene::Scene;
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use scene::Scene;
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use crate::image::Image;
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use crate::image::Image;
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@ -5,7 +5,7 @@ use ordered_float::NotNan;
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use crate::ray::Ray;
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use crate::ray::Ray;
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use crate::utils::compute_rotation_matrix;
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use crate::utils::compute_rotation_matrix;
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use super::data::{IntersectionContext, ObjectKind};
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use super::{data::ObjectKind, illumination::IntersectionContext};
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#[derive(Debug)]
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#[derive(Debug)]
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pub struct Cylinder {
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pub struct Cylinder {
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@ -2,12 +2,12 @@ use std::fmt::Debug;
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use anyhow::Result;
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use anyhow::Result;
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use nalgebra::Vector3;
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use nalgebra::Vector3;
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use ordered_float::NotNan;
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use crate::image::Color;
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use crate::image::Color;
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use crate::ray::Ray;
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use crate::ray::Ray;
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use super::Scene;
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use super::Scene;
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use super::illumination::IntersectionContext;
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pub trait ObjectKind: Debug + Send + Sync {
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pub trait ObjectKind: Debug + Send + Sync {
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/// Determine where the ray intersects this object, returning the earliest
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/// Determine where the ray intersects this object, returning the earliest
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@ -74,89 +74,7 @@ pub struct DepthCueing {
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dist_min: f64,
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dist_min: f64,
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}
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}
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/// Information about an intersection
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#[derive(Derivative)]
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#[derivative(Debug, PartialEq, PartialOrd, Ord)]
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pub struct IntersectionContext {
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/// The time of the intersection in the parametric ray
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///
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/// Unfortunately, IEEE floats in Rust don't have total ordering, because
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/// NaNs violate ordering properties. The way to remedy this is to ensure we
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/// don't have NaNs by wrapping it into this type, which then implements
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/// total ordering.
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pub time: NotNan<f64>,
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/// The intersection point.
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#[derivative(PartialEq = "ignore", Ord = "ignore")]
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pub point: Vector3<f64>,
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/// The normal vector protruding from the surface of the object at the
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/// intersection point
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#[derivative(PartialEq = "ignore", Ord = "ignore")]
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pub normal: Vector3<f64>,
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}
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impl Eq for IntersectionContext {}
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impl Scene {
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impl Scene {
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/// Determine the color that should be used to fill this pixel.
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///
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/// - material_idx is the index into the materials list.
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/// - intersection_context contains information on vectors where the
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/// intersection occurred
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///
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/// Also known as Shade_Ray in the slides.
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pub fn compute_pixel_color(
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&self,
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material_idx: usize,
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intersection_context: IntersectionContext,
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) -> Color {
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// TODO: Does it make sense to make this function fallible from an API
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// design standpoint?
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let material = match self.materials.get(material_idx) {
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Some(v) => v,
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None => return self.bkg_color,
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};
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let ambient_component = material.k_a * material.diffuse_color;
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// Diffuse and specular lighting for each separate light
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let diffuse_and_specular: Vector3<f64> = self
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.lights
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.iter()
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.map(|light| {
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// The vector pointing in the direction of the light
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let light_direction = match light.kind {
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LightKind::Point { location } => {
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location - intersection_context.point
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}
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LightKind::Directional { direction } => direction,
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}
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.normalize();
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let normal = intersection_context.normal.normalize();
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let viewer_direction = self.eye_pos - intersection_context.point;
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let halfway_direction =
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((light_direction + viewer_direction) / 2.0).normalize();
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let diffuse_component = material.k_d
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* material.diffuse_color
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* normal.dot(&light_direction).max(0.0);
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let specular_component = material.k_s
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* material.specular_color
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* normal
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.dot(&halfway_direction)
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.max(0.0)
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.powf(material.exponent);
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diffuse_component + specular_component
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})
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.sum();
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ambient_component + diffuse_and_specular
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}
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/// Determine the boundaries of the viewing window in world coordinates
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/// Determine the boundaries of the viewing window in world coordinates
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pub fn compute_viewing_window(&self, distance: f64) -> Rect {
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pub fn compute_viewing_window(&self, distance: f64) -> Rect {
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// Compute viewing directions
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// Compute viewing directions
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90
assignment-1b/src/scene/illumination.rs
Normal file
90
assignment-1b/src/scene/illumination.rs
Normal file
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@ -0,0 +1,90 @@
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use nalgebra::Vector3;
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use ordered_float::NotNan;
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use crate::image::Color;
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use super::{Scene, data::LightKind};
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/// Information about an intersection
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#[derive(Derivative)]
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#[derivative(Debug, PartialEq, PartialOrd, Ord)]
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pub struct IntersectionContext {
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/// The time of the intersection in the parametric ray
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///
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/// Unfortunately, IEEE floats in Rust don't have total ordering, because
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/// NaNs violate ordering properties. The way to remedy this is to ensure we
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/// don't have NaNs by wrapping it into this type, which then implements
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/// total ordering.
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pub time: NotNan<f64>,
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/// The intersection point.
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#[derivative(PartialEq = "ignore", Ord = "ignore")]
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pub point: Vector3<f64>,
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/// The normal vector protruding from the surface of the object at the
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/// intersection point
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#[derivative(PartialEq = "ignore", Ord = "ignore")]
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pub normal: Vector3<f64>,
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}
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impl Eq for IntersectionContext {}
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impl Scene {
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/// Determine the color that should be used to fill this pixel.
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///
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/// - material_idx is the index into the materials list.
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/// - intersection_context contains information on vectors where the
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/// intersection occurred
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///
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/// Also known as Shade_Ray in the slides.
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pub fn compute_pixel_color(
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&self,
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material_idx: usize,
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intersection_context: IntersectionContext,
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) -> Color {
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// TODO: Does it make sense to make this function fallible from an API
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// design standpoint?
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let material = match self.materials.get(material_idx) {
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Some(v) => v,
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None => return self.bkg_color,
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};
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let ambient_component = material.k_a * material.diffuse_color;
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// Diffuse and specular lighting for each separate light
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let diffuse_and_specular: Vector3<f64> = self
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.lights
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.iter()
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.map(|light| {
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// The vector pointing in the direction of the light
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let light_direction = match light.kind {
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LightKind::Point { location } => {
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location - intersection_context.point
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}
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LightKind::Directional { direction } => direction,
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}
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.normalize();
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let normal = intersection_context.normal.normalize();
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let viewer_direction = self.eye_pos - intersection_context.point;
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let halfway_direction =
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((light_direction + viewer_direction) / 2.0).normalize();
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let diffuse_component = material.k_d
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* material.diffuse_color
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* normal.dot(&light_direction).max(0.0);
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let specular_component = material.k_s
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* material.specular_color
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* normal
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.dot(&halfway_direction)
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.max(0.0)
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.powf(material.exponent);
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diffuse_component + specular_component
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})
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.sum();
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ambient_component + diffuse_and_specular
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}
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}
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@ -2,6 +2,7 @@ pub mod cylinder;
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pub mod data;
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pub mod data;
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pub mod input_file;
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pub mod input_file;
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pub mod sphere;
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pub mod sphere;
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pub mod illumination;
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use nalgebra::Vector3;
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use nalgebra::Vector3;
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@ -4,7 +4,7 @@ use ordered_float::NotNan;
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use crate::{ray::Ray, utils::min_f64};
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use crate::{ray::Ray, utils::min_f64};
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use super::data::{IntersectionContext, ObjectKind};
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use super::{data::ObjectKind, illumination::IntersectionContext};
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#[derive(Debug)]
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#[derive(Debug)]
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pub struct Sphere {
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pub struct Sphere {
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