Add another test case for smooth rendering
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2 changed files with 38 additions and 5 deletions
27
assignment-1c/examples/smooth.txt
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27
assignment-1c/examples/smooth.txt
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@ -0,0 +1,27 @@
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eye 0 0 4
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viewdir 0 0 -1
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updir 0 1 0
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hfov 60
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imsize 640 480
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bkgcolor 0.1 0.1 0.1
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light -2 1 0 1 1 1 1
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mtlcolor 1 0.6 1 1 1 1 0.1 0.4 0.4 20
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v 0 0 0
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v 1 0 -1
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v 0 1 -1
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v -1 0 -1
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v 0 -1 -1
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vn 0 0 1
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vn 1 0 1
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vn 0 1 1
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vn -1 0 1
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vn 0 -1 1
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f 1//1 2//2 3//3
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f 1//1 3//3 4//4
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f 1//1 4//4 5//5
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f 1//1 5//5 2//2
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@ -11,6 +11,7 @@ use super::Scene;
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#[derive(Debug)]
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pub struct Triangle {
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/// Indexes into the scene's vertex list
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pub vertices: Vector3<usize>,
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/// Indexes into the scene's normal coordinates list
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@ -48,11 +49,13 @@ impl Triangle {
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([x0, y0, z0], [xd, yd, zd]) => (x0, y0, z0, xd, yd, zd),
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_ => unreachable!("lol rip no tuple interface"),
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};
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let denom = a * xd + b * yd + c * zd;
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if denom == 0.0 {
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// The ray is parallel to the plane, so there is no intersection point.
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return Ok(None);
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};
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-(a * x0 + b * y0 + c * z0 + d) / denom
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};
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@ -74,13 +77,13 @@ impl Triangle {
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return Ok(None);
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}
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// If surface normals are provided, then interpolate the normals to do
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// smooth shading
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let normal = match self.normals {
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// If surface normals are provided, then interpolate the normals to do
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// smooth shading
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Some(normals) => {
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let n0 = scene.vertex_normals[normals[self.vertices.x]];
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let n1 = scene.vertex_normals[normals[self.vertices.y]];
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let n2 = scene.vertex_normals[normals[self.vertices.z]];
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let n0 = scene.vertex_normals[normals.x];
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let n1 = scene.vertex_normals[normals.y];
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let n2 = scene.vertex_normals[normals.z];
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(alpha * n0 + beta * n1 + gamma * n2).normalize()
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}
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@ -94,6 +97,8 @@ impl Triangle {
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}))
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}
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/// Get the (u, v) texture coordinates corresponding to the point provided in
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/// the intersection context
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pub fn get_texture_coord(
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&self,
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scene: &Scene,
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@ -146,6 +151,7 @@ impl Triangle {
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(p0, e1, e2)
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}
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/// Compute barycentric coordinates
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fn compute_barycentric_coordinates(
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&self,
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scene: &Scene,
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