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mod camera;
mod hittable;
mod material;
mod ray;
mod render;
mod scene;
mod sphere;
mod utils;

use cgmath::prelude::*;
use cgmath::{vec3, Vector3};
use rand::prelude::*;
use std::f64::consts::PI;
use scene::Scene;
use sphere::Sphere;
use material::{Lambertian, Dielectric, Metal};

pub fn random_scene(rng: &mut ThreadRng) -> scene::Scene {
    let mut scene = Scene::new();

    scene.add(Box::new(Sphere::new(
        vec3(0.0, -1000.0, 0.0),
        0.0,
        1.0,
        1000.0,
        Box::new(Lambertian::new(vec3(0.5, 0.5, 0.5))),
    )));

    for a in -11..11 {
        for b in -11..11 {
            let choose_mat: f64 = rng.gen();
            let center = vec3(
                a as f64 + 0.9 * rng.gen::<f64>(),
                0.2,
                b as f64 + 0.9 * rng.gen::<f64>(),
            );
            if (center - vec3(4.0, 0.2, 0.0)).magnitude() > 0.9 {
                if choose_mat < 0.8 {
                    // diffuse
                    let albedo = utils::random_vector3(rng, 0.0, 1.0)
                        .mul_element_wise(utils::random_vector3(rng, 0.0, 1.0));
                    let moving_center = center + vec3(0.0, rng.gen_range(0.0, 0.1), 0.0);
                    scene.add(Box::new(Sphere::new_moving(
                        center,
                        moving_center,
                        0.0,
                        1.0,
                        0.2,
                        Box::new(Lambertian::new(albedo)),
                    )));
                } else if choose_mat < 0.95 {
                    // metal
                    let albedo = utils::random_vector3(rng, 0.5, 1.0);
                    let fuzz = rng.gen_range(0.0, 0.5);
                    scene.add(Box::new(Sphere::new(
                        center,
                        0.0,
                        1.0,
                        0.2,
                        Box::new(Metal::new(albedo, fuzz)),
                    )));
                } else {
                    // glass
                    scene.add(Box::new(Sphere::new(
                        center,
                        0.0,
                        1.0,
                        0.2,
                        Box::new(Dielectric::new(1.5)),
                    )));
                }
            }
        }
    }

    scene.add(Box::new(Sphere::new(
        vec3(0.0, 1.0, 0.0),
        0.0,
        1.0,
        1.0,
        Box::new(Dielectric::new(1.5)),
    )));

    scene.add(Box::new(Sphere::new(
        vec3(-4.0, 1.0, 0.0),
        0.0,
        1.0,
        1.0,
        Box::new(Lambertian::new(vec3(0.4, 0.2, 0.1))),
    )));

    scene.add(Box::new(Sphere::new(
        vec3(4.0, 1.0, 0.0),
        0.0,
        1.0,
        1.0,
        Box::new(Metal::new(vec3(0.7, 0.6, 0.5), 0.0)),
    )));

    scene
}

fn main() {
    let image_width = 400;
    let image_height = 200;
    let samples = 100;
    let threads = 4;
    let max_depth = 50;
    let aspect_ratio = image_width as f64 / image_height as f64;

    println!("P3\n{} {}\n255", image_width, image_height);
    let mut rng = thread_rng();

    let scene = random_scene(&mut rng);

    let lookfrom = vec3(13.0, 2.0, 3.0);
    let lookat = vec3(0.0, 0.0, 0.0);
    let vup = vec3(0.0, 1.0, 0.0);
    let dist_to_focus = 10.0;
    let aperture = 0.1;
    let camera = camera::Camera::new(
        &lookfrom,
        &lookat,
        &vup,
        20.0 * PI / 180.0,
        aspect_ratio,
        aperture,
        dist_to_focus,
        0.0,
        1.0,
    );

    render::render(
        &scene,
        &camera,
        image_height,
        image_width,
        samples,
        max_depth,
        threads,
    );

    eprintln!("\nDone")
}