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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")
}
|