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use cgmath::prelude::*;
use cgmath::{Vector3, vec3};
use rand::prelude::*;
use std::f64::consts::PI;
mod camera;
mod hittable;
mod material;
mod ray;
mod render;
mod scene;
mod sphere;
mod utils;
pub fn random_scene(rng: &mut ThreadRng) -> scene::Scene {
let mut scene = scene::Scene::new();
scene.add(Box::new(sphere::Sphere::new(
vec3(0.0, -1000.0, 0.0), 1000.0, Box::new(material::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));
scene.add(
Box::new(sphere::Sphere::new(center, 0.2, Box::new(material::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::Sphere::new(
center, 0.2, Box::new(material::Metal::new(albedo, fuzz)))));
} else {
// glass
scene.add(Box::new(sphere::Sphere::new(
center, 0.2, Box::new(material::Dielectric::new(1.5)))));
}
}
}
}
scene.add(Box::new(sphere::Sphere::new(
vec3(0.0, 1.0, 0.0), 1.0, Box::new(material::Dielectric::new(1.5)))));
scene.add(
Box::new(sphere::Sphere::new(vec3(-4.0, 1.0, 0.0), 1.0,
Box::new(material::Lambertian::new(vec3(0.4, 0.2, 0.1))))));
scene.add(
Box::new(sphere::Sphere::new(
vec3(4.0, 1.0, 0.0), 1.0, Box::new(material::Metal::new(vec3(0.7, 0.6, 0.5), 0.0)))));
scene
}
fn main() {
let image_width = 1200;
let image_height = 800;
let samples = 100;
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);
render::render(&scene, camera, image_height, image_width, samples, max_depth, &mut rng);
eprintln!("\nDone")
}
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