Feat: (Pseudo) Random world generation
Final render! The world is pseudorandomly generated. The glass ball in the middle doens't come out quite right, though. I think there are bad random ranges being passed around. Things are using (-1,1) when they should be [0,1). Bug fix incoming.
This commit is contained in:
159
src/main.rs
159
src/main.rs
@@ -23,80 +23,29 @@ use rand::distributions::Uniform;
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fn main() {
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// image
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let aspect_ratio = 16.0 / 9.0;
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let aspect_ratio = 3.0 / 2.0;
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let image = (
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1920,
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(1920.0 / aspect_ratio) as i32
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);
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let samples_per_pixel = 100;
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let samples_per_pixel = 10;
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let max_depth = 50;
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// random generator
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let mut small_rng = SmallRng::seed_from_u64(0);
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let distrib_zero_one = Uniform::new(0.0, 1.0);
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let distrib_plusminus_one = Uniform::new(-1.0, 1.0);
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// world
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let mat_ground = Material::Lambertian { albedo: Vec3::new(0.8, 0.8, 0.0) };
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let mat_center = Material::Lambertian { albedo: Vec3::new(0.1, 0.2, 0.5) };
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let mat_left = Material::Dielectric { index_refraction: 1.5 };
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let mat_right = Material::Metal { albedo: Vec3::new(0.8, 0.6, 0.2), fuzz: 0.0 };
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let mut world = HittableList::new();
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world.add(
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Box::new(
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Sphere {
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center: Vec3::new(0.0, -100.5, -1.0),
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radius: 100.0,
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material: Some(mat_ground),
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}
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)
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);
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world.add(
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Box::new(
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Sphere {
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center: Vec3::new(0.0, 0.0, -1.0),
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radius: 0.5,
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material: Some(mat_center),
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}
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)
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);
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world.add(
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Box::new(
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Sphere {
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center: Vec3::new(-1.0, 0.0, -1.0),
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radius: 0.5,
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material: Some(mat_left),
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}
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)
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);
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world.add(
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Box::new(
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Sphere {
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center: Vec3::new(-1.0, 0.0, -1.0),
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radius: -0.45,
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material: Some(mat_left),
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}
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)
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);
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world.add(
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Box::new(
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Sphere {
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center: Vec3::new(1.0, 0.0, -1.0),
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radius: 0.5,
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material: Some(mat_right),
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}
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)
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);
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let world = random_scene(&mut small_rng);
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// camera
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let lookfrom = Vec3::new(3.0, 3.0, 2.0);
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let lookat = Vec3::new(0.0, 0.0, -1.0);
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let lookfrom = Vec3::new(13.0, 2.0, 3.0);
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let lookat = Vec3::zero();
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let vup = Vec3::new(0.0, 1.0, 0.0);
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let dist_to_focus = (lookfrom - lookat).length();
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let aperture = 2.0;
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let dist_to_focus = 10.0;
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let aperture = 0.1;
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let cam = Camera::new(
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lookfrom,
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lookat,
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@@ -108,9 +57,6 @@ fn main() {
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);
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// render
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let mut small_rng = SmallRng::from_entropy();
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let distrib_zero_one = Uniform::new(0.0, 1.0);
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let distrib_plusminus_one = Uniform::new(-1.0, 1.0);
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println!("P3\n{} {}\n255", image.0, image.1);
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for y in (0..image.1).rev() {
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eprintln!("Scanlines remaining: {}", y);
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@@ -155,6 +101,85 @@ fn ray_color(r: Ray, world: &dyn Hittable, depth: u32, srng: &mut SmallRng, dist
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return Vec3::ones() * (1.0 - t) + Vec3::new(0.5, 0.7, 1.0) * t
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}
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fn random_scene(srng: &mut SmallRng) -> HittableList {
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let mat_ground = Material::Lambertian { albedo: Vec3::new(0.5, 0.5, 0.5) };
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let mut world = HittableList::new();
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world.add( Box::new( Sphere::new(0.0, -1000.0, 0.0, 1000.0, Some(mat_ground) )));
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let distrib_zero_one = Uniform::new(0.0, 1.0);
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let distrib_plusminus_one = Uniform::new(-1.0, 1.0);
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for a in -11..11 {
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for b in -11..11 {
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let choose_mat = srng.sample(distrib_zero_one);
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let center = Vec3 {
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x: a as f32 + 0.9 * srng.sample(distrib_zero_one),
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y: 0.2,
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z: b as f32 + 0.9 * srng.sample(distrib_zero_one),
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};
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if (center - Vec3::new(4.0, 0.2, 0.0)).length() > 0.9 {
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if choose_mat < 0.8 {
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// diffuse
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let albedo = Vec3::rand(srng, distrib_zero_one) * Vec3::rand(srng, distrib_zero_one);
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let sphere_material = Material::Lambertian { albedo };
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world.add(
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Box::new(
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Sphere {
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center,
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radius: 0.2,
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material: Some(sphere_material),
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}
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)
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);
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} else if choose_mat < 0.95 {
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// metal
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let distr_albedo = Uniform::new(0.5, 1.0);
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let distr_fuzz = Uniform::new(0.0, 0.5);
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let albedo = Vec3::rand(srng, distr_albedo);
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let fuzz = srng.sample(distr_fuzz);
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let material = Material::Metal { albedo, fuzz };
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world.add(
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Box::new(
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Sphere {
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center,
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radius: 0.2,
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material: Some(material),
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}
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)
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);
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} else {
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// glass
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let material = Material::Dielectric { index_refraction: 1.5 };
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world.add(
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Box::new(
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Sphere{
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center,
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radius: 0.2,
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material: Some(material),
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}
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)
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);
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};
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}
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}
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}
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let material1 = Material::Dielectric { index_refraction: 1.5 };
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world.add(Box::new( Sphere::new(0.0, 1.0, 0.0, 1.0, Some(material1)) ));
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let material2 = Material::Lambertian { albedo: Vec3::new(0.4, 0.2, 0.1) };
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world.add(Box::new( Sphere::new(-4.0, 1.0, 0.0, 1.0, Some(material2)) ));
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let material3 = Material::Metal { albedo: Vec3::new(0.7, 0.6, 0.5), fuzz: 0.0 };
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world.add(Box::new( Sphere::new(4.0, 1.0, 0.0, 1.0, Some(material3)) ));
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return world;
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}
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pub fn degrees_to_radians(degrees: f32) -> f32 {
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degrees * std::f32::consts::PI / 180.0
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}
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@@ -13,6 +13,16 @@ pub struct Sphere{
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pub material: Option<Material>,
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}
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impl Sphere {
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pub fn new(x: f32, y: f32, z: f32, r: f32, mat: Option<Material>) -> Sphere {
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Sphere {
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center: Vec3::new(x, y, z),
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radius: r,
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material: mat,
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}
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}
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}
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impl Hittable for Sphere {
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fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> Option<HitRecord>{
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let oc = r.orig - self.center;
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