From 0c9949bbb8ce3866306db1de697b67fb62a5c2e7 Mon Sep 17 00:00:00 2001 From: Robert Garrett Date: Tue, 6 Jun 2023 20:16:28 -0500 Subject: [PATCH] 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. --- src/main.rs | 159 +++++++++++++++++++++++++++++--------------------- src/sphere.rs | 10 ++++ 2 files changed, 102 insertions(+), 67 deletions(-) diff --git a/src/main.rs b/src/main.rs index 7ed9f3f..54c829b 100644 --- a/src/main.rs +++ b/src/main.rs @@ -23,80 +23,29 @@ use rand::distributions::Uniform; fn main() { // image - let aspect_ratio = 16.0 / 9.0; + let aspect_ratio = 3.0 / 2.0; let image = ( 1920, (1920.0 / aspect_ratio) as i32 ); - let samples_per_pixel = 100; + let samples_per_pixel = 10; let max_depth = 50; - + + // random generator + let mut small_rng = SmallRng::seed_from_u64(0); + let distrib_zero_one = Uniform::new(0.0, 1.0); + let distrib_plusminus_one = Uniform::new(-1.0, 1.0); + // world - - let mat_ground = Material::Lambertian { albedo: Vec3::new(0.8, 0.8, 0.0) }; - let mat_center = Material::Lambertian { albedo: Vec3::new(0.1, 0.2, 0.5) }; - let mat_left = Material::Dielectric { index_refraction: 1.5 }; - let mat_right = Material::Metal { albedo: Vec3::new(0.8, 0.6, 0.2), fuzz: 0.0 }; - - let mut world = HittableList::new(); - world.add( - Box::new( - Sphere { - center: Vec3::new(0.0, -100.5, -1.0), - radius: 100.0, - material: Some(mat_ground), - } - ) - ); - - world.add( - Box::new( - Sphere { - center: Vec3::new(0.0, 0.0, -1.0), - radius: 0.5, - material: Some(mat_center), - } - ) - ); - - world.add( - Box::new( - Sphere { - center: Vec3::new(-1.0, 0.0, -1.0), - radius: 0.5, - material: Some(mat_left), - } - ) - ); - - world.add( - Box::new( - Sphere { - center: Vec3::new(-1.0, 0.0, -1.0), - radius: -0.45, - material: Some(mat_left), - } - ) - ); - - world.add( - Box::new( - Sphere { - center: Vec3::new(1.0, 0.0, -1.0), - radius: 0.5, - material: Some(mat_right), - } - ) - ); - + let world = random_scene(&mut small_rng); // camera - let lookfrom = Vec3::new(3.0, 3.0, 2.0); - let lookat = Vec3::new(0.0, 0.0, -1.0); + let lookfrom = Vec3::new(13.0, 2.0, 3.0); + let lookat = Vec3::zero(); let vup = Vec3::new(0.0, 1.0, 0.0); - let dist_to_focus = (lookfrom - lookat).length(); - let aperture = 2.0; + let dist_to_focus = 10.0; + let aperture = 0.1; let cam = Camera::new( lookfrom, lookat, @@ -108,9 +57,6 @@ fn main() { ); // render - let mut small_rng = SmallRng::from_entropy(); - let distrib_zero_one = Uniform::new(0.0, 1.0); - let distrib_plusminus_one = Uniform::new(-1.0, 1.0); println!("P3\n{} {}\n255", image.0, image.1); for y in (0..image.1).rev() { eprintln!("Scanlines remaining: {}", y); @@ -155,6 +101,85 @@ fn ray_color(r: Ray, world: &dyn Hittable, depth: u32, srng: &mut SmallRng, dist return Vec3::ones() * (1.0 - t) + Vec3::new(0.5, 0.7, 1.0) * t } +fn random_scene(srng: &mut SmallRng) -> HittableList { + let mat_ground = Material::Lambertian { albedo: Vec3::new(0.5, 0.5, 0.5) }; + let mut world = HittableList::new(); + + world.add( Box::new( Sphere::new(0.0, -1000.0, 0.0, 1000.0, Some(mat_ground) ))); + + let distrib_zero_one = Uniform::new(0.0, 1.0); + let distrib_plusminus_one = Uniform::new(-1.0, 1.0); + + for a in -11..11 { + for b in -11..11 { + let choose_mat = srng.sample(distrib_zero_one); + let center = Vec3 { + x: a as f32 + 0.9 * srng.sample(distrib_zero_one), + y: 0.2, + z: b as f32 + 0.9 * srng.sample(distrib_zero_one), + }; + if (center - Vec3::new(4.0, 0.2, 0.0)).length() > 0.9 { + + if choose_mat < 0.8 { + // diffuse + let albedo = Vec3::rand(srng, distrib_zero_one) * Vec3::rand(srng, distrib_zero_one); + let sphere_material = Material::Lambertian { albedo }; + world.add( + Box::new( + Sphere { + center, + radius: 0.2, + material: Some(sphere_material), + } + ) + ); + } else if choose_mat < 0.95 { + // metal + let distr_albedo = Uniform::new(0.5, 1.0); + let distr_fuzz = Uniform::new(0.0, 0.5); + + let albedo = Vec3::rand(srng, distr_albedo); + let fuzz = srng.sample(distr_fuzz); + let material = Material::Metal { albedo, fuzz }; + world.add( + Box::new( + Sphere { + center, + radius: 0.2, + material: Some(material), + } + ) + ); + } else { + // glass + let material = Material::Dielectric { index_refraction: 1.5 }; + world.add( + Box::new( + Sphere{ + center, + radius: 0.2, + material: Some(material), + } + ) + ); + + }; + } + } + } + + let material1 = Material::Dielectric { index_refraction: 1.5 }; + world.add(Box::new( Sphere::new(0.0, 1.0, 0.0, 1.0, Some(material1)) )); + + let material2 = Material::Lambertian { albedo: Vec3::new(0.4, 0.2, 0.1) }; + world.add(Box::new( Sphere::new(-4.0, 1.0, 0.0, 1.0, Some(material2)) )); + + let material3 = Material::Metal { albedo: Vec3::new(0.7, 0.6, 0.5), fuzz: 0.0 }; + world.add(Box::new( Sphere::new(4.0, 1.0, 0.0, 1.0, Some(material3)) )); + + return world; +} + pub fn degrees_to_radians(degrees: f32) -> f32 { degrees * std::f32::consts::PI / 180.0 } diff --git a/src/sphere.rs b/src/sphere.rs index 17beb81..d9d0874 100644 --- a/src/sphere.rs +++ b/src/sphere.rs @@ -13,6 +13,16 @@ pub struct Sphere{ pub material: Option, } +impl Sphere { + pub fn new(x: f32, y: f32, z: f32, r: f32, mat: Option) -> Sphere { + Sphere { + center: Vec3::new(x, y, z), + radius: r, + material: mat, + } + } +} + impl Hittable for Sphere { fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> Option{ let oc = r.orig - self.center;