New Scene struct
The scene is more than just a list of hittables. It's any and all hittables (so the list, yeah), and also the camera(s!) in the world. This doens't compile, however. More work will need to be done to untangle the other things that could previously see these scattered components.
This commit is contained in:
159
src/scene.rs
159
src/scene.rs
@@ -228,85 +228,92 @@ impl Camera {
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}
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}
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pub fn random_scene(srng: &mut SmallRng) -> Hittable {
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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 = Hittable::HittableList { hittables : Vec::<Hittable>::new() };
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world.push( Hittable::Sphere { center: Vec3::new(0.0, -1000.0, 0.0), radius: 1000.0, material: mat_ground });
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let distrib_zero_one = Uniform::new(0.0, 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.push(
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Hittable::Sphere {
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center,
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radius: 0.2,
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material: sphere_material,
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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.push(
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Hittable::Sphere {
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center,
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radius: 0.2,
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material: material,
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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.push(
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Hittable::Sphere{
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center,
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radius: 0.2,
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material: material,
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}
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);
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pub struct Scene {
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pub camera: Camera,
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pub world: Hittable,
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}
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impl Scene {
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pub fn random_world(srng: &mut SmallRng) -> Hittable {
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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 = Hittable::HittableList { hittables : Vec::<Hittable>::new() };
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world.push( Hittable::Sphere { center: Vec3::new(0.0, -1000.0, 0.0), radius: 1000.0, material: mat_ground });
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let distrib_zero_one = Uniform::new(0.0, 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.push(
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Hittable::Sphere {
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center,
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radius: 0.2,
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material: sphere_material,
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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.push(
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Hittable::Sphere {
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center,
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radius: 0.2,
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material: material,
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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.push(
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Hittable::Sphere{
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center,
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radius: 0.2,
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material: 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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let material1 = Material::Dielectric { index_refraction: 1.5 };
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world.push( Hittable::Sphere{
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center: Vec3::new(0.0, 1.0, 0.0),
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radius: 1.0,
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material: material1
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});
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let material2 = Material::Lambertian { albedo: Vec3::new(0.4, 0.2, 0.1) };
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world.push( Hittable::Sphere {
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center: Vec3::new(-4.0, 1.0, 0.0),
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radius: 1.0,
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material: material2
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});
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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.push( Hittable::Sphere {
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center: Vec3::new(4.0, 1.0, 0.0),
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radius: 1.0,
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material: material3
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});
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world
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}
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let material1 = Material::Dielectric { index_refraction: 1.5 };
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world.push( Hittable::Sphere{
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center: Vec3::new(0.0, 1.0, 0.0),
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radius: 1.0,
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material: material1
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});
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let material2 = Material::Lambertian { albedo: Vec3::new(0.4, 0.2, 0.1) };
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world.push( Hittable::Sphere {
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center: Vec3::new(-4.0, 1.0, 0.0),
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radius: 1.0,
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material: material2
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});
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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.push( Hittable::Sphere {
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center: Vec3::new(4.0, 1.0, 0.0),
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radius: 1.0,
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material: material3
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});
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return world;
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}
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}
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