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camera-bui
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1
.gitignore
vendored
Normal file
@@ -0,0 +1 @@
|
||||
/target
|
||||
@@ -1,10 +1,11 @@
|
||||
[package]
|
||||
name = "rustpt"
|
||||
version = "0.1.0"
|
||||
edition = "2021"
|
||||
version = "1.0.0"
|
||||
edition = "2024"
|
||||
license = "AGPL-3.0-only"
|
||||
|
||||
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
||||
|
||||
[dependencies]
|
||||
rand = { version = "0.8.5", features = ["small_rng"] }
|
||||
itertools = { version = "0.11.0" }
|
||||
rand = { version = "0.9", features = ["small_rng"] }
|
||||
itertools = { version = "0.14" }
|
||||
|
||||
661
LICENSE
Normal file
@@ -0,0 +1,661 @@
|
||||
GNU AFFERO GENERAL PUBLIC LICENSE
|
||||
Version 3, 19 November 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
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|
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Preamble
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The GNU Affero General Public License is a free, copyleft license for
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|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Remote Network Interaction; Use with the GNU General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, if you modify the
|
||||
Program, your modified version must prominently offer all users
|
||||
interacting with it remotely through a computer network (if your version
|
||||
supports such interaction) an opportunity to receive the Corresponding
|
||||
Source of your version by providing access to the Corresponding Source
|
||||
from a network server at no charge, through some standard or customary
|
||||
means of facilitating copying of software. This Corresponding Source
|
||||
shall include the Corresponding Source for any work covered by version 3
|
||||
of the GNU General Public License that is incorporated pursuant to the
|
||||
following paragraph.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the work with which it is combined will remain governed by version
|
||||
3 of the GNU General Public License.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU Affero General Public License from time to time. Such new versions
|
||||
will be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU Affero General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU Affero General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU Affero General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Affero General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Affero General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Affero General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If your software can interact with users remotely through a computer
|
||||
network, you should also make sure that it provides a way for users to
|
||||
get its source. For example, if your program is a web application, its
|
||||
interface could display a "Source" link that leads users to an archive
|
||||
of the code. There are many ways you could offer source, and different
|
||||
solutions will be better for different programs; see section 13 for the
|
||||
specific requirements.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU AGPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
Before Width: | Height: | Size: 3.0 MiB |
|
Before Width: | Height: | Size: 83 KiB |
BIN
fascinating.png
|
Before Width: | Height: | Size: 99 KiB |
|
Before Width: | Height: | Size: 3.6 MiB |
|
Before Width: | Height: | Size: 4.5 MiB |
|
Before Width: | Height: | Size: 36 KiB |
|
Before Width: | Height: | Size: 68 KiB |
BIN
materials.png
|
Before Width: | Height: | Size: 70 KiB |
3
src/lib.rs
Normal file
@@ -0,0 +1,3 @@
|
||||
pub mod primitives;
|
||||
pub mod renderer;
|
||||
pub mod scene;
|
||||
31
src/main.rs
@@ -1,37 +1,22 @@
|
||||
use rustpt::primitives::{Vec2i, Vec3};
|
||||
use rustpt::scene::{Camera, Scene};
|
||||
|
||||
mod primitives;
|
||||
mod scene;
|
||||
mod renderer;
|
||||
|
||||
use crate::primitives::{
|
||||
Vec2i,
|
||||
Vec3,
|
||||
};
|
||||
use crate::scene::{
|
||||
Camera,
|
||||
Scene
|
||||
};
|
||||
|
||||
use crate::renderer::{
|
||||
Tile,
|
||||
RenderProperties,
|
||||
};
|
||||
use rustpt::renderer::{RenderProperties, Tile};
|
||||
|
||||
use rand::SeedableRng;
|
||||
use rand::rngs::SmallRng;
|
||||
|
||||
|
||||
fn main() {
|
||||
// image
|
||||
let aspect_ratio = 3.0 / 2.0;
|
||||
let image = Vec2i {
|
||||
x: 400,
|
||||
y: (400.0 / aspect_ratio) as i32
|
||||
y: (400.0 / aspect_ratio) as i32,
|
||||
};
|
||||
|
||||
let render_config = RenderProperties {
|
||||
samples: 10,
|
||||
bounces: 50
|
||||
bounces: 50,
|
||||
};
|
||||
|
||||
// random generator
|
||||
@@ -41,14 +26,14 @@ fn main() {
|
||||
let scene = Scene {
|
||||
camera: Camera::new(
|
||||
Vec3::new(13.0, 2.0, 3.0), // lookfrom
|
||||
Vec3::zero(), // lookat
|
||||
Vec3::new(0.0, 1.0, 0.0), // vup
|
||||
Vec3::ZERO, // lookat
|
||||
Vec3::UP, // vup
|
||||
20.0,
|
||||
aspect_ratio,
|
||||
0.1, // aperture
|
||||
10.0, // dist_to_focus
|
||||
),
|
||||
world: Scene::random_world(&mut small_rng)
|
||||
world: Scene::random_world(&mut small_rng),
|
||||
};
|
||||
|
||||
// render
|
||||
|
||||
@@ -1,21 +1,10 @@
|
||||
|
||||
use std::ops::{
|
||||
Add,
|
||||
AddAssign,
|
||||
Sub,
|
||||
SubAssign,
|
||||
Mul,
|
||||
MulAssign,
|
||||
Div,
|
||||
DivAssign,
|
||||
Neg,
|
||||
};
|
||||
use std::fmt;
|
||||
use std::fmt::Display;
|
||||
use std::ops::{Add, AddAssign, Div, DivAssign, Mul, MulAssign, Neg, Sub, SubAssign};
|
||||
|
||||
use rand::Rng;
|
||||
use rand::distr::Uniform;
|
||||
use rand::rngs::SmallRng;
|
||||
use rand::distributions::Uniform;
|
||||
|
||||
pub type Vec2i = Vec2<i32>;
|
||||
pub type Vec2f = Vec2<f32>;
|
||||
@@ -26,7 +15,6 @@ pub struct Vec2<T>{
|
||||
pub y: T,
|
||||
}
|
||||
|
||||
|
||||
impl Vec2<f32> {
|
||||
pub fn zero() -> Vec2<f32> {
|
||||
Vec2 { x: 0.0, y: 0.0 }
|
||||
@@ -37,33 +25,44 @@ impl Vec2<f32> {
|
||||
}
|
||||
|
||||
pub fn rand(srng: &mut SmallRng, distrib: Uniform<f32>) -> Vec2<f32> {
|
||||
Vec2 { x: srng.sample(distrib), y: srng.sample(distrib) }
|
||||
Vec2 {
|
||||
x: srng.sample(distrib),
|
||||
y: srng.sample(distrib),
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
impl<T> Vec2<T>
|
||||
where T: std::ops::Mul{
|
||||
where
|
||||
T: std::ops::Mul,
|
||||
{
|
||||
pub fn new(x: T, y: T) -> Vec2<T> {
|
||||
Vec2 { x, y }
|
||||
}
|
||||
}
|
||||
|
||||
impl<T> Add for Vec2<T>
|
||||
where T: std::ops::Add<Output = T>{
|
||||
where
|
||||
T: std::ops::Add<Output = T>,
|
||||
{
|
||||
type Output = Vec2<T>;
|
||||
fn add(self, other: Vec2<T>) -> Vec2<T> {
|
||||
Vec2 { x: self.x + other.x, y: self.y + other.y }
|
||||
Vec2 {
|
||||
x: self.x + other.x,
|
||||
y: self.y + other.y,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl<T> Mul for Vec2<T>
|
||||
where T: std::ops::Mul<Output = T>{
|
||||
where
|
||||
T: std::ops::Mul<Output = T>,
|
||||
{
|
||||
type Output = Vec2<T>;
|
||||
fn mul(self, other: Vec2<T>) -> Vec2<T> {
|
||||
Vec2 {
|
||||
x: self.x * other.x,
|
||||
y: self.y * other.y
|
||||
y: self.y * other.y,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -73,7 +72,7 @@ impl Div<f32> for Vec2<f32>{
|
||||
fn div(self, other: f32) -> Vec2<f32> {
|
||||
Vec2 {
|
||||
x: 1.0 / other * self.x,
|
||||
y: 1.0/other * self.y
|
||||
y: 1.0 / other * self.y,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -83,24 +82,29 @@ impl Div<i32> for Vec2<i32>{
|
||||
fn div(self, other: i32) -> Vec2<i32> {
|
||||
Vec2 {
|
||||
x: self.x / other,
|
||||
y: self.y / other
|
||||
y: self.y / other,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl<T> Div<Vec2<T>> for Vec2<T>
|
||||
where T: std::ops::Div<Output = T>{
|
||||
where
|
||||
T: std::ops::Div<Output = T>,
|
||||
{
|
||||
type Output = Vec2<T>;
|
||||
fn div(self, other: Vec2<T>) -> Vec2<T> {
|
||||
Vec2 {
|
||||
x: self.x / other.x,
|
||||
y: self.y / other.y
|
||||
y: self.y / other.y,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl<T> Display for Vec2<T>
|
||||
where T: Display { // nested type still needs to have Display
|
||||
where
|
||||
T: Display,
|
||||
{
|
||||
// nested type still needs to have Display
|
||||
fn fmt(&self, fmt: &mut fmt::Formatter) -> fmt::Result {
|
||||
let str = format!("{} {}", self.x, self.y);
|
||||
fmt.write_str(&str)
|
||||
@@ -119,21 +123,24 @@ impl Vec3{
|
||||
Vec3 { x, y, z }
|
||||
}
|
||||
|
||||
pub fn zero() -> Vec3{
|
||||
Vec3{
|
||||
pub const ZERO: Self = Vec3 {
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 0.0,
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
pub fn ones() -> Vec3{
|
||||
Vec3 {
|
||||
pub const ONES: Self = Vec3 {
|
||||
x: 1.0,
|
||||
y: 1.0,
|
||||
z: 1.0
|
||||
}
|
||||
}
|
||||
z: 1.0,
|
||||
};
|
||||
|
||||
/// "Up" is considered to be positive-y
|
||||
pub const UP: Self = Vec3 {
|
||||
x: 0.0,
|
||||
y: 1.0,
|
||||
z: 0.0,
|
||||
};
|
||||
|
||||
pub fn rand(srng: &mut SmallRng, distrib: Uniform<f32>) -> Vec3 {
|
||||
Vec3 {
|
||||
@@ -144,11 +151,14 @@ impl Vec3{
|
||||
}
|
||||
|
||||
pub fn rand_in_unit_sphere(srng: &mut SmallRng) -> Vec3 {
|
||||
let distrib = Uniform::new(-1.0, 1.0);
|
||||
let distrib = Uniform::new(-1.0, 1.0).unwrap();
|
||||
loop {
|
||||
let p = Vec3::rand(srng, distrib);
|
||||
if p.length_squared() >= 1.0 { continue; }
|
||||
else { return p; }
|
||||
if p.length_squared() >= 1.0 {
|
||||
continue;
|
||||
} else {
|
||||
return p;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -156,17 +166,20 @@ impl Vec3{
|
||||
let distrib = Uniform::new(-1.0, 1.0);
|
||||
loop {
|
||||
let p = Vec3 {
|
||||
x: srng.sample(distrib),
|
||||
y: srng.sample(distrib),
|
||||
x: srng.sample(distrib.unwrap()),
|
||||
y: srng.sample(distrib.unwrap()),
|
||||
z: 0.0,
|
||||
};
|
||||
if p.length_squared() >= 1.0 { continue; }
|
||||
else { return p; }
|
||||
if p.length_squared() >= 1.0 {
|
||||
continue;
|
||||
} else {
|
||||
return p;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn rand_unit_vector(srng: &mut SmallRng) -> Vec3 {
|
||||
return Vec3::as_unit(Vec3::rand_in_unit_sphere(srng));
|
||||
Vec3::as_unit(Vec3::rand_in_unit_sphere(srng))
|
||||
}
|
||||
|
||||
pub fn length(&self) -> f32 {
|
||||
@@ -179,7 +192,6 @@ impl Vec3{
|
||||
|
||||
// roughly equivalent to the `void write_color(...)` in the book
|
||||
pub fn print_ppm(&self, samples_per_pixel: u32) -> String {
|
||||
|
||||
let scale = 1.0 / samples_per_pixel as f32;
|
||||
|
||||
// now with gamma correction
|
||||
@@ -195,14 +207,11 @@ impl Vec3{
|
||||
|
||||
pub fn near_zero(&self) -> bool {
|
||||
let epsilon: f32 = 1e-4;
|
||||
return
|
||||
self.x.abs() < epsilon &&
|
||||
self.y.abs() < epsilon &&
|
||||
self.z.abs() < epsilon
|
||||
self.x.abs() < epsilon && self.y.abs() < epsilon && self.z.abs() < epsilon
|
||||
}
|
||||
|
||||
pub fn reflect(v: Vec3, n: Vec3) -> Vec3 {
|
||||
return v - n * Vec3::dot(v, n) * 2.0;
|
||||
v - n * Vec3::dot(v, n) * 2.0
|
||||
}
|
||||
|
||||
pub fn refract(uv: Vec3, n: Vec3, etai_over_etat: f32) -> Vec3 {
|
||||
@@ -213,16 +222,14 @@ impl Vec3{
|
||||
}
|
||||
|
||||
pub fn dot(left: Vec3, right: Vec3) -> f32 {
|
||||
left.x * right.x +
|
||||
left.y * right.y +
|
||||
left.z * right.z
|
||||
left.x * right.x + left.y * right.y + left.z * right.z
|
||||
}
|
||||
|
||||
pub fn cross(u: Vec3, v: Vec3) -> Vec3 {
|
||||
Vec3 {
|
||||
x: u.y * v.z - u.z * v.y,
|
||||
y: u.z * v.x - u.x * v.z,
|
||||
z: u.x * v.y - u.y * v.x
|
||||
z: u.x * v.y - u.y * v.x,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -230,7 +237,6 @@ impl Vec3{
|
||||
let len = v.length();
|
||||
v / len
|
||||
}
|
||||
|
||||
}
|
||||
impl Add for Vec3 {
|
||||
type Output = Vec3;
|
||||
@@ -248,7 +254,7 @@ impl AddAssign for Vec3 {
|
||||
*self = Self {
|
||||
x: self.x + other.x,
|
||||
y: self.y + other.y,
|
||||
z: self.z + other.z
|
||||
z: self.z + other.z,
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -269,7 +275,7 @@ impl SubAssign for Vec3 {
|
||||
*self = Self {
|
||||
x: self.x - other.x,
|
||||
y: self.y - other.y,
|
||||
z: self.z - other.z
|
||||
z: self.z - other.z,
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -301,7 +307,7 @@ impl MulAssign<Vec3> for Vec3 {
|
||||
*self = Self {
|
||||
x: self.x * other.x,
|
||||
y: self.y * other.y,
|
||||
z: self.z * other.z
|
||||
z: self.z * other.z,
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -311,7 +317,7 @@ impl MulAssign<f32> for Vec3{
|
||||
*self = Self {
|
||||
x: self.x * other,
|
||||
y: self.y * other,
|
||||
z: self.z * other
|
||||
z: self.z * other,
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -343,7 +349,7 @@ impl DivAssign<Vec3> for Vec3 {
|
||||
*self = Self {
|
||||
x: self.x / other.x,
|
||||
y: self.y / other.y,
|
||||
z: self.z / other.z
|
||||
z: self.z / other.z,
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -353,7 +359,7 @@ impl DivAssign<f32> for Vec3 {
|
||||
*self = Self {
|
||||
x: self.x / other,
|
||||
y: self.y / other,
|
||||
z: self.z / other
|
||||
z: self.z / other,
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -374,7 +380,6 @@ impl Display for Vec3 {
|
||||
let str = format!("{} {} {}", self.x, self.y, self.z);
|
||||
fmt.write_str(&str)?;
|
||||
Ok(())
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -658,7 +663,6 @@ mod test{
|
||||
let refl = Vec3::reflect(ray, normal);
|
||||
let expected = Vec3::new(-1.0, 0.0, 0.0);
|
||||
assert!(refl == expected);
|
||||
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -666,7 +670,6 @@ mod test{
|
||||
let ray = Vec3::new(1.0, 0.0, 0.0);
|
||||
let normal = Vec3::as_unit(Vec3::new(-1.0, 1.0, 0.0));
|
||||
|
||||
|
||||
let refl = Vec3::reflect(ray, normal);
|
||||
let expected = Vec3::new(0.0, 1.0, 0.0);
|
||||
let diff = refl - expected;
|
||||
@@ -678,12 +681,9 @@ mod test{
|
||||
fn check_lerp() {
|
||||
let ray = Ray {
|
||||
orig: Vec3::new(0.0, 0.0, 0.0),
|
||||
dir: Vec3::new(1.0, 1.0, 0.0)
|
||||
dir: Vec3::new(1.0, 1.0, 0.0),
|
||||
};
|
||||
let half = ray.at(0.5);
|
||||
assert_eq!(
|
||||
half,
|
||||
Vec3::new(0.5, 0.5, 0.0)
|
||||
);
|
||||
assert_eq!(half, Vec3::new(0.5, 0.5, 0.0));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,21 +1,15 @@
|
||||
|
||||
use crate::primitives::{
|
||||
Vec2i,
|
||||
Vec2f,
|
||||
Vec3,
|
||||
Ray,
|
||||
Rect,
|
||||
};
|
||||
use crate::scene::{
|
||||
Hittable,
|
||||
Scene,
|
||||
};
|
||||
use crate::primitives::{Ray, Rect, Vec2f, Vec2i, Vec3};
|
||||
use crate::scene::{Hittable, Scene};
|
||||
|
||||
use rand::rngs::SmallRng;
|
||||
|
||||
use itertools::{self, Itertools};
|
||||
|
||||
const SKY_COLOR: Vec3 = Vec3 { x: 0.5, y: 0.7, z: 1.0};
|
||||
const SKY_COLOR: Vec3 = Vec3 {
|
||||
x: 0.5,
|
||||
y: 0.7,
|
||||
z: 1.0,
|
||||
};
|
||||
|
||||
pub struct RenderProperties {
|
||||
pub samples: u32, // samples are averaged results over a pixel
|
||||
@@ -28,43 +22,34 @@ fn to_uv(coord: Vec2i, img_size: Vec2i) -> Vec2f {
|
||||
Vec2f::new(u, v)
|
||||
}
|
||||
|
||||
fn ray_color(
|
||||
r: Ray, surface: &Hittable, depth: u32,
|
||||
rng: &mut SmallRng,
|
||||
) -> Vec3 {
|
||||
fn ray_color(r: Ray, surface: &Hittable, depth: u32, rng: &mut SmallRng) -> Vec3 {
|
||||
// recursion guard
|
||||
if depth == 0 {
|
||||
return Vec3::zero();
|
||||
return Vec3::ZERO;
|
||||
}
|
||||
|
||||
// cast a ray, interrogate hit record
|
||||
if let Some(record) = surface.hit(r, 0.001, f32::INFINITY) {
|
||||
let mut scattered = Ray {
|
||||
orig: Vec3::zero(),
|
||||
dir: Vec3::zero(),
|
||||
orig: Vec3::ZERO,
|
||||
dir: Vec3::ZERO,
|
||||
};
|
||||
let mut attenuation = Vec3::zero();
|
||||
if record.material.scatter(
|
||||
r,
|
||||
&record,
|
||||
&mut attenuation,
|
||||
&mut scattered,
|
||||
rng
|
||||
) {
|
||||
return attenuation * ray_color(
|
||||
scattered, surface, depth-1, rng
|
||||
);
|
||||
let mut attenuation = Vec3::ZERO;
|
||||
if record
|
||||
.material
|
||||
.scatter(r, &record, &mut attenuation, &mut scattered, rng)
|
||||
{
|
||||
return attenuation * ray_color(scattered, surface, depth - 1, rng);
|
||||
}
|
||||
} // TODO: explicit else block
|
||||
// Rust gets angry about the inner if{} block because it evaluates to ()
|
||||
// when the else path is taken. This is a problem for a function
|
||||
// that returns Vec3 and not ().
|
||||
|
||||
{ // when nothing is struck, return sky color
|
||||
// when nothing is struck, return sky color
|
||||
let unitdir = Vec3::as_unit(r.dir);
|
||||
let t = 0.5 * (unitdir.y + 1.0);
|
||||
return Vec3::ones() * (1.0 - t) + SKY_COLOR * t
|
||||
}
|
||||
Vec3::ONES * (1.0 - t) + SKY_COLOR * t
|
||||
}
|
||||
|
||||
fn sample_pixel(
|
||||
@@ -75,18 +60,14 @@ fn sample_pixel(
|
||||
// Supplied by the execution environment (the thread)
|
||||
rng: &mut SmallRng,
|
||||
) -> Vec3 {
|
||||
(0..render_props.samples)
|
||||
.fold(
|
||||
Vec3::zero(),
|
||||
|color, _sample| -> Vec3 {
|
||||
(0..render_props.samples).fold(Vec3::ZERO, |color, _sample| -> Vec3 {
|
||||
let uv = to_uv(coord, img_size);
|
||||
let ray = scene.camera.get_ray(uv.x, uv.y, rng);
|
||||
if ray.dir.x.is_nan() {
|
||||
panic!("Ray dir.x is NAN");
|
||||
}
|
||||
color + ray_color(ray, &scene.world, render_props.bounces, rng)
|
||||
}
|
||||
)
|
||||
})
|
||||
}
|
||||
|
||||
pub struct Tile {
|
||||
@@ -102,22 +83,25 @@ impl Tile {
|
||||
properties: &RenderProperties, // TODO: Place image size in render properties?
|
||||
rng: &mut SmallRng,
|
||||
) -> Self {
|
||||
let pixel_iter = (bounds.y..(bounds.y + bounds.h))
|
||||
.cartesian_product( bounds.x..(bounds.x + bounds.w));
|
||||
let pixels = pixel_iter.map(
|
||||
|coord| -> Vec3 {
|
||||
let pixel_iter =
|
||||
(bounds.y..(bounds.y + bounds.h)).cartesian_product(bounds.x..(bounds.x + bounds.w));
|
||||
let pixels = pixel_iter
|
||||
.map(|coord| -> Vec3 {
|
||||
sample_pixel(
|
||||
Vec2i{x: coord.1, y: coord.0},
|
||||
Vec2i {
|
||||
x: coord.1,
|
||||
y: coord.0,
|
||||
},
|
||||
scene,
|
||||
properties,
|
||||
img_size,
|
||||
rng,
|
||||
)
|
||||
}
|
||||
).collect();
|
||||
})
|
||||
.collect();
|
||||
Self {
|
||||
_bounds: bounds,
|
||||
pixels
|
||||
pixels,
|
||||
}
|
||||
}
|
||||
pub fn render_line(
|
||||
@@ -128,11 +112,16 @@ impl Tile {
|
||||
rng: &mut SmallRng, // rng utils
|
||||
) -> Self {
|
||||
Tile::render_tile(
|
||||
Rect{ x: 0, y, w: img_size.x, h: 1 },
|
||||
Rect {
|
||||
x: 0,
|
||||
y,
|
||||
w: img_size.x,
|
||||
h: 1,
|
||||
},
|
||||
img_size,
|
||||
scene,
|
||||
properties,
|
||||
rng
|
||||
rng,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
169
src/scene.rs
@@ -1,9 +1,8 @@
|
||||
|
||||
use crate::primitives::{Vec3, Ray};
|
||||
use crate::primitives::{Ray, Vec3};
|
||||
|
||||
use rand::Rng;
|
||||
use rand::distr::Uniform;
|
||||
use rand::rngs::SmallRng;
|
||||
use rand::distributions::Uniform;
|
||||
|
||||
pub struct HitRecord {
|
||||
pub p: Vec3,
|
||||
@@ -14,34 +13,47 @@ pub struct HitRecord{
|
||||
}
|
||||
|
||||
impl HitRecord {
|
||||
pub fn set_face_normal(&mut self, r: Ray, outward_normal: Vec3) -> (){
|
||||
pub fn set_face_normal(&mut self, r: Ray, outward_normal: Vec3) {
|
||||
self.front_face = Vec3::dot(r.dir, outward_normal) < 0.0;
|
||||
self.normal = if self.front_face { outward_normal } else { -outward_normal };
|
||||
self.normal = if self.front_face {
|
||||
outward_normal
|
||||
} else {
|
||||
-outward_normal
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub enum Hittable {
|
||||
Sphere { center: Vec3, radius: f32, material: Material },
|
||||
HittableList { hittables: Vec<Hittable> }
|
||||
Sphere {
|
||||
center: Vec3,
|
||||
radius: f32,
|
||||
material: Material,
|
||||
},
|
||||
HittableList {
|
||||
hittables: Vec<Hittable>,
|
||||
},
|
||||
}
|
||||
|
||||
impl Hittable {
|
||||
pub fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> Option<HitRecord> {
|
||||
match self {
|
||||
Hittable::HittableList { hittables } => {
|
||||
hittables.iter()
|
||||
.map( |obj| -> Option<HitRecord> {
|
||||
obj.hit(r, t_min, t_max)
|
||||
}).filter(|obj| obj.is_some())
|
||||
Hittable::HittableList { hittables } => hittables
|
||||
.iter()
|
||||
.map(|obj| -> Option<HitRecord> { obj.hit(r, t_min, t_max) })
|
||||
.filter(|obj| obj.is_some())
|
||||
.min_by(|lhs, rhs| {
|
||||
let lhs = lhs.as_ref().unwrap();
|
||||
let rhs = rhs.as_ref().unwrap();
|
||||
lhs.t.partial_cmp(&rhs.t).expect("Couldn't compare??")
|
||||
}).unwrap_or(None)
|
||||
}
|
||||
})
|
||||
.unwrap_or(None),
|
||||
|
||||
Hittable::Sphere { center, radius, material } => {
|
||||
Hittable::Sphere {
|
||||
center,
|
||||
radius,
|
||||
material,
|
||||
} => {
|
||||
let oc = r.orig - *center;
|
||||
let a = r.dir.length_squared();
|
||||
let half_b = Vec3::dot(oc, r.dir);
|
||||
@@ -81,7 +93,6 @@ impl Hittable {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#[derive(Copy, Clone, Debug)]
|
||||
pub enum Material {
|
||||
Lambertian { albedo: Vec3 },
|
||||
@@ -103,7 +114,8 @@ impl Material {
|
||||
let scatter_dir = rec.normal + Vec3::rand_unit_vector(srng);
|
||||
// The compiler might be smart enough to compute this ^^^ just once. In which case,
|
||||
// I don't need to do this weird dance. Oh well. It'll work.
|
||||
let scatter_dir = if scatter_dir.near_zero() { // if near zero,
|
||||
let scatter_dir = if scatter_dir.near_zero() {
|
||||
// if near zero,
|
||||
rec.normal // replace with normal
|
||||
} else {
|
||||
scatter_dir // else preserve current
|
||||
@@ -114,44 +126,48 @@ impl Material {
|
||||
// using them at all)
|
||||
*scattered = Ray {
|
||||
orig: rec.p,
|
||||
dir: scatter_dir
|
||||
dir: scatter_dir,
|
||||
};
|
||||
*attenuation = *albedo; // deref on both sides? Wacky
|
||||
return true;
|
||||
},
|
||||
true
|
||||
}
|
||||
Material::Metal { albedo, fuzz } => {
|
||||
let reflected = Vec3::reflect(
|
||||
Vec3::as_unit(ray_in.dir),
|
||||
rec.normal
|
||||
);
|
||||
let reflected = Vec3::reflect(Vec3::as_unit(ray_in.dir), rec.normal);
|
||||
*scattered = Ray {
|
||||
orig: rec.p,
|
||||
dir: reflected + Vec3::rand_in_unit_sphere(srng) * *fuzz,
|
||||
};
|
||||
*attenuation = *albedo;
|
||||
return Vec3::dot(scattered.dir, rec.normal) > 0.0;
|
||||
},
|
||||
Vec3::dot(scattered.dir, rec.normal) > 0.0
|
||||
}
|
||||
Material::Dielectric { index_refraction } => {
|
||||
*attenuation = Vec3::ones();
|
||||
let refraction_ratio = if rec.front_face { 1.0 / index_refraction } else { *index_refraction };
|
||||
*attenuation = Vec3::ONES;
|
||||
let refraction_ratio = if rec.front_face {
|
||||
1.0 / index_refraction
|
||||
} else {
|
||||
*index_refraction
|
||||
};
|
||||
|
||||
let unit_direction = Vec3::as_unit(ray_in.dir);
|
||||
let cos_theta = Vec3::dot(-unit_direction, rec.normal).min(1.0);
|
||||
let sin_theta = (1.0 - cos_theta * cos_theta).sqrt();
|
||||
|
||||
let cannot_refract = refraction_ratio * sin_theta > 1.0;
|
||||
let distrib_zero_one = Uniform::new(0.0, 1.0);
|
||||
let direction = if cannot_refract || Material::reflectance(cos_theta, refraction_ratio) > srng.sample(distrib_zero_one) {
|
||||
let distrib_zero_one = Uniform::new(0.0, 1.0).unwrap();
|
||||
let direction = if cannot_refract
|
||||
|| Material::reflectance(cos_theta, refraction_ratio)
|
||||
> srng.sample(distrib_zero_one)
|
||||
{
|
||||
Vec3::reflect(unit_direction, rec.normal)
|
||||
} else {
|
||||
Vec3::refract(unit_direction, rec.normal, refraction_ratio)
|
||||
};
|
||||
*scattered = Ray {
|
||||
orig: rec.p,
|
||||
dir: direction
|
||||
dir: direction,
|
||||
};
|
||||
return true;
|
||||
},
|
||||
true
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -159,7 +175,7 @@ impl Material {
|
||||
// Schlick's approximation for reflectance.
|
||||
let r0 = (1.0 - ref_idx) / (1.0 + ref_idx);
|
||||
let r0 = r0 * r0;
|
||||
return r0 + (1.0 - r0) * (1.0 - cosine).powf(5.0);
|
||||
r0 + (1.0 - r0) * (1.0 - cosine).powf(5.0)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -174,7 +190,8 @@ pub struct Camera {
|
||||
lower_left_corner: Vec3,
|
||||
horizontal: Vec3,
|
||||
vertical: Vec3,
|
||||
u: Vec3, v: Vec3, /*w: Vec3,*/
|
||||
u: Vec3,
|
||||
v: Vec3, /*w: Vec3,*/
|
||||
lens_radius: f32,
|
||||
}
|
||||
|
||||
@@ -186,7 +203,7 @@ impl Camera {
|
||||
vfov: f32,
|
||||
aspect_ratio: f32,
|
||||
aperture: f32,
|
||||
focus_dist: f32
|
||||
focus_dist: f32,
|
||||
) -> Camera {
|
||||
let theta = degrees_to_radians(vfov);
|
||||
let h = (theta / 2.0).tan();
|
||||
@@ -207,7 +224,8 @@ impl Camera {
|
||||
lower_left_corner,
|
||||
horizontal: horiz,
|
||||
vertical: verti,
|
||||
u, v, /* w,*/
|
||||
u,
|
||||
v, /* w,*/
|
||||
lens_radius: aperture / 2.0,
|
||||
}
|
||||
}
|
||||
@@ -216,10 +234,8 @@ impl Camera {
|
||||
let rd = Vec3::rand_in_unit_disk(srng) * self.lens_radius;
|
||||
let offset = self.u * rd.x + self.v * rd.y;
|
||||
|
||||
let dir = self.lower_left_corner
|
||||
+ self.horizontal * s
|
||||
+ self.vertical * t
|
||||
- self.origin - offset;
|
||||
let dir =
|
||||
self.lower_left_corner + self.horizontal * s + self.vertical * t - self.origin - offset;
|
||||
Ray {
|
||||
orig: self.origin + offset,
|
||||
dir,
|
||||
@@ -227,7 +243,6 @@ impl Camera {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
pub struct Scene {
|
||||
pub camera: Camera,
|
||||
pub world: Hittable,
|
||||
@@ -235,12 +250,20 @@ pub struct Scene {
|
||||
|
||||
impl Scene {
|
||||
pub fn random_world(srng: &mut SmallRng) -> Hittable {
|
||||
let mat_ground = Material::Lambertian { albedo: Vec3::new(0.5, 0.5, 0.5) };
|
||||
let mut world = Hittable::HittableList { hittables : Vec::<Hittable>::new() };
|
||||
let mat_ground = Material::Lambertian {
|
||||
albedo: Vec3::new(0.5, 0.5, 0.5),
|
||||
};
|
||||
let mut world = Hittable::HittableList {
|
||||
hittables: Vec::<Hittable>::new(),
|
||||
};
|
||||
|
||||
world.push( Hittable::Sphere { center: Vec3::new(0.0, -1000.0, 0.0), radius: 1000.0, material: mat_ground });
|
||||
world.push(Hittable::Sphere {
|
||||
center: Vec3::new(0.0, -1000.0, 0.0),
|
||||
radius: 1000.0,
|
||||
material: mat_ground,
|
||||
});
|
||||
|
||||
let distrib_zero_one = Uniform::new(0.0, 1.0);
|
||||
let distrib_zero_one = Uniform::new(0.0, 1.0).unwrap();
|
||||
for a in -11..11 {
|
||||
for b in -11..11 {
|
||||
let choose_mat = srng.sample(distrib_zero_one);
|
||||
@@ -250,68 +273,70 @@ impl Scene {
|
||||
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 albedo =
|
||||
Vec3::rand(srng, distrib_zero_one) * Vec3::rand(srng, distrib_zero_one);
|
||||
let sphere_material = Material::Lambertian { albedo };
|
||||
world.push(
|
||||
Hittable::Sphere {
|
||||
world.push(Hittable::Sphere {
|
||||
center,
|
||||
radius: 0.2,
|
||||
material: 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 distr_albedo = Uniform::new(0.5, 1.0).unwrap();
|
||||
let distr_fuzz = Uniform::new(0.0, 0.5).unwrap();
|
||||
|
||||
let albedo = Vec3::rand(srng, distr_albedo);
|
||||
let fuzz = srng.sample(distr_fuzz);
|
||||
let material = Material::Metal { albedo, fuzz };
|
||||
world.push(
|
||||
Hittable::Sphere {
|
||||
world.push(Hittable::Sphere {
|
||||
center,
|
||||
radius: 0.2,
|
||||
material: material,
|
||||
}
|
||||
);
|
||||
material,
|
||||
});
|
||||
} else {
|
||||
// glass
|
||||
let material = Material::Dielectric { index_refraction: 1.5 };
|
||||
world.push(
|
||||
Hittable::Sphere{
|
||||
let material = Material::Dielectric {
|
||||
index_refraction: 1.5,
|
||||
};
|
||||
world.push(Hittable::Sphere {
|
||||
center,
|
||||
radius: 0.2,
|
||||
material: material,
|
||||
}
|
||||
);
|
||||
|
||||
material,
|
||||
});
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let material1 = Material::Dielectric { index_refraction: 1.5 };
|
||||
let material1 = Material::Dielectric {
|
||||
index_refraction: 1.5,
|
||||
};
|
||||
world.push(Hittable::Sphere {
|
||||
center: Vec3::new(0.0, 1.0, 0.0),
|
||||
radius: 1.0,
|
||||
material: material1
|
||||
material: material1,
|
||||
});
|
||||
|
||||
let material2 = Material::Lambertian { albedo: Vec3::new(0.4, 0.2, 0.1) };
|
||||
let material2 = Material::Lambertian {
|
||||
albedo: Vec3::new(0.4, 0.2, 0.1),
|
||||
};
|
||||
world.push(Hittable::Sphere {
|
||||
center: Vec3::new(-4.0, 1.0, 0.0),
|
||||
radius: 1.0,
|
||||
material: material2
|
||||
material: material2,
|
||||
});
|
||||
|
||||
let material3 = Material::Metal { albedo: Vec3::new(0.7, 0.6, 0.5), fuzz: 0.0 };
|
||||
let material3 = Material::Metal {
|
||||
albedo: Vec3::new(0.7, 0.6, 0.5),
|
||||
fuzz: 0.0,
|
||||
};
|
||||
world.push(Hittable::Sphere {
|
||||
center: Vec3::new(4.0, 1.0, 0.0),
|
||||
radius: 1.0,
|
||||
material: material3
|
||||
material: material3,
|
||||
});
|
||||
world
|
||||
}
|
||||
|
||||