ft: moved random scene code to function; cleaned up tri/quad/cube hit logic; made camera attributes private

This commit is contained in:
2026-05-31 13:51:34 +02:00
parent 71985a6c34
commit 64cad7eda6
11 changed files with 259 additions and 221 deletions

View File

@@ -8,26 +8,19 @@ mod scenes;
mod vec3;
use std::{env, fs};
use std::sync::Arc;
use crate::camera::Camera;
use crate::objects::materials::dielectric::Dielectric;
use crate::objects::materials::lambertian::{Lambertian, Metal};
use crate::objects::sphere::Sphere;
use crate::objects::traits::Hittable;
use crate::ray::Ray;
use crate::raytracer::render;
use crate::scenes::scene::Scene;
use crate::vec3::Vec3;
use dotenv::dotenv;
use rand::RngExt;
// TODO: implement scene serialization
fn main() {
dotenv().ok();
pretty_env_logger::init();
// TODO: better cli parsing
// TODO: better cli parsing || add random flag to generate random scene
let mut json_file = "./scenes/scene.json";
let args: Vec<String> = env::args().collect();
if args.len() > 1 {
@@ -36,93 +29,6 @@ fn main() {
let json_str = fs::read_to_string(json_file).expect("Reading specified scene file failed!");
let mut scene: Scene = serde_json::from_str(&json_str).unwrap();
let mut scene: Scene = Scene::random();
render(&mut scene);
return;
// random spheres code; thought: make this available as cli flag?
let ground = Lambertian::rgb(-2.5, 0.5, 0.5, 1.);
let mut world: Vec<Arc<dyn Hittable>> = vec![Arc::new(Sphere::xyz(
0.,
-1000.,
0.,
1000.,
Arc::new(ground),
))];
let mut rng = rand::rng();
let point = Vec3::new(4., 0.2, 0.);
for a in -11..11 {
for b in -11..11 {
let mat = rng.random_range((0.)..1.);
let center = Vec3::new(
a as f32 + 0.9 * rng.random_range((0.)..1.),
0.2,
b as f32 + 0.9 * rng.random_range((0.)..1.),
);
if (center - point).length() > 0.9 {
if mat < 0.8 {
// diffuse
world.push(Arc::new(Sphere::new(
center,
0.2,
Arc::new(Lambertian::new(Vec3::random() * Vec3::random(), 1.)),
)));
} else if mat < 0.95 {
// metal
world.push(Arc::new(Sphere::new(
center,
0.2,
Arc::new(Metal::rgb(
rng.random_range(0.5..1.),
rng.random_range(0.5..1.),
rng.random_range(0.5..1.),
1.,
rng.random_range((0.)..0.5),
)),
)));
} else {
// glass
world.push(Arc::new(Sphere::new(
center,
0.2,
Arc::new(Dielectric::new(1.5)),
)));
}
}
}
}
world.push(Arc::new(Sphere::xyz(
0.,
1.,
0.,
1.,
Arc::new(Dielectric::new(1.5)),
)));
world.push(Arc::new(Sphere::xyz(
-4.,
1.,
0.,
1.,
Arc::new(Lambertian::rgb(0.4, 0.2, 0.1, 1.)),
)));
world.push(Arc::new(Sphere::xyz(
4.,
1.,
0.,
1.,
Arc::new(Metal::rgb(0.7, 0.6, 0.5, 1., 0.)),
)));
let mut c = Camera::new();
c.set_fov(20.);
c.set_anti_alias_rate(23);
c.set_vup(Vec3::new(0., 1., 0.));
c.set_look_from(Vec3::new(13., 2., 3.));
c.set_look_at(Vec3::new(0., 0., 0.));
c.add_defocus_blur(0.6, 10.);
let mut s = Scene::new(c, world, "output.png".to_string(), 1920, 1080, 50);
render(&mut s);
}