ft (wip): random scene generation
This commit is contained in:
112
src/main.rs
112
src/main.rs
@@ -10,39 +10,109 @@ use std::sync::Arc;
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use crate::camera::Camera;
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use crate::objects::materials::dielectric::Dielectric;
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use crate::objects::materials::lambertian::{Lambertian, Metal};
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use crate::objects::materials::traits::Material;
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use crate::objects::sphere::Sphere;
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use crate::objects::traits::Hittable;
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use crate::ray::Ray;
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use crate::vec3::Vec3;
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use dotenv::dotenv;
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use log::info;
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use pretty_env_logger;
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use rand::seq::IndexedRandom;
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use rand::RngExt;
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fn random_material() -> Arc<dyn Material> {
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let mut rng = rand::rng();
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let col = Vec3::new(rng.random(), rng.random(), rng.random());
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match rng.random_range(0..3) {
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0 => Arc::new(Lambertian::new(col, 1.)),
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1 => Arc::new(Metal::new(col, 1., rng.random())),
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2 => Arc::new(Dielectric::new(rng.random_range(0.3..1.9))),
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_ => Arc::new(Metal::new(col, 0., rng.random())),
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}
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}
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fn random_sphere_on_floor<T: Hittable>(
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materials: &Vec<Arc<dyn Material>>,
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existing: &Vec<T>,
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max_size: f32,
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) -> Sphere {
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let mut rng = rand::rng();
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let r = rng.random_range(0.1..max_size);
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let mut sphere = Sphere::xyz(
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rng.random_range((-50.)..50.),
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r,
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rng.random_range((-50.)..50.),
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r,
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materials.choose(&mut rng).unwrap().clone(),
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);
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let mut isct = true;
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let mut attempts_left = 49;
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while isct && attempts_left > 0 {
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isct = false;
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for h in existing {
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if h.inside(&h.closest_on_surface(sphere.center())) {
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info!("Generating sphere failed, {} attempts left", attempts_left);
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isct = true;
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continue;
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}
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}
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if isct {
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sphere.set_center(Vec3::new(
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rng.random_range(0.5..100.),
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r,
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rng.random_range(0.5..100.),
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));
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}
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attempts_left -= 1;
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}
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sphere
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}
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fn main() {
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dotenv().ok();
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pretty_env_logger::init();
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// setup objects
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let blue = Arc::new(Metal::rgb(0.2, 0.4, 0.8, 1., 0.1));
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let metal = Arc::new(Metal::rgb(0.7, 0.4, 0.2, 1., 0.1));
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let ground = Arc::new(Lambertian::rgb(0.8, 0.8, 0., 1.0));
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let center = Arc::new(Lambertian::rgb(0.1, 0.2, 0.5, 1.));
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let left = Arc::new(Dielectric::new(1.5));
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let bubble = Arc::new(Dielectric::new(1. / 1.5));
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let right = Arc::new(Metal::rgb(0.8, 0.6, 0.2, 1., 1.0));
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// let blue = Arc::new(Metal::rgb(0.2, 0.4, 0.8, 1., 0.1));
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// let metal = Arc::new(Metal::rgb(0.7, 0.4, 0.2, 1., 0.1));
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// let ground = Arc::new(Lambertian::rgb(0.8, 0.8, 0., 1.0));
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// let center = Arc::new(Lambertian::rgb(0.1, 0.2, 0.5, 1.));
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// let left = Arc::new(Dielectric::new(1.5));
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// let bubble = Arc::new(Dielectric::new(1. / 1.5));
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// let right = Arc::new(Metal::rgb(0.8, 0.6, 0.2, 1., 1.0));
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//
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// let mut world = vec![Sphere::xyz(0., 0.5, -0.8, 0.1, metal.clone())];
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// world.push(Sphere::xyz(0., -100.5, -1., 100., ground.clone()));
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// world.push(Sphere::xyz(0., 0., -1.2, 0.5, center.clone()));
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// world.push(Sphere::xyz(-1., 0., -1.0, 0.5, left.clone()));
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// world.push(Sphere::xyz(-1., 0., -1.0, 0.4, bubble.clone()));
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// world.push(Sphere::xyz(1., 0., -1.0, 0.5, right.clone()));
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// world.push(Sphere::xyz(0., 0.7, -0.4, 0.2, blue.clone()));
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let mut world = vec![Sphere::xyz(0., 0.5, -0.8, 0.1, metal.clone())];
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world.push(Sphere::xyz(0., -100.5, -1., 100., ground.clone()));
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world.push(Sphere::xyz(0., 0., -1.2, 0.5, center.clone()));
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world.push(Sphere::xyz(-1., 0., -1.0, 0.5, left.clone()));
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world.push(Sphere::xyz(-1., 0., -1.0, 0.4, bubble.clone()));
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world.push(Sphere::xyz(1., 0., -1.0, 0.5, right.clone()));
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world.push(Sphere::xyz(0., 0.7, -0.4, 0.2, blue.clone()));
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let mut materials: Vec<Arc<dyn Material>> = vec![Arc::new(Lambertian::rgb(0.1, 0.2, 0.6, 1.))];
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for i in 0..15 {
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info!("Generating {}th material.", i + 1);
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materials.push(random_material());
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}
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let mut c = Camera::new(400, 300);
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// let mut c = Camera::new(1920, 1080);
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c.set_fov(20.);
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c.set_anti_alias_rate(2);
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c.set_max_depth(90);
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c.set_look_from(Vec3::new(-2., 2., 1.));
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c.set_look_at(Vec3::new(0., 0., -1.));
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let mut world = vec![Sphere::xyz(0., -1000.5, -1., 1000., materials[0].clone())];
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for i in 0..40 {
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info!("Generating {}th sphere.", i + 1);
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world.push(random_sphere_on_floor(
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&materials,
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&world,
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(i + 1) as f32 / 3.,
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));
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}
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// let mut c = Camera::new(400, 300);
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let mut c = Camera::new(1920, 1080);
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c.set_fov(90.);
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c.set_anti_alias_rate(6);
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c.set_max_depth(100);
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c.set_look_from(Vec3::new(-60., 10., 1.));
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c.set_look_at(Vec3::new(0., 0., 0.));
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c.render(&world);
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}
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