550 lines
15 KiB
Rust
550 lines
15 KiB
Rust
use std::sync::{Arc, Mutex};
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use std::time::Instant;
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use crate::camera::Camera;
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use crate::hittable::{Sphere, HittableList, HittableObject};
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use crate::output::{Output, PNG};
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use crate::ray::Ray;
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use crate::vec3::{Color, Point3, Vec3};
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use hittable::MovableSphere;
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use rand::Rng;
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use rand::distributions::{Distribution, Uniform};
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use rayon::iter::{IntoParallelIterator, ParallelIterator};
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use crate::material::{Dielectric, DiffuseLight, Lambertian, Material, Metal};
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use crate::aabb::Aabb;
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use crate::cuboid::Cuboid;
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use crate::image_texture::ImageTexture;
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use crate::noise::NoiseTexture;
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use crate::perlin::Perlin;
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use crate::texture::CheckerTexture;
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use crate::rect::{Plane, Rect2D};
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use crate::rotate_y::RotateY;
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use crate::translate::Translate;
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mod vec3;
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mod ray;
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mod hittable;
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mod material;
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mod camera;
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mod output;
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mod aabb;
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mod bvh;
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mod texture;
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mod perlin;
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mod noise;
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mod image_texture;
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mod rect;
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mod cuboid;
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mod translate;
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mod rotate_y;
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// Image
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const DEFAULT_ASPECT_RATIO: f64 = 3.0 / 2.0;
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const IMAGE_WIDTH: usize = 400;
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const SAMPLES_PER_PIXEL: i32 = 100;
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const MAX_DEPTH: i32 = 50;
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struct Scene {
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pub world: HittableList,
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pub cam: Camera,
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pub background: Color
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}
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fn cornell_box() -> Scene {
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let mut world:HittableList = Vec::new();
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let red = Material::Lambertian(
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Lambertian::from(Color::new(0.65, 0.05, 0.05)));
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let white = Arc::new(Material::Lambertian(
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Lambertian::from(Color::new(0.73, 0.73, 0.73))));
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let green = Material::Lambertian(
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Lambertian::from(Color::new(0.12, 0.45, 0.15)));
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let light = Material::DiffuseLight(
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DiffuseLight::from(Color::new(15.0, 15.0, 15.0)));
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// Walls
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world.push(Arc::new(Rect2D::new(
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Plane::YZ,
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0.0,
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555.0,
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0.0,
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555.0,
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555.0,
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Arc::new(green)
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)));
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world.push(Arc::new(Rect2D::new(
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Plane::YZ,
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0.0,
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555.0,
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0.0,
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555.0,
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0.0,
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Arc::new(red)
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)));
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world.push(Arc::new(Rect2D::new(
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Plane::XZ,
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213.0,
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343.0,
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227.0,
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332.0,
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554.0,
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Arc::new(light)
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)));
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world.push(Arc::new(Rect2D::new(
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Plane::XZ,
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0.0,
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555.0,
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0.0,
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555.0,
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0.0,
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white.clone()
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)));
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world.push(Arc::new(Rect2D::new(
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Plane::XZ,
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0.0,
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555.0,
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0.0,
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555.0,
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555.0,
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white.clone()
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)));
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world.push(Arc::new(Rect2D::new(
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Plane::XY,
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0.0,
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555.0,
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0.0,
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555.0,
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555.0,
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white.clone()
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)));
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// Boxes
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let rotated1 = RotateY::new(
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Cuboid::new(
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Point3::new(0.0, 0.0, 0.0),
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Point3::new(165.0, 330.0, 165.0),
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white.clone()
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),
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15.0
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);
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let box1 = Translate::new(
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rotated1,
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Vec3::new(265.0, 0.0, 295.0)
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);
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world.push(Arc::new(box1));
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let rotated2 = RotateY::new(
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Cuboid::new(
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Point3::new(0.0, 0.0, 0.0),
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Point3::new(165.0, 165.0, 165.0),
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white.clone()
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),
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-18.0
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);
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let box2 = Translate::new(
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rotated2,
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Vec3::new(130.0,0.0,65.0)
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);
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world.push(Arc::new(box2));
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let look_from = Point3::new(278.0, 278.0, -800.0);
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let look_at = Point3::new(278.0, 278.0, 0.0);
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let focus_dist = 2.0;
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let cam = Camera::new(
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look_from,
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look_at,
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Vec3::new(0.0, 1.0, 0.0),
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1.0,
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40.0,
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0.0,
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focus_dist,
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0.0,
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1.0);
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Scene {
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world,
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cam,
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background: Color::default()
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}
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}
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fn simple_light() -> Scene {
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let mut world:HittableList = Vec::new();
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let noise = NoiseTexture { noise: Perlin::new(), scale: 4.0 };
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let noise_material = Arc::new(Material::Lambertian(Lambertian::textured(Arc::new(noise))));
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world.push(Arc::new(Sphere {
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center: Point3::new(0.0, -1000.0, 0.0),
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radius: 1000.0,
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material: Arc::clone(&noise_material)
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}));
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world.push(Arc::new(Sphere {
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center: Point3::new(0.0, 2.0, 0.0),
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radius: 2.0,
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material: noise_material
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}));
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let difflight = Material::DiffuseLight(
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// Brighter than 1.0/1.0/1.0 so it can light things
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DiffuseLight::from(Color::new(4.0, 4.0, 4.0)));
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world.push(Arc::new(Rect2D::new(
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Plane::XY,
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3.0,
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5.0,
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1.0,
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3.0,
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-2.0,
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Arc::new(difflight)
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)));
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let look_from = Point3::new(26.0, 3.0, 6.0);
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let look_at = Point3::new(0.0, 2.0, 0.0);
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let focus_dist = 2.0;
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let cam = Camera::new(
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look_from,
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look_at,
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Vec3::new(0.0, 1.0, 0.0),
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DEFAULT_ASPECT_RATIO,
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20.0,
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0.0,
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focus_dist,
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0.0,
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1.0);
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Scene {
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world,
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cam,
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background: Color::default()
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}
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}
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fn sun() -> Scene {
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let mut world:HittableList = Vec::new();
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let earth_material = Arc::new(
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Material::DiffuseLight(DiffuseLight::from(Color::new(1.0, 1.0, 0.0))));
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world.push(Arc::new(Sphere {
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center: Point3::new(0.0, 0.0, 0.0),
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radius: 2.0,
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material: earth_material
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}));
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let look_from = Point3::new(13.0, 2.0, 3.0);
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let look_at = Point3::new(0.0, 0.0, 0.0);
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let focus_dist = 2.0;
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let cam = Camera::new(
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look_from,
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look_at,
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Vec3::new(0.0, 1.0, 0.0),
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DEFAULT_ASPECT_RATIO,
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20.0,
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0.0,
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focus_dist,
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0.0,
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1.0);
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Scene {
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world,
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cam,
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background: Color::default()
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}
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}
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fn earth() -> Scene {
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let mut world:HittableList = Vec::new();
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let earth_texture = ImageTexture::new("textures/earthmap.jpg");
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let earth_material = Arc::new(
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Material::Lambertian(Lambertian::textured(Arc::new(earth_texture))));
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world.push(Arc::new(Sphere {
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center: Point3::new(0.0, 2.0, 1.0),
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radius: 2.0,
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material: earth_material
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}));
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let glass = Arc::new(
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Material::Dielectric(Dielectric::new(1.5)));
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world.push(Arc::new(Sphere {
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center: Point3::new(-0.5,1.0, -1.5),
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radius: 1.0,
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material: glass
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}));
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let noise = NoiseTexture { noise: Perlin::new(), scale: 4.0 };
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let noise_material = Arc::new(Material::Lambertian(Lambertian::textured(Arc::new(noise))));
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world.push(Arc::new(Sphere {
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center: Point3::new(0.0, -1000.0, 0.0),
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radius: 1000.0,
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material: noise_material
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}));
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let look_from = Point3::new(10.0, 6.0, 3.0);
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let look_at = Point3::new(0.0, 0.0, 0.0);
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let focus_dist = 2.0;
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let cam = Camera::new(
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look_from,
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look_at,
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Vec3::new(0.0, 1.0, 0.0),
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DEFAULT_ASPECT_RATIO,
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40.0,
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0.0,
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focus_dist,
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0.0,
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1.0);
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Scene {
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world,
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cam,
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background: Color::new(0.70, 0.80, 1.00)
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}
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}
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fn two_spheres() -> Scene {
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let mut world:HittableList = Vec::new();
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let checker = CheckerTexture::colored(
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Color::new(0.2, 0.3, 0.1),
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Color::new(0.9, 0.9, 0.9));
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let checker_material = Arc::new(Material::Lambertian(Lambertian::textured(Arc::new(checker))));
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world.push(Arc::new(Sphere {
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center: Point3::new(0.0, -10.0, 0.0),
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radius: 10.0,
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material: Arc::clone(&checker_material)
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}));
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world.push(Arc::new(Sphere {
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center: Point3::new(0.0, 10.0, 0.0),
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radius: 10.0,
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material: checker_material
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}));
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let look_from = Point3::new(13.0, 2.0, 3.0);
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let look_at = Point3::new(0.0, 0.0, 0.0);
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let focus_dist = 2.0;
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let cam = Camera::new(
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look_from,
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look_at,
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Vec3::new(0.0, 1.0, 0.0),
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DEFAULT_ASPECT_RATIO,
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20.0,
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0.0,
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focus_dist,
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0.0,
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1.0);
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Scene {
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world,
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cam,
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background: Color::new(0.70, 0.80, 1.00)
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}
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}
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fn two_perlin_spheres() -> Scene {
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let mut world:HittableList = Vec::new();
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let noise = NoiseTexture { noise: Perlin::new(), scale: 4.0 };
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let noise_material = Arc::new(Material::Lambertian(Lambertian::textured(Arc::new(noise))));
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world.push(Arc::new(Sphere {
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center: Point3::new(0.0, -1000.0, 0.0),
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radius: 1000.0,
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material: Arc::clone(&noise_material)
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}));
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world.push(Arc::new(Sphere {
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center: Point3::new(1.0, 2.0, 1.0),
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radius: 2.0,
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material: noise_material
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}));
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let look_from = Point3::new(13.0, 2.0, 3.0);
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let look_at = Point3::new(0.0, 0.0, 0.0);
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let focus_dist = 2.0;
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let cam = Camera::new(
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look_from,
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look_at,
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Vec3::new(0.0, 1.0, 0.0),
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DEFAULT_ASPECT_RATIO,
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20.0,
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0.0,
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focus_dist,
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0.0,
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1.0);
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Scene {
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world,
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cam,
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background: Color::new(0.70, 0.80, 1.00)
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}
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}
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fn random_scene() -> Scene {
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let mut world: HittableList = Vec::new();
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let checker = CheckerTexture::colored(
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Color::new(0.2, 0.3, 0.1),
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Color::new(0.9, 0.9, 0.9));
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let material_ground = Arc::new(Material::Lambertian(Lambertian::textured(Arc::new(checker))));
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let ground = Sphere {
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center: Point3::new(0.0, -1000.0, 0.0),
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radius: 1000.0,
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material: material_ground
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};
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world.push(Arc::new(ground));
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let unit_range = Uniform::from(0.0..1.0);
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let fuzz_range = Uniform::from(0.0..0.5);
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let mut rng = rand::thread_rng();
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let p = Point3::new(4.0, 0.2, 0.0);
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for a in -1..11 {
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for b in -11..11 {
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let choose_material = unit_range.sample(&mut rng);
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let center = Point3::new(
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(a as f64) + 0.9*unit_range.sample(&mut rng),
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0.2,
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(b as f64) + 0.9*unit_range.sample(&mut rng));
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if (center - p).length() < 0.9 {
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continue;
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}
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let material = match choose_material {
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_ if choose_material < 0.8 => Arc::new(Material::Lambertian(Lambertian::from(
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Color::random(0.0, 1.0) * Color::random(0.0, 1.0)))),
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_ if choose_material < 0.95 => Arc::new(Material::Metal(Metal::new(
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Color::random(0.5, 1.0),
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fuzz_range.sample(&mut rng)))),
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_ => Arc::new(Material::Dielectric(Dielectric::new(1.5))),
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};
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let sphere: HittableObject = match rng.gen_bool(1.0 / 3.0) {
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true => {
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let center1 = center + Vec3::new(0.0, fuzz_range.sample(&mut rng) / 2.0, 0.0);
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Arc::new(MovableSphere {
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center0: center,
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center1,
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radius: 0.2,
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material,
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time0: 0.0,
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time1: 1.0
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})
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}
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false => Arc::new(Sphere {
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center,
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radius: 0.2,
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material
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})
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};
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world.push(sphere);
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}
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}
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let material1 = Arc::new(Material::Dielectric(Dielectric::new(1.5)));
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world.push(Arc::new(Sphere {
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center: Point3::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 = Arc::new(Material::Lambertian(Lambertian::from(Color::new(0.4, 0.2, 0.1))));
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world.push(Arc::new(Sphere {
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center: Point3::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 = Arc::new(Material::Metal(Metal::new(Color::new(0.7, 0.6, 0.5), 0.0)));
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world.push(Arc::new(Sphere {
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center: Point3::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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let look_from = Point3::new(13.0, 2.0, 3.0);
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let look_at = Point3::new(0.0, 0.0, 0.0);
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let focus_dist = 2.0;
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let cam = Camera::new(
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look_from,
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look_at,
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Vec3::new(0.0, 1.0, 0.0),
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DEFAULT_ASPECT_RATIO,
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20.0,
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0.0,
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focus_dist,
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0.0,
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1.0);
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Scene {
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world,
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cam,
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background: Color::new(0.70, 0.80, 1.00)
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}
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}
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fn main() {
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// World
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let scene: u8 = 5;
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let scene_setup = match scene {
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0 => two_spheres(),
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1 => two_perlin_spheres(),
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2 => earth(),
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3 => sun(),
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4 => simple_light(),
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5 => cornell_box(),
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_ => random_scene(),
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};
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let between = Uniform::from(0.0..1.0);
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let start = Instant::now();
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let image_height: usize = (IMAGE_WIDTH as f64 / scene_setup.cam.aspect_ratio()) as usize;
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let mut pixels = vec![0; IMAGE_WIDTH * image_height * 3];
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let bands: Vec<(usize, &mut [u8])> = pixels.chunks_mut(3).enumerate().collect();
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//rayon::ThreadPoolBuilder::new().num_threads(3).build_global().unwrap(); // Enable, to reduce load
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let count = Mutex::new(0);
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bands.into_par_iter().for_each(|(i, pixel)| {
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let row = image_height - (i / IMAGE_WIDTH) - 1;
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let col = i % IMAGE_WIDTH;
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let mut rng = rand::thread_rng();
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let mut color = Color::default();
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(0..SAMPLES_PER_PIXEL).for_each(|_s| {
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let random_number = between.sample(&mut rng);
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let u = (col as f64 + random_number) / (IMAGE_WIDTH - 1) as f64;
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let v = (row as f64 + random_number) / (image_height - 1) as f64;
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let ray = scene_setup.cam.get_ray(u, v);
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color += ray.pixel_color(scene_setup.background, &scene_setup.world, MAX_DEPTH);
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});
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let bytes = color.into_bytes(SAMPLES_PER_PIXEL);
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pixel[0] = bytes[0];
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|
pixel[1] = bytes[1];
|
|
pixel[2] = bytes[2];
|
|
if i % 100 == 0 {
|
|
let mut rem = count.lock().unwrap();
|
|
let percent_done_before = 100 * *rem / (IMAGE_WIDTH * image_height);
|
|
*rem += 100;
|
|
let percent_done_after = 100 * *rem / (IMAGE_WIDTH * image_height);
|
|
if percent_done_before != percent_done_after {
|
|
eprint!("\rProgress: {}% ", percent_done_after);
|
|
}
|
|
}
|
|
});
|
|
PNG::write("imc.png", &pixels, IMAGE_WIDTH, image_height).expect("Error writing image: {}");
|
|
eprintln!("\nDone. Time: {}ms", start.elapsed().as_millis());
|
|
}
|
|
|
|
fn world_bounding_box(time0: f64, time1: f64, world: &HittableList) -> Option<Aabb> {
|
|
if world.is_empty() {
|
|
return None;
|
|
}
|
|
let mut is_first = true;
|
|
let mut output_box: Aabb = Aabb {
|
|
minimum: Point3::default(),
|
|
maximum: Point3::default()
|
|
};
|
|
for object in world {
|
|
if let Some(bb) = object.bounding_box(time0, time1) {
|
|
output_box = match is_first {
|
|
true => bb,
|
|
false => output_box.surrounding(&bb)
|
|
};
|
|
is_first = false;
|
|
} else {
|
|
return None;
|
|
}
|
|
}
|
|
Some(output_box)
|
|
}
|