use std::time::Instant; use anyhow::Result; use structopt::StructOpt; use rtchallenge::prelude::*; use rtchallenge::{ camera::RenderStrategy, float::consts::PI, patterns::{BLACK_PAT, WHITE_PAT}, WHITE, }; /// Experiment with transparency. #[derive(StructOpt, Debug)] #[structopt(name = "glass")] struct Opt { /// Strategy for casting rays into image. #[structopt(long, default_value = "rayon")] render_strategy: RenderStrategy, /// Number of samples per pixel. 0 renders from the center of the pixel, 1 or more samples N /// times randomly across the pixel. #[structopt(short, long, default_value = "0")] samples: usize, /// Rendered image width in pixels. #[structopt(short, long, default_value = "2560")] width: usize, /// Rendered image height in pixels. #[structopt(short, long, default_value = "1440")] height: usize, } fn main() -> Result<()> { let start = Instant::now(); let opt = Opt::from_args(); let light1 = PointLightBuilder::default() .position(point(-5., 5., -5.)) .intensity(WHITE) .build()?; let light2 = PointLightBuilder::default() .position(point(5., 5., -5.)) .intensity([0.2, 0.2, 0.6]) .build()?; let light3 = PointLightBuilder::default() .position(point(0., 2., -5.)) .intensity([0.2, 0.2, 0.1]) .build()?; let from = point(0., 0., -10.); let to = point(0., 0., 0.); let up = point(0., 1., 0.); let camera = CameraBuilder::default() .hsize(opt.width) .vsize(opt.height) .field_of_view(PI / 4.) .transform(view_transform(from, to, up)) .render_strategy(opt.render_strategy) .samples_per_pixel(opt.samples) .build()?; let floor = plane() .transform(rotation_x(PI / 2.)) .material( MaterialBuilder::default() .color(checkers_pattern(BLACK_PAT, WHITE_PAT).build()?) .reflective(0.5) .build()?, ) .build()?; let ceiling = plane() .transform(translation(0., 0., -20.) * rotation_x(PI / 2.)) .material(MaterialBuilder::default().color([0.2, 0.2, 0.8]).build()?) .build()?; let mut objects = Vec::new(); for x in 0..5 { for y in 0..5 { let trans = y as Float / 5.; let index = 1. + x as Float / 5.; dbg!(x, y, trans, index); objects.push( sphere() .transform( translation(x as Float - 2., y as Float - 2., -2.) * scaling(0.5, 0.5, 0.5), ) .material( MaterialBuilder::default() .color([0.5, 0.5, 0.5]) .transparency(trans) .refractive_index(index) .build()?, ) .build()?, ); } } objects.push(floor); objects.push(ceiling); let world = WorldBuilder::default() .lights(vec![light1, light2, light3]) .objects(objects) .build()?; let image = camera.render(&world); let path = "/tmp/glass.png"; println!("saving output to {}", path); image.write_to_file(path)?; println!("Render time {:.3} seconds", start.elapsed().as_secs_f32()); Ok(()) }