raytracers/rtiow/src/scenes/final_scene.rs
Bill Thiede 235a9d1204
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continuous-integration/drone/push Build is passing
Add flag to set number of threads.
2019-10-12 14:29:36 -07:00

176 lines
5.1 KiB
Rust

use std::sync::Arc;
use image;
use rand;
use rand::Rng;
use crate::camera::Camera;
use crate::constant_medium::ConstantMedium;
use crate::cuboid::Cuboid;
use crate::hitable::Hit;
use crate::hitable_list::HitableList;
use crate::kdtree::KDTree;
use crate::material::Dielectric;
use crate::material::DiffuseLight;
use crate::material::Lambertian;
use crate::material::Material;
use crate::material::Metal;
use crate::moving_sphere::MovingSphere;
use crate::noise::perlin::Perlin;
use crate::noise::NoiseType;
use crate::rect::XZRect;
use crate::renderer::Opt;
use crate::renderer::Scene;
use crate::rotate::RotateY;
use crate::sphere::Sphere;
use crate::texture::ConstantTexture;
use crate::texture::ImageTexture;
use crate::texture::NoiseTexture;
use crate::translate::Translate;
use crate::vec3::Vec3;
pub fn new(opt: &Opt) -> Scene {
let lookfrom = Vec3::new(478., 278., -600.);
let lookat = Vec3::new(278., 278., 0.);
let dist_to_focus = 10.;
let aperture = 0.0;
let t_min = 0.;
let t_max = 1.;
let camera = Camera::new(
lookfrom,
lookat,
Vec3::new(0., 1., 0.),
40.,
opt.width as f32 / opt.height as f32,
aperture,
dist_to_focus,
t_min,
t_max,
);
let nb = 20;
let rng = &mut rand::thread_rng();
let mut boxlist: Vec<Box<Hit>> = Vec::with_capacity(10000);
let mut list: Vec<Box<Hit>> = Vec::new();
let white: Arc<Material> = Arc::new(Lambertian::new(ConstantTexture::new([0.73, 0.73, 0.73])));
let ground: Arc<Material> = Arc::new(Lambertian::new(ConstantTexture::new([0.48, 0.83, 0.53])));
for i in 0..nb {
for j in 0..nb {
let w = 100.;
let x0 = -1000. + i as f32 * w;
let z0 = -1000. + j as f32 * w;
let y0 = 0.;
let x1 = x0 + w;
let y1 = 100. * (rng.gen_range::<f32>(0., 1.) + 0.01);
let z1 = z0 + w;
boxlist.push(Box::new(Cuboid::new(
Vec3::new(x0, y0, z0),
Vec3::new(x1, y1, z1),
Arc::clone(&ground),
)));
}
}
list.push(Box::new(KDTree::new(boxlist, t_min, t_max)));
let light = DiffuseLight::new(ConstantTexture::new([7., 7., 7.]));
// Light in ceiling
list.push(Box::new(XZRect::new(123., 423., 147., 412., 554., light)));
let center = Vec3::new(400., 400., 200.);
// Moving brownish ball
list.push(Box::new(MovingSphere::new(
center,
center + Vec3::new(30., 0., 0.),
50.,
t_min,
t_max,
Lambertian::new(ConstantTexture::new([0.7, 0.3, 0.1])),
)));
// Glass ball, lower-left corner
list.push(Box::new(Sphere::new(
[260., 150., 45.],
50.,
Dielectric::new(1.5),
)));
// Metal ball lower-right corner
list.push(Box::new(Sphere::new(
[0., 150., 145.],
50.,
Metal::new([0.8, 0.8, 0.9], 10.0),
)));
// Blue smokey glass ball lower-left
let boundary: Arc<Hit> = Arc::new(Sphere::new([360., 150., 145.], 70., Dielectric::new(1.5)));
list.push(Box::new(Arc::clone(&boundary)));
list.push(Box::new(ConstantMedium::new(
Arc::clone(&boundary),
0.2,
ConstantTexture::new([0.2, 0.4, 0.9]),
)));
// General white mist over whole scene
let boundary: Arc<Hit> = Arc::new(Sphere::new([0., 0., 0.], 5000., Dielectric::new(1.5)));
list.push(Box::new(Arc::clone(&boundary)));
list.push(Box::new(ConstantMedium::new(
Arc::clone(&boundary),
0.0001,
ConstantTexture::new([1.0, 1.0, 1.0]),
)));
// Earth sphere
let world_image_bytes = include_bytes!("../../images/world.jpg");
let world = ImageTexture::new(image::load_from_memory(world_image_bytes).unwrap().to_rgb());
list.push(Box::new(Sphere::new(
Vec3::new(400., 200., 400.),
100.,
Lambertian::new(world),
)));
// Perlin noise sphere
let noise_source = Perlin::new(rng);
let noise_type = NoiseType::Marble {
period: Vec3::new(0., 1., 0.),
power: 4.,
size: 32,
scale: 0.5,
};
let pertext = NoiseTexture::new(noise_source, noise_type);
list.push(Box::new(Sphere::new(
[220., 280., 300.],
80.,
Lambertian::new(pertext),
)));
// White 'cube' made of 1000 spheres
let ns = 1000;
let mut boxlist: Vec<Box<Hit>> = Vec::with_capacity(1000);
for _ in 0..ns {
boxlist.push(Box::new(Sphere::new(
[
165. * rng.gen_range::<f32>(0., 1.),
165. * rng.gen_range::<f32>(0., 1.),
165. * rng.gen_range::<f32>(0., 1.),
],
10.,
Arc::clone(&white),
)));
}
list.push(Box::new(Translate::new(
RotateY::new(KDTree::new(boxlist, t_min, t_max), 15.),
[-100., 270., 395.],
)));
Scene {
camera,
world: Box::new(HitableList::new(list)),
subsamples: opt.subsamples,
num_threads: opt.num_threads,
width: opt.width,
height: opt.height,
global_illumination: false,
env_map: None,
}
}