Bill Thiede e574cdb592
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continuous-integration/drone Build is failing
Random changes.
2022-06-11 17:46:26 -07:00

116 lines
3.4 KiB
Rust

use std::time::Instant;
use anyhow::Result;
use structopt::StructOpt;
use rtchallenge::prelude::*;
use rtchallenge::{
camera::RenderStrategy,
float::consts::PI,
patterns::{test_pattern, 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(())
}