Write output to file
This commit is contained in:
parent
388c48d236
commit
2903c9b0b9
43
src/main.rs
43
src/main.rs
@ -1,5 +1,6 @@
|
|||||||
use crate::camera::Camera;
|
use crate::camera::Camera;
|
||||||
use crate::hittable::{Hittable, Sphere};
|
use crate::hittable::{Hittable, Sphere};
|
||||||
|
use crate::output::{Output, P3};
|
||||||
use crate::ray::Ray;
|
use crate::ray::Ray;
|
||||||
use crate::vec3::{Color, Point3, Vec3};
|
use crate::vec3::{Color, Point3, Vec3};
|
||||||
use rand::distributions::{Distribution, Uniform};
|
use rand::distributions::{Distribution, Uniform};
|
||||||
@ -10,6 +11,7 @@ mod ray;
|
|||||||
mod hittable;
|
mod hittable;
|
||||||
mod material;
|
mod material;
|
||||||
mod camera;
|
mod camera;
|
||||||
|
mod output;
|
||||||
|
|
||||||
fn random_scene() -> Vec<Box<dyn Hittable>> {
|
fn random_scene() -> Vec<Box<dyn Hittable>> {
|
||||||
let mut world:Vec<Box<dyn Hittable>> = Vec::new();
|
let mut world:Vec<Box<dyn Hittable>> = Vec::new();
|
||||||
@ -52,15 +54,35 @@ fn random_scene() -> Vec<Box<dyn Hittable>> {
|
|||||||
world.push(sphere);
|
world.push(sphere);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
let material1 = Material::Dielectric(Dielectric::new(1.5));
|
||||||
|
world.push(Box::new(Sphere {
|
||||||
|
center: Point3::new(0.0, 1.0, 0.0),
|
||||||
|
radius: 1.0,
|
||||||
|
material: material1
|
||||||
|
}));
|
||||||
|
let material2 = Material::Lambertian(Lambertian::new(Color::new(0.4, 0.2, 0.1)));
|
||||||
|
world.push(Box::new(Sphere {
|
||||||
|
center: Point3::new(-4.0, 1.0, 0.0),
|
||||||
|
radius: 1.0,
|
||||||
|
material: material2
|
||||||
|
}));
|
||||||
|
let material3 = Material::Metal(Metal::new(Color::new(0.7, 0.6, 0.5), 0.0));
|
||||||
|
world.push(Box::new(Sphere {
|
||||||
|
center: Point3::new(4.0, 1.0, 0.0),
|
||||||
|
radius: 1.0,
|
||||||
|
material: material3
|
||||||
|
}));
|
||||||
|
|
||||||
world
|
world
|
||||||
}
|
}
|
||||||
|
|
||||||
fn main() {
|
fn main() {
|
||||||
// Image
|
// Image
|
||||||
const ASPECT_RATIO: f64 = 3.0 / 2.0;
|
const ASPECT_RATIO: f64 = 3.0 / 2.0;
|
||||||
const IMAGE_WIDTH: i32 = 1200;
|
const IMAGE_WIDTH: usize = 1200;
|
||||||
const IMAGE_HEIGHT: i32 = (IMAGE_WIDTH as f64 / ASPECT_RATIO) as i32;
|
const IMAGE_HEIGHT: usize = (IMAGE_WIDTH as f64 / ASPECT_RATIO) as usize;
|
||||||
const SAMPLES_PER_PIXEL: i32 = 10;
|
const SAMPLES_PER_PIXEL: i32 = 100;
|
||||||
const MAX_DEPTH: i32 = 50;
|
const MAX_DEPTH: i32 = 50;
|
||||||
|
|
||||||
let look_from = Point3::new(13.0, 2.0, 3.0);
|
let look_from = Point3::new(13.0, 2.0, 3.0);
|
||||||
@ -79,26 +101,27 @@ fn main() {
|
|||||||
// World
|
// World
|
||||||
let world= random_scene();
|
let world= random_scene();
|
||||||
|
|
||||||
println!("P3\n{} {}\n255", IMAGE_WIDTH, IMAGE_HEIGHT);
|
//println!("P3\n{} {}\n255", IMAGE_WIDTH, IMAGE_HEIGHT);
|
||||||
|
|
||||||
let between = Uniform::from(0.0..1.0);
|
let between = Uniform::from(0.0..1.0);
|
||||||
|
let mut pixels = Vec::<u8>::new();
|
||||||
let mut rng = rand::thread_rng();
|
let mut rng = rand::thread_rng();
|
||||||
for j in (0..IMAGE_HEIGHT).rev() {
|
for j in (0..IMAGE_HEIGHT).rev() {
|
||||||
eprint!("\rScanlines remaining: {} ", j);
|
eprint!("\rScanlines remaining: {} ", j);
|
||||||
for i in 0..IMAGE_WIDTH {
|
for i in 0..IMAGE_WIDTH {
|
||||||
let mut color = Color::default();
|
let mut color = Color::default();
|
||||||
for s in 0..SAMPLES_PER_PIXEL {
|
(0..SAMPLES_PER_PIXEL).for_each(|_s| {
|
||||||
let random_number = between.sample(&mut rng);
|
let random_number = between.sample(&mut rng);
|
||||||
let u = (i as f64 + random_number) / (IMAGE_WIDTH - 1) as f64;
|
let u = (i as f64 + random_number) / (IMAGE_WIDTH - 1) as f64;
|
||||||
let v = (j as f64 + random_number) / (IMAGE_HEIGHT - 1) as f64;
|
let v = (j as f64 + random_number) / (IMAGE_HEIGHT - 1) as f64;
|
||||||
let ray = cam.get_ray(u, v);
|
let ray = cam.get_ray(u, v);
|
||||||
if i == 200 && (j == 112 || j == 113) {
|
|
||||||
let tt = 0;
|
|
||||||
}
|
|
||||||
color += ray.pixel_color(&world, MAX_DEPTH);
|
color += ray.pixel_color(&world, MAX_DEPTH);
|
||||||
}
|
});
|
||||||
color.write_color(SAMPLES_PER_PIXEL);
|
pixels.append(&mut color.into_bytes(SAMPLES_PER_PIXEL));
|
||||||
|
|
||||||
|
//color.write_color(SAMPLES_PER_PIXEL);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
P3::write("i.ppm", &pixels, IMAGE_WIDTH, IMAGE_HEIGHT).expect("Error writing image: {}");
|
||||||
eprintln!("\nDone");
|
eprintln!("\nDone");
|
||||||
}
|
}
|
||||||
|
19
src/output.rs
Normal file
19
src/output.rs
Normal file
@ -0,0 +1,19 @@
|
|||||||
|
use std::{fs::File, io::{Error, Write}};
|
||||||
|
|
||||||
|
pub trait Output {
|
||||||
|
fn write(filename: &str, pixels: &Vec<u8>, width: usize, height: usize) -> Result<File, Error>;
|
||||||
|
}
|
||||||
|
|
||||||
|
pub struct P3 {}
|
||||||
|
impl Output for P3 {
|
||||||
|
fn write(filename: &str, pixels: &Vec<u8>, width: usize, height: usize) -> Result<File, Error> {
|
||||||
|
let mut file = File::create(filename)?;
|
||||||
|
file.write(format!("P3\n{} {}\n255\n", width, height).as_bytes())?;
|
||||||
|
let lines: Result<Vec<usize>, Error> = pixels
|
||||||
|
.chunks(3)
|
||||||
|
.map(|chunk| format!("{} {} {}\n", chunk[0], chunk[1], chunk[2]))
|
||||||
|
.map(|line| file.write(line.as_bytes()))
|
||||||
|
.collect();
|
||||||
|
lines.map(|_v| file)
|
||||||
|
}
|
||||||
|
}
|
12
src/vec3.rs
12
src/vec3.rs
@ -105,12 +105,12 @@ fn test_refract() {
|
|||||||
let n = Point3::new(-1.0, 0.0, 0.0);
|
let n = Point3::new(-1.0, 0.0, 0.0);
|
||||||
let etai_over_etat = 1.0;
|
let etai_over_etat = 1.0;
|
||||||
let expected = Point3::new(0.0, 1.0, 0.0);
|
let expected = Point3::new(0.0, 1.0, 0.0);
|
||||||
let actual = uv.refract_orig( &n, etai_over_etat);
|
let actual = uv.refract( &n, etai_over_etat);
|
||||||
assert_eq!(actual, expected);
|
assert_eq!(actual, expected);
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Color {
|
impl Color {
|
||||||
pub fn write_color(self: Color, samples_per_pixel: i32) {
|
fn tone_map(self: &Color, samples_per_pixel: i32) -> (f64, f64, f64) {
|
||||||
let scale = 1.0 / samples_per_pixel as f64;
|
let scale = 1.0 / samples_per_pixel as f64;
|
||||||
let r = f64::sqrt(scale * self.x);
|
let r = f64::sqrt(scale * self.x);
|
||||||
let g = f64::sqrt(scale * self.y);
|
let g = f64::sqrt(scale * self.y);
|
||||||
@ -118,8 +118,16 @@ impl Color {
|
|||||||
let r = 256.0 * f64::clamp(r, 0.0, 0.999);
|
let r = 256.0 * f64::clamp(r, 0.0, 0.999);
|
||||||
let g = 256.0 * f64::clamp(g, 0.0, 0.999);
|
let g = 256.0 * f64::clamp(g, 0.0, 0.999);
|
||||||
let b = 256.0 * f64::clamp(b, 0.0, 0.999);
|
let b = 256.0 * f64::clamp(b, 0.0, 0.999);
|
||||||
|
(r, g, b)
|
||||||
|
}
|
||||||
|
pub fn write_color(self: &Color, samples_per_pixel: i32) {
|
||||||
|
let (r, g, b) = self.tone_map(samples_per_pixel);
|
||||||
println!("{} {} {}", r as i32, g as i32, b as i32);
|
println!("{} {} {}", r as i32, g as i32, b as i32);
|
||||||
}
|
}
|
||||||
|
pub fn into_bytes(self: &Color, samples_per_pixel: i32) -> Vec<u8> {
|
||||||
|
let (r, g, b) = self.tone_map(samples_per_pixel);
|
||||||
|
vec![r as u8, g as u8, b as u8]
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Default for Vec3 {
|
impl Default for Vec3 {
|
||||||
|
Loading…
Reference in New Issue
Block a user