use rayimg::{*, math::*, shapes::*, materials::*}; use std::rc::Rc; fn main() { let mut scene = Scene::new(); let cutty_sark_sphere = Sphere::new(Vec3::new(0.0, 0.0, -1.0), 0.5, Rc::new(Lambertian::new(RGB(0.2, 0.3, 0.4)))); let lime_sphere = Sphere::new(Vec3::new(0.0, -100.5, -1.0), 100.0, Rc::new(Lambertian::new(RGB(0.8, 0.8, 0.0)))); let outer_glass_sphere = Sphere::new(Vec3::new(-1.0, 0.0, -1.0), 0.5, Rc::new(Dielectric::new(RGB(1.0, 1.0, 1.0), 1.5))); // RGB(camera.0, camera.0, camera.0) for clear glass let inner_glass_sphere = Sphere::new(Vec3::new(-1.0, 0.0, -1.0), -0.45, Rc::new(Dielectric::new(RGB(1.0, 1.0, 1.0), 1.5))); let cyan_sphere = Sphere::new(Vec3::new(1.0, 0.0, -1.0), 0.5, Rc::new(Metal::new(RGB(0.0, 1.0, 1.0), 0.88))); scene.add_object(cutty_sark_sphere); scene.add_object(lime_sphere); scene.add_object(outer_glass_sphere); scene.add_object(inner_glass_sphere); scene.add_object(cyan_sphere); let args = std::env::args().collect::>(); let position = user_position(&args).unwrap_or(Vec3::new(-2.0, 2.0, 1.0)); let camera = Camera::new() .position(position) .build(); let renderer = Renderer::new(scene, camera) .ray_miss(|r| { let unit_direction = r.direction().normalize(); let t = 0.5 * (unit_direction.y + 1.0); (Vec3::new(1.0, 1.0, 1.0) * (1.0 - t) + Vec3::new(0.5, 0.7, 1.0) * t).into() }) .build(); renderer.render(P3ImageWriter::new((400, 225), std::fs::File::create("examples/output/distant_view/distant_view.ppm").expect("Failed to create output file"))); } fn user_position(args: &[String]) -> Option> { let mut coordinates = Vec::new(); for arg in args { if let Ok(coordinate) = arg.parse::() { coordinates.push(coordinate) } if coordinates.len() >= 3 { return Some(Vec3::new(coordinates[0], coordinates[1], coordinates[2])); } } None }