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 camera = Camera::new() .position(Vec3::new(3.0, 3.0, 2.0)) .aperture(user_aperture(&std::env::args().collect::>()).unwrap_or(2.0)) // 0.0 aperture by default and everything in focus .focus_distance((Vec3::new(0.0, 0.0, -1.0) - Vec3::new(3.0, 3.0, 2.0)).len()) .vertical_fov(20.0) .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/lens/lens.ppm").expect("Failed to create output file"))); } fn user_aperture(args: &[String]) -> Option { for arg in args { if let Ok(aperture) = arg.parse::() { return Some(aperture); } } None }