use rpt::*; fn gen( spheres: &mut [Vec>], p: glm::DVec3, rad: f64, depth: usize, last_dir: Option, ) { spheres[depth].push(Box::new( sphere().scale(&glm::vec3(rad, rad, rad)).translate(&p), )); if depth == spheres.len() - 1 { return; } let disp = rad * 7.0 / 5.0; let dx: [f64; 6] = [disp, -disp, 0.0, 0.0, 0.0, 0.0]; let dy: [f64; 6] = [0.0, 0.0, disp, -disp, 0.0, 0.0]; let dz: [f64; 6] = [0.0, 0.0, 0.0, 0.0, disp, -disp]; for i in 0..6 { if last_dir.is_none() || i != (last_dir.unwrap() ^ 1) { gen( spheres, p + glm::vec3(dx[i], dy[i], dz[i]), rad * 2.0 / 5.0, depth + 1, Some(i), ); } } } fn main() -> color_eyre::Result<()> { color_eyre::install()?; let colors = [0x264653, 0x2A9D8F, 0xE9C46A, 0xF4A261, 0xE76F51]; let mut spheres: Vec<_> = colors.iter().map(|_| Vec::new()).collect(); gen(&mut spheres, glm::vec3(0.0, 0.0, 0.0), 1.0, 0, None); let mut scene = Scene::new(); for (i, sphere_group) in spheres.into_iter().enumerate() { println!("Level {}: {} spheres", i, sphere_group.len()); scene.add( Object::new(KdTree::new(sphere_group)) .material(Material::specular(hex_color(colors[i]), 0.25)), ); } scene.add( Object::new(plane(glm::vec3(0.0, 0.0, 1.0), -6.0)) .material(Material::diffuse(hex_color(0xffcccc))), ); scene.add(Light::Ambient(glm::vec3(0.02, 0.02, 0.02))); scene.add(Light::Directional( glm::vec3(0.6, 0.6, 0.6), glm::vec3(0.0, -0.65, -1.0).normalize(), )); scene.add(Light::Point( glm::vec3(100.0, 100.0, 100.0), glm::vec3(0.0, 5.0, 5.0), )); let camera = Camera { eye: glm::vec3(2.0, 3.5, 7.0), direction: glm::vec3(-0.285714, -0.5, -1.0).normalize(), up: glm::vec3(0.0, 1.0, -0.5).normalize(), fov: std::f64::consts::FRAC_PI_6, ..Default::default() }; Renderer::new(&scene, camera) .width(800) .height(600) .render() .save("output.png")?; Ok(()) }