Bumpmapping
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63
src/main.rs
63
src/main.rs
@@ -28,31 +28,11 @@ use std::io::{Write,stdout};
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use crossterm::{QueueableCommand,cursor,terminal,ExecutableCommand};
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fn initialize_scene(camera: &mut PerspectiveCamera) {
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camera.lights.push(LightSrc::new(Vec3::new(200.0, 800.0, 300.0), 5.0));
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camera.lights.push(LightSrc::new(Vec3::new(1200.0, 800.0, 300.0), 5.0));
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camera.lights.push(LightSrc::new(Vec3::new(180000.0, 900.0, 300.0), 2.0));
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camera.lights.push(LightSrc::new(Vec3::new(1100.0, 800.0, 300.0), 2.0));
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for i in 0..15 {
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let mut rng = rand::thread_rng();
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let x: f64 = rng.gen::<f64>() * 250.0 * 10.0;
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let y: f64 = rng.gen::<f64>() * 250.0 * 10.0;
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let z: f64 = rng.gen::<f64>() * 250.0 * 10.0;
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let radius: f64 = rng.gen::<f64>() * 40.0 * 10.0;
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let red: f32 = rng.gen::<f32>() * 100.0;
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let green: f32 = rng.gen::<f32>() * 100.0;
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let blue: f32 = rng.gen::<f32>() * 100.0;
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let color = Color { red, green, blue };
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let sphere = Sphere {
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pos: Vec3::new(x, y, 100.0),
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radius: radius,
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material: Material::new(Coloration::Color(color), 2.0, SurfaceType::Reflective { reflectivity: rng.gen::<f32>() }),
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};
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//camera.elements.push(Element::Sphere(sphere));
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}
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let color = Color { red: 30.0, green: 30.0, blue: 30.0 };
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let back_plane = Plane {
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//pos: Vec3::new(0.0, 0.0, 100.0),
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pos: Vec3::new(0.0, 0.0, 1500.0),
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@@ -62,38 +42,41 @@ fn initialize_scene(camera: &mut PerspectiveCamera) {
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};
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camera.elements.push(Element::Plane(back_plane));
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let path = Path::new("texture/granite_base.png");
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let texture_path = Path::new("texture/granite_base.png");
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let height_path = Path::new("texture/granite_height.png");
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let normal_path = Path::new("texture/granite_normal.png");
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let texture_image = image::open(&path).unwrap();
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let texture_image = image::open(&texture_path).unwrap();
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let height_image = image::open(&height_path).unwrap();
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let normal_image = image::open(&normal_path).unwrap();
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let base_texture = Texture { texture: texture_image };
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let center_sphere = Sphere {
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pos: Vec3::new(1280.0, 1290.0, 1000.0),
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radius: 300.0,
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material: Material::new(Coloration::Texture(base_texture.clone()), 2.0, SurfaceType::Reflective { reflectivity: 0.1 }),
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};
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camera.elements.push(Element::Sphere(center_sphere));
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let base_texture = Texture { texture: texture_image.clone(), heightmap: height_image };
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let left_sphere = Sphere {
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pos: Vec3::new(200.0, 1800.0, 500.0),
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radius: 200.0,
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material: Material::new(Coloration::Texture(base_texture.clone()), 2.0, SurfaceType::Reflective { reflectivity: 0.1 }),
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pos: Vec3::new(800.0, 1290.0, 1000.0),
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radius: 300.0,
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material: Material::new(Coloration::Texture(base_texture.clone()), 2.0, SurfaceType::Diffuse),
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};
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camera.elements.push(Element::Sphere(left_sphere));
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let top_sphere = Sphere {
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pos: Vec3::new(1080.0, 700.0, 500.0),
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radius: 200.0,
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let right_sphere = Sphere {
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pos: Vec3::new(1480.0, 1290.0, 1000.0),
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radius: 300.0,
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material: Material::new(Coloration::Texture(base_texture.clone()), 2.0, SurfaceType::Diffuse),
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};
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camera.elements.push(Element::Sphere(top_sphere));
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camera.elements.push(Element::Sphere(right_sphere));
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let center_sphere = Sphere {
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pos: Vec3::new(1280.0, 690.0, 1100.0),
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radius: 300.0,
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material: Material::new(Coloration::Texture(base_texture.clone()), 2.0, SurfaceType::Reflective { reflectivity: 0.2 }),
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};
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camera.elements.push(Element::Sphere(center_sphere));
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}
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fn main() {
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let mut camera = PerspectiveCamera {
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pos: Vec3::new(1280.0, 1280.0, -1000.0),
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pos: Vec3::new(1280.0, 1280.0, -200.0),
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output_img: Image::new(2560,2560),
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elements: Vec::new(),
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lights: Vec::new(),
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