use std::f32; mod camera; use crate::camera::PerspectiveCamera; mod renderer; use crate::renderer::cast_ray; //use crate::materials::{Material,SurfaceType}; mod elements; use crate::elements::*; #[macro_use] extern crate bmp; extern crate rand; extern crate nalgebra; use std::fs::File; use std::path::*; use rand::Rng; use nalgebra::*; use bmp::Image; use bmp::Pixel; use std::io::{Write,stdout}; use crossterm::{QueueableCommand,cursor,terminal,ExecutableCommand}; fn initialize_scene(camera: &mut PerspectiveCamera) { camera.lights.push(LightSrc::new(Vec3::new(1800.0, 900.0, 300.0), 2.0)); camera.lights.push(LightSrc::new(Vec3::new(1100.0, 800.0, 300.0), 2.0)); //let color = Color { red: 30.0, green: 30.0, blue: 30.0 }; let back_texture_path = Path::new("texture/tiles_base.png"); let back_height_path = Path::new("texture/tiles_height.png"); let back_texture_image = image::open(&back_texture_path).unwrap(); let back_height_image = image::open(&back_height_path).unwrap(); let back_texture = Texture { texture: back_texture_image.clone(), heightmap: back_height_image.clone() }; let back_plane = Plane { //pos: Vec3::new(0.0, 0.0, 100.0), pos: Vec3::new(0.0, 0.0, 1500.0), //color: Color::new(20.0, 20.0, 255.0), material: Material::new(Coloration::Texture(back_texture), 2.0, SurfaceType::Diffuse), normal: Vec3::new(0.0, 0.0, 1.0), }; camera.elements.push(Element::Plane(back_plane)); let texture_path = Path::new("texture/granite_base.png"); let height_path = Path::new("texture/granite_height.png"); let normal_path = Path::new("texture/granite_normal.png"); let texture_image = image::open(&texture_path).unwrap(); let height_image = image::open(&height_path).unwrap(); let normal_image = image::open(&normal_path).unwrap(); let base_texture = Texture { texture: texture_image.clone(), heightmap: height_image }; let left_sphere = Sphere { pos: Vec3::new(800.0, 1290.0, 1000.0), radius: 300.0, material: Material::new(Coloration::Texture(base_texture.clone()), 2.0, SurfaceType::Diffuse), }; camera.elements.push(Element::Sphere(left_sphere)); let right_sphere = Sphere { pos: Vec3::new(1480.0, 1290.0, 1000.0), radius: 300.0, material: Material::new(Coloration::Texture(base_texture.clone()), 2.0, SurfaceType::Diffuse), }; camera.elements.push(Element::Sphere(right_sphere)); let sphere_color = Color { red: 60.0, green: 60.0, blue: 60.0 }; let center_sphere = Sphere { pos: Vec3::new(1280.0, 690.0, 1100.0), radius: 300.0, material: Material::new(Coloration::Color(sphere_color), 2.0, SurfaceType::Reflective { reflectivity: 0.2 }), }; camera.elements.push(Element::Sphere(center_sphere)); } fn main() { let mut camera = PerspectiveCamera { pos: Vec3::new(1280.0, 1280.0, -200.0), output_img: Image::new(2560,2560), elements: Vec::new(), lights: Vec::new(), shadow_bias: 1e-3, max_recursion_depth: 5, fov: 90.0, scene_width: 2560, scene_height: 2560, }; initialize_scene(&mut camera); println!("Rusty Rays v1.0 Alpha\n"); println!("Raytracing...\n"); let mut stdout = stdout(); stdout.execute(cursor::Hide).unwrap(); stdout.write_all(format!("Progress: ").as_bytes()).unwrap(); for (x, y) in camera.output_img.coordinates() { stdout.queue(cursor::SavePosition).unwrap(); stdout.write_all(format!("{:.1}%", camera.percent_complete(y)).as_bytes()).unwrap(); //stdout.write_all(format!("Raytracing.. {} : {}", x, y).as_bytes()).unwrap(); stdout.queue(cursor::RestorePosition).unwrap(); stdout.flush().unwrap(); //thread::sleep(time::Duration::from_millis(100)); stdout.queue(cursor::RestorePosition).unwrap(); stdout.queue(terminal::Clear(terminal::ClearType::FromCursorDown)).unwrap(); camera.output_img.set_pixel(x, y, px!(20, 20, 20)); let prime_ray = camera.create_prime(x, y); let pixel = cast_ray(&camera, &prime_ray, 0); camera.output_img.set_pixel(x, y, px!(pixel.red, pixel.green, pixel.blue)); } stdout.queue(cursor::RestorePosition).unwrap(); println!("Render complete! 🎉"); let _ = camera.output_img.save("img.bmp"); }