A Rust implementation of a small ray/pathtracer.
Inspired by Kevin Beason's educational 99-line raytracer/pathtracer.
Usage
# Cargo.toml
[dependencies]
smallpt = "0.1.4"
Example (with minifb)
extern crate smallpt;
extern crate minifb;
use smallpt::*;
use minifb::{Key, Window, WindowOptions};
fn main() {
let num_samples = 16;
let width = 512;
let height = 512;
let mut backbuffer = vec![Float3::zero(); width * height];
let mut scene: Scene = Scene::init();
// Spheres
scene.add_sphere(Sphere::new(
16.5,
Float3::new(27.0, 16.5, 47.0),
Material::new(Float3::zero(), Float3::new(1.0, 1.0, 1.0), BSDF::Mirror),
));
scene.add_sphere(Sphere::new(
16.5,
Float3::new(73.0, 16.5, 78.0),
Material::new(Float3::zero(), Float3::new(1.0, 1.0, 1.0), BSDF::Glass),
));
// Walls
scene.add_plane(Plane::new(
Float3::new(0.0, 0.0, 0.0),
Float3::new(0.0, 1.0, 0.0),
Material::new(Float3::zero(), Float3::new(0.75, 0.75, 0.75), BSDF::Diffuse),
));
scene.add_plane(Plane::new(
Float3::new(1.0, 0.0, 0.0),
Float3::new(1.0, 0.0, 0.0),
Material::new(Float3::zero(), Float3::new(0.75, 0.25, 0.25), BSDF::Diffuse),
));
scene.add_plane(Plane::new(
Float3::new(99.0, 0.0, 0.0),
Float3::new(-1.0, 0.0, 0.0),
Material::new(Float3::zero(), Float3::new(0.25, 0.25, 0.75), BSDF::Diffuse),
));
scene.add_plane(Plane::new(
Float3::new(0.0, 0.0, 0.0),
Float3::new(0.0, 0.0, 1.0),
Material::new(Float3::zero(), Float3::new(0.75, 0.75, 0.75), BSDF::Diffuse),
));
scene.add_plane(Plane::new(
Float3::new(0.0, 0.0, 170.0),
Float3::new(0.0, 0.0, -1.0),
Material::new(Float3::zero(), Float3::zero(), BSDF::Diffuse),
));
scene.add_plane(Plane::new(
Float3::new(0.0, 81.6, 0.0),
Float3::new(0.0, -1.0, 0.0),
Material::new(Float3::zero(), Float3::new(0.75, 0.75, 0.75), BSDF::Diffuse),
));
// Light (emissive rectangle)
scene.add_rectangle(Rectangle::new(
Float3::new(50.0, 81.5, 50.0),
Float3::new(0.0, -1.0, 0.0),
Float3::new(1.0, 0.0, 0.0),
Float3::new(0.0, 0.0, 1.0),
33.0,
33.0,
Material::new(Float3::new(12.0, 12.0, 12.0), Float3::zero(), BSDF::Diffuse),
));
let camera = Ray {
origin: Float3::new(50.0, 50.0, 300.0),
direction: Float3::new(0.0, -0.05, -1.0).normalize(),
};
let mut buffer: Vec<u32> = vec![0; width * height];
let mut window = Window::new("smallpt in Rust", width, height, WindowOptions::default())
.unwrap_or_else(|e| {
panic!("{}", e);
});
// Render
trace(&scene, &camera, width, height, num_samples, &mut backbuffer);
while window.is_open() && !window.is_key_down(Key::Escape) {
for i in 0..width * height {
let color = saturate(tonemap(backbuffer[i]));
let r = (color.x * 255.0).round() as u32;
let g = (color.y * 255.0).round() as u32;
let b = (color.z * 255.0).round() as u32;
buffer[i] = (r << 16) | (g << 8) | b;
}
window.update_with_buffer(&buffer).unwrap();
}
}
Status
Code is still quite in flux, being refined on a weekly basis. More simplification and changes coming soon.