use write_file_util::{write_image}; use crate::image::{gen_ray_sphere_normal_ppm_p3}; use crate::types_defined::{Point, Vec3}; mod image; mod write_file_util; mod vec3; mod ray; mod hittable; mod sphere; mod types_defined; mod color; fn main() { ray_sphere_normal_scene_render(); } fn ray_sphere_normal_scene_render() { let aspect_ratio = 16.0/9.0; let image_width = 400; // aleast 1px let image_height = ((image_width as f32 / aspect_ratio) as i32).max(1); let viewport_height = 2.0; let viewport_width = viewport_height * (image_width as f32 / image_height as f32); println!("set image({},{}), viewport({},{})", image_width, image_height, viewport_width, viewport_height); let viewport_u = Vec3::new(viewport_width, 0.0, 0.0); // image x--> right // | // y // space: y up , x right , z back, -z front let viewport_v = Vec3::new(0.0, -viewport_height, 0.0); // width per pix let viewport_u_delta = viewport_u / (image_width as f32); // height per pix let viewport_v_delta = viewport_v / (image_height as f32); // camerea position let camera_center = Point::new(0.0, 0.0, 0.0); // -z 1.0 viewport to camera let focal_length = Vec3::new(0.0, 0.0, -1.0); // camera position --> viewport center ---> top center --> top left let viewport_top_left_pixel = camera_center + focal_length - viewport_u / 2.0 - viewport_v / 2.0; // padding 0.5* delta u/v let viewport_top_left_pixel_center = viewport_top_left_pixel - viewport_u_delta / 2.0 - viewport_v_delta / 2.0; let ppm_content = gen_ray_sphere_normal_ppm_p3(image_width, image_height, camera_center, viewport_top_left_pixel_center, viewport_u_delta, viewport_v_delta); write_image(ppm_content, "./target/ray_sphere_normal_scene_render.ppm".to_string()) }