A Rust implementation of a small ray/pathtracer.
Inspired by Kevin Beason's educational 99-line raytracer/pathtracer.
```toml
[dependencies] smallpt = "0.1.10" ```
```rust extern crate smallpt; use smallpt::*;
let mut scene = Scene::init();
// Spheres // Mirror scene.add(Box::new(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), )));
// Glass scene.add(Box::new(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), )));
// Planes // Bottom scene.add(Box::new(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), )));
// Left scene.add(Box::new(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), )));
// Right scene.add(Box::new(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), )));
// Front scene.add(Box::new(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), )));
// Back scene.add(Box::new(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), )));
// Top scene.add(Box::new(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(Box::new(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), )));
// Light (emissive rectangle) scene.add(Box::new(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(), };
// Render
let numsamples = 16;
let width = 512;
let height = 512;
let mut backbuffer = vec![Float3::zero(); width * height];
trace(&scene, &camera, width, height, numsamples, &mut backbuffer);
```
Code is still quite in flux, being refined on a weekly basis. More simplification and changes coming soon.