library: light: add SampleLight trait and iterator
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@ -2,6 +2,7 @@
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use super::core::LinearColor;
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use super::{Point, Vector};
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use beevee::ray::Ray;
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use nalgebra::Unit;
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/// Represent a light in the scene being rendered.
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@ -16,6 +17,26 @@ pub trait SpatialLight: Light {
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fn to_source(&self, origin: &Point) -> (Unit<Vector>, f32);
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}
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/// Represent a light from which we can sample a random `Ray`.
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pub trait SampleLight: Light {
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/// Uniformly sample a ray from the point-light in a random direction.
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///
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/// # Examles
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///
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///```
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/// # use pathtracer::light::{PointLight, SampleLight};
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/// # use pathtracer::core::color::LinearColor;
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/// # use pathtracer::Point;
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/// #
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/// let dir_light = PointLight::new(
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/// Point::origin(),
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/// LinearColor::new(1.0, 0.0, 1.0),
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/// );
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/// let sampled = dir_light.sample_ray();
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/// ```
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fn sample_ray(&self) -> Ray;
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}
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mod ambient_light;
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pub use ambient_light::*;
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@ -1,4 +1,4 @@
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use super::{Light, SpatialLight};
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use super::{Light, SampleLight, SpatialLight};
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use crate::core::LinearColor;
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use crate::{Point, Vector};
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use beevee::ray::Ray;
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@ -31,36 +31,6 @@ impl PointLight {
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pub fn new(position: Point, color: LinearColor) -> Self {
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PointLight { position, color }
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}
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/// Uniformly sample a ray from the point-light in a random direction.
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///
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/// # Examles
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///
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///```
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/// # use pathtracer::light::PointLight;
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/// # use pathtracer::core::color::LinearColor;
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/// # use pathtracer::Point;
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/// #
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/// let dir_light = PointLight::new(
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/// Point::origin(),
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/// LinearColor::new(1.0, 0.0, 1.0),
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/// );
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/// let sampled = dir_light.sample_ray();
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/// ```
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pub fn sample_ray(&self) -> Ray {
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let mut rng = rand::thread_rng();
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// Sample sphere uniformly
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// See <https://mathworld.wolfram.com/SpherePointPicking.html>
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let theta = rng.gen_range(0., std::f32::consts::PI * 2.);
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let y = rng.sample(Uniform::new(-1., 1.)); // Inclusive for the poles
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let dir = Unit::new_unchecked(Vector::new(
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// this vector is already of unit length
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f32::sqrt(1. - y * y) * f32::cos(theta),
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y,
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f32::sqrt(1. - y * y) * f32::sin(theta),
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));
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Ray::new(self.position, dir)
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}
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}
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impl Light for PointLight {
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@ -78,6 +48,23 @@ impl SpatialLight for PointLight {
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}
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}
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impl SampleLight for PointLight {
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fn sample_ray(&self) -> Ray {
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let mut rng = rand::thread_rng();
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// Sample sphere uniformly
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// See <https://mathworld.wolfram.com/SpherePointPicking.html>
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let theta = rng.gen_range(0., std::f32::consts::PI * 2.);
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let y = rng.sample(Uniform::new(-1., 1.)); // Inclusive for the poles
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let dir = Unit::new_unchecked(Vector::new(
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// this vector is already of unit length
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f32::sqrt(1. - y * y) * f32::cos(theta),
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y,
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f32::sqrt(1. - y * y) * f32::sin(theta),
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));
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Ray::new(self.position, dir)
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}
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}
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#[cfg(test)]
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mod test {
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use super::*;
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@ -1,4 +1,4 @@
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use super::{Light, SpatialLight};
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use super::{Light, SampleLight, SpatialLight};
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use crate::core::LinearColor;
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use crate::{Point, Vector};
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use beevee::ray::Ray;
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@ -47,25 +47,30 @@ impl SpotLight {
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color,
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)
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}
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}
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/// Uniformly sample a ray from the spot-light in a random direction.
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///
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/// # Examles
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///
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///```
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/// # use pathtracer::light::SpotLight;
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/// # use pathtracer::core::color::LinearColor;
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/// # use pathtracer::{Point, Vector};
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/// #
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/// let spot_light = SpotLight::degrees_new(
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/// Point::origin(),
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/// Vector::x_axis(),
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/// 90.,
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/// LinearColor::new(1.0, 0.0, 1.0),
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/// );
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/// let sampled = spot_light.sample_ray();
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/// ```
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pub fn sample_ray(&self) -> Ray {
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impl Light for SpotLight {
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fn illumination(&self, point: &Point) -> LinearColor {
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let delt = point - self.position;
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let cos = self.direction.dot(&delt.normalize());
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if cos >= self.cosine_value {
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self.color.clone() / delt.norm_squared()
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} else {
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LinearColor::black()
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}
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}
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}
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impl SpatialLight for SpotLight {
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fn to_source(&self, point: &Point) -> (Unit<Vector>, f32) {
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let delt = self.position - point;
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let dist = delt.norm();
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(Unit::new_normalize(delt), dist)
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}
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}
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impl SampleLight for SpotLight {
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fn sample_ray(&self) -> Ray {
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let mut rng = rand::thread_rng();
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// Sample cap at Z-pole uniformly
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// See <https://math.stackexchange.com/questions/56784>
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@ -94,26 +99,6 @@ impl SpotLight {
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}
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}
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impl Light for SpotLight {
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fn illumination(&self, point: &Point) -> LinearColor {
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let delt = point - self.position;
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let cos = self.direction.dot(&delt.normalize());
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if cos >= self.cosine_value {
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self.color.clone() / delt.norm_squared()
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} else {
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LinearColor::black()
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}
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}
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}
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impl SpatialLight for SpotLight {
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fn to_source(&self, point: &Point) -> (Unit<Vector>, f32) {
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let delt = self.position - point;
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let dist = delt.norm();
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(Unit::new_normalize(delt), dist)
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}
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}
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#[derive(Debug, Deserialize)]
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struct SerializedSpotLight {
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position: Point,
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@ -87,6 +87,20 @@ impl LightAggregate {
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.chain(self.points.iter().map(|l| l as &dyn SpatialLight))
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.chain(self.spots.iter().map(|l| l as &dyn SpatialLight))
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}
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/// Returns an iterator over the aggregate's [`SampleLight`]s.
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///
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/// This simply merges iterators over [`SpotLight`], and [`PointLight`].
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///
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/// [`SampleLight`]: ../../light/trait.SampleLight.html
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/// [`PointLight`]: ../../light/point_light/struct.PointLight.html
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/// [`Spotight`]: ../../light/spot_light/struct.Spotight.html
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pub fn sample_lights_iter(&self) -> impl Iterator<Item = &dyn SampleLight> {
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self.spots
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.iter()
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.map(|sl| sl as &dyn SampleLight)
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.chain(self.points.iter().map(|pl| pl as &dyn SampleLight))
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}
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}
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impl Default for LightAggregate {
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