library: render: scene: add reflection

This required changing the place were the normal, the texel projection,
and the reflection were calculated to avoid possibly expensive lookups.

I also changed the style a bit to make it more readable.
This commit is contained in:
Bruno BELANYI 2020-03-18 00:09:45 +01:00
parent d8f5f880ec
commit 3386617c69

View file

@ -1,7 +1,7 @@
use super::{light_aggregate::LightAggregate, object::Object}; use super::{light_aggregate::LightAggregate, object::Object};
use crate::core::Camera; use crate::core::Camera;
use crate::core::LinearColor; use crate::core::LinearColor;
use crate::{Point, Vector}; use crate::{Point, Point2D, Vector};
use bvh::ray::Ray; use bvh::ray::Ray;
use image::RgbImage; use image::RgbImage;
use rand::prelude::thread_rng; use rand::prelude::thread_rng;
@ -13,6 +13,7 @@ pub struct Scene<'a> {
lights: LightAggregate, lights: LightAggregate,
objects: Vec<Object<'a>>, objects: Vec<Object<'a>>,
aliasing_limit: u32, aliasing_limit: u32,
reflection_limit: u32,
} }
impl<'a> Scene<'a> { impl<'a> Scene<'a> {
@ -87,18 +88,50 @@ impl<'a> Scene<'a> {
shot_obj.map(|obj| (t, obj)) shot_obj.map(|obj| (t, obj))
} }
fn color_at(&self, point: Point, object: &Object, incident_ray: Vector) -> LinearColor { fn color_at(
self.illuminate(point, object, incident_ray) &self,
// FIXME: add reflection point: Point,
} object: &Object,
incident_ray: Vector,
fn illuminate(&self, point: Point, object: &Object, incident_ray: Vector) -> LinearColor { reflection_limit: u32,
let texel = object.shape.project_texel(&point); ) -> LinearColor {
let normal = object.shape.normal(&point); let normal = object.shape.normal(&point);
let reflected = reflected(incident_ray, normal); let reflected = reflected(incident_ray, normal);
let texel = object.shape.project_texel(&point);
self.illuminate(point, object, texel, normal, reflected)
+ self.reflection(point, object, texel, reflected, reflection_limit)
}
self.illuminate_ambient(object.texture.texel_color(texel)) fn reflection(
+ self.illuminate_spatial(point.clone(), object, normal, reflected) &self,
point: Point,
object: &Object,
texel: Point2D,
reflected: Vector,
reflection_limit: u32,
) -> LinearColor {
let reflectivity = object.material.reflectivity(texel);
if reflectivity > 1e-5 && reflection_limit > 0 {
let reflection_start = point + reflected * 0.001;
if let Some((t, obj)) = self.cast_ray(Ray::new(reflection_start, reflected)) {
let resulting_position = reflection_start + reflected * t;
return self.color_at(resulting_position, obj, reflected, reflection_limit - 1);
}
};
LinearColor::black()
}
fn illuminate(
&self,
point: Point,
object: &Object,
texel: Point2D,
normal: Vector,
reflected: Vector,
) -> LinearColor {
let ambient = self.illuminate_ambient(object.texture.texel_color(texel));
let spatial = self.illuminate_spatial(point, object, texel, normal, reflected);
ambient + spatial
} }
fn illuminate_ambient(&self, color: LinearColor) -> LinearColor { fn illuminate_ambient(&self, color: LinearColor) -> LinearColor {
@ -112,10 +145,10 @@ impl<'a> Scene<'a> {
&self, &self,
point: Point, point: Point,
object: &Object, object: &Object,
texel: Point2D,
normal: Vector, normal: Vector,
reflected: Vector, reflected: Vector,
) -> LinearColor { ) -> LinearColor {
let texel = object.shape.project_texel(&point);
let k_d = object.material.diffuse(texel); let k_d = object.material.diffuse(texel);
let k_s = object.material.specular(texel); let k_s = object.material.specular(texel);
self.lights self.lights