library: refactorize light properties handling

Instead of having a method per property, compute them all at once and
use them throughout the rendering pipeline.
This commit is contained in:
Bruno BELANYI 2020-03-18 22:46:33 +01:00
parent 3257598913
commit 563a793273
3 changed files with 42 additions and 37 deletions

View file

@ -2,6 +2,17 @@ use super::core::color::LinearColor;
use super::Point2D; use super::Point2D;
use serde::Deserialize; use serde::Deserialize;
/// A structure holding all the physical proprerties relating to light at a point.
#[derive(Debug, PartialEq, Clone)]
pub struct LightProperties {
/// The diffuse component.
pub diffuse: LinearColor,
/// The specular component,
pub specular: LinearColor,
/// The reflectivity coefficient,
pub reflectivity: f32,
}
/// All the existing `Material` implementation. /// All the existing `Material` implementation.
#[serde(tag = "type")] #[serde(tag = "type")]
#[serde(rename_all = "lowercase")] #[serde(rename_all = "lowercase")]
@ -15,12 +26,8 @@ pub enum MaterialEnum {
/// Represent the physical light properties of an object in the scene; /// Represent the physical light properties of an object in the scene;
#[enum_dispatch::enum_dispatch(MaterialEnum)] #[enum_dispatch::enum_dispatch(MaterialEnum)]
pub trait Material: std::fmt::Debug { pub trait Material: std::fmt::Debug {
/// The diffuse component on a texel point. /// Get the physical properties at a point.
fn diffuse(&self, point: Point2D) -> LinearColor; fn properties(&self, point: Point2D) -> LightProperties;
/// The specular component on a texel point.
fn specular(&self, point: Point2D) -> LinearColor;
/// The reflectivity coefficient on a texel point.
fn reflectivity(&self, point: Point2D) -> f32;
} }
pub mod uniform; pub mod uniform;

View file

@ -1,3 +1,4 @@
use super::LightProperties;
use super::Material; use super::Material;
use crate::core::color::LinearColor; use crate::core::color::LinearColor;
use crate::Point2D; use crate::Point2D;
@ -22,16 +23,12 @@ impl UniformMaterial {
} }
impl Material for UniformMaterial { impl Material for UniformMaterial {
fn diffuse(&self, _: Point2D) -> LinearColor { fn properties(&self, _: Point2D) -> LightProperties {
self.diffuse.clone() LightProperties {
} diffuse: self.diffuse.clone(),
specular: self.specular.clone(),
fn specular(&self, _: Point2D) -> LinearColor { reflectivity: self.reflectivity,
self.specular.clone() }
}
fn reflectivity(&self, _: Point2D) -> f32 {
self.reflectivity
} }
} }
@ -67,7 +64,7 @@ mod test {
fn diffuse_works() { fn diffuse_works() {
let mat = simple_material(); let mat = simple_material();
assert_eq!( assert_eq!(
mat.diffuse(Point2D::origin()), mat.properties(Point2D::origin()).diffuse,
LinearColor::new(0.5, 0.5, 0.5) LinearColor::new(0.5, 0.5, 0.5)
) )
} }
@ -76,7 +73,7 @@ mod test {
fn specular_works() { fn specular_works() {
let mat = simple_material(); let mat = simple_material();
assert_eq!( assert_eq!(
mat.specular(Point2D::origin()), mat.properties(Point2D::origin()).specular,
LinearColor::new(1., 1., 1.) LinearColor::new(1., 1., 1.)
) )
} }
@ -84,7 +81,7 @@ mod test {
#[test] #[test]
fn reflectivity_works() { fn reflectivity_works() {
let mat = simple_material(); let mat = simple_material();
assert!(mat.reflectivity(Point2D::origin()) - 0.5 < std::f32::EPSILON) assert!(mat.properties(Point2D::origin()).reflectivity - 0.5 < std::f32::EPSILON)
} }
#[test] #[test]

View file

@ -1,10 +1,10 @@
use super::{light_aggregate::LightAggregate, object::Object}; use super::{light_aggregate::LightAggregate, object::Object};
use crate::{ use crate::{
core::{Camera, LinearColor}, core::{Camera, LinearColor},
material::Material, material::{LightProperties, Material},
shape::Shape, shape::Shape,
texture::Texture, texture::Texture,
{Point, Point2D, Vector}, {Point, Vector},
}; };
use bvh::{bvh::BVH, ray::Ray}; use bvh::{bvh::BVH, ray::Ray};
use image::RgbImage; use image::RgbImage;
@ -114,24 +114,28 @@ impl Scene {
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); let texel = object.shape.project_texel(&point);
self.illuminate(point, object, texel, normal, reflected)
+ self.reflection(point, object, texel, reflected, reflection_limit) let properties = object.material.properties(texel);
let object_color = object.texture.texel_color(texel);
self.illuminate(point, object_color, &properties, normal, reflected)
+ self.reflection(point, &properties, reflected, reflection_limit)
} }
fn reflection( fn reflection(
&self, &self,
point: Point, point: Point,
object: &Object, properties: &LightProperties,
texel: Point2D,
reflected: Vector, reflected: Vector,
reflection_limit: u32, reflection_limit: u32,
) -> LinearColor { ) -> LinearColor {
let reflectivity = object.material.reflectivity(texel); let reflectivity = properties.reflectivity;
if reflectivity > 1e-5 && reflection_limit > 0 { if reflectivity > 1e-5 && reflection_limit > 0 {
let reflection_start = point + reflected * 0.001; let reflection_start = point + reflected * 0.001;
if let Some((t, obj)) = self.cast_ray(Ray::new(reflection_start, reflected)) { if let Some((t, obj)) = self.cast_ray(Ray::new(reflection_start, reflected)) {
let resulting_position = reflection_start + reflected * t; let resulting_position = reflection_start + reflected * t;
return self.color_at(resulting_position, obj, reflected, reflection_limit - 1); let color = self.color_at(resulting_position, obj, reflected, reflection_limit - 1);
return color * reflectivity;
} }
}; };
LinearColor::black() LinearColor::black()
@ -140,13 +144,13 @@ impl Scene {
fn illuminate( fn illuminate(
&self, &self,
point: Point, point: Point,
object: &Object, object_color: LinearColor,
texel: Point2D, properties: &LightProperties,
normal: Vector, normal: Vector,
reflected: Vector, reflected: Vector,
) -> LinearColor { ) -> LinearColor {
let ambient = self.illuminate_ambient(object.texture.texel_color(texel)); let ambient = self.illuminate_ambient(object_color);
let spatial = self.illuminate_spatial(point, object, texel, normal, reflected); let spatial = self.illuminate_spatial(point, properties, normal, reflected);
ambient + spatial ambient + spatial
} }
@ -160,13 +164,10 @@ impl Scene {
fn illuminate_spatial( fn illuminate_spatial(
&self, &self,
point: Point, point: Point,
object: &Object, properties: &LightProperties,
texel: Point2D,
normal: Vector, normal: Vector,
reflected: Vector, reflected: Vector,
) -> LinearColor { ) -> LinearColor {
let k_d = object.material.diffuse(texel);
let k_s = object.material.specular(texel);
self.lights self.lights
.spatial_lights_iter() .spatial_lights_iter()
.map(|light| { .map(|light| {
@ -178,8 +179,8 @@ impl Scene {
_ => {} _ => {}
} }
let lum = light.illumination(&point); let lum = light.illumination(&point);
let diffused = k_d.clone() * normal.dot(&direction); let diffused = properties.diffuse.clone() * normal.dot(&direction);
let specular = k_s.clone() * reflected.dot(&direction); let specular = properties.specular.clone() * reflected.dot(&direction);
lum * (diffused + specular) lum * (diffused + specular)
}) })
.sum() .sum()