library: refactorize light properties handling
Instead of having a method per property, compute them all at once and use them throughout the rendering pipeline.
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3257598913
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563a793273
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@ -2,6 +2,17 @@ use super::core::color::LinearColor;
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use super::Point2D;
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use serde::Deserialize;
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/// A structure holding all the physical proprerties relating to light at a point.
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#[derive(Debug, PartialEq, Clone)]
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pub struct LightProperties {
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/// The diffuse component.
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pub diffuse: LinearColor,
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/// The specular component,
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pub specular: LinearColor,
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/// The reflectivity coefficient,
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pub reflectivity: f32,
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}
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/// All the existing `Material` implementation.
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#[serde(tag = "type")]
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#[serde(rename_all = "lowercase")]
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@ -15,12 +26,8 @@ pub enum MaterialEnum {
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/// Represent the physical light properties of an object in the scene;
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#[enum_dispatch::enum_dispatch(MaterialEnum)]
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pub trait Material: std::fmt::Debug {
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/// The diffuse component on a texel point.
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fn diffuse(&self, point: Point2D) -> LinearColor;
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/// The specular component on a texel point.
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fn specular(&self, point: Point2D) -> LinearColor;
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/// The reflectivity coefficient on a texel point.
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fn reflectivity(&self, point: Point2D) -> f32;
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/// Get the physical properties at a point.
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fn properties(&self, point: Point2D) -> LightProperties;
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}
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pub mod uniform;
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@ -1,3 +1,4 @@
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use super::LightProperties;
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use super::Material;
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use crate::core::color::LinearColor;
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use crate::Point2D;
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@ -22,16 +23,12 @@ impl UniformMaterial {
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}
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impl Material for UniformMaterial {
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fn diffuse(&self, _: Point2D) -> LinearColor {
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self.diffuse.clone()
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fn properties(&self, _: Point2D) -> LightProperties {
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LightProperties {
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diffuse: self.diffuse.clone(),
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specular: self.specular.clone(),
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reflectivity: self.reflectivity,
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}
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fn specular(&self, _: Point2D) -> LinearColor {
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self.specular.clone()
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}
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fn reflectivity(&self, _: Point2D) -> f32 {
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self.reflectivity
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}
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}
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@ -67,7 +64,7 @@ mod test {
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fn diffuse_works() {
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let mat = simple_material();
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assert_eq!(
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mat.diffuse(Point2D::origin()),
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mat.properties(Point2D::origin()).diffuse,
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LinearColor::new(0.5, 0.5, 0.5)
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)
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}
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@ -76,7 +73,7 @@ mod test {
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fn specular_works() {
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let mat = simple_material();
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assert_eq!(
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mat.specular(Point2D::origin()),
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mat.properties(Point2D::origin()).specular,
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LinearColor::new(1., 1., 1.)
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)
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}
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@ -84,7 +81,7 @@ mod test {
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#[test]
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fn reflectivity_works() {
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let mat = simple_material();
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assert!(mat.reflectivity(Point2D::origin()) - 0.5 < std::f32::EPSILON)
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assert!(mat.properties(Point2D::origin()).reflectivity - 0.5 < std::f32::EPSILON)
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}
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#[test]
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@ -1,10 +1,10 @@
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use super::{light_aggregate::LightAggregate, object::Object};
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use crate::{
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core::{Camera, LinearColor},
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material::Material,
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material::{LightProperties, Material},
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shape::Shape,
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texture::Texture,
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{Point, Point2D, Vector},
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{Point, Vector},
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};
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use bvh::{bvh::BVH, ray::Ray};
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use image::RgbImage;
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@ -114,24 +114,28 @@ impl Scene {
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let normal = object.shape.normal(&point);
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let reflected = reflected(incident_ray, normal);
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let texel = object.shape.project_texel(&point);
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self.illuminate(point, object, texel, normal, reflected)
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+ self.reflection(point, object, texel, reflected, reflection_limit)
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let properties = object.material.properties(texel);
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let object_color = object.texture.texel_color(texel);
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self.illuminate(point, object_color, &properties, normal, reflected)
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+ self.reflection(point, &properties, reflected, reflection_limit)
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}
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fn reflection(
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&self,
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point: Point,
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object: &Object,
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texel: Point2D,
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properties: &LightProperties,
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reflected: Vector,
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reflection_limit: u32,
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) -> LinearColor {
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let reflectivity = object.material.reflectivity(texel);
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let reflectivity = properties.reflectivity;
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if reflectivity > 1e-5 && reflection_limit > 0 {
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let reflection_start = point + reflected * 0.001;
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if let Some((t, obj)) = self.cast_ray(Ray::new(reflection_start, reflected)) {
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let resulting_position = reflection_start + reflected * t;
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return self.color_at(resulting_position, obj, reflected, reflection_limit - 1);
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let color = self.color_at(resulting_position, obj, reflected, reflection_limit - 1);
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return color * reflectivity;
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}
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};
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LinearColor::black()
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@ -140,13 +144,13 @@ impl Scene {
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fn illuminate(
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&self,
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point: Point,
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object: &Object,
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texel: Point2D,
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object_color: LinearColor,
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properties: &LightProperties,
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normal: Vector,
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reflected: Vector,
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) -> LinearColor {
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let ambient = self.illuminate_ambient(object.texture.texel_color(texel));
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let spatial = self.illuminate_spatial(point, object, texel, normal, reflected);
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let ambient = self.illuminate_ambient(object_color);
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let spatial = self.illuminate_spatial(point, properties, normal, reflected);
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ambient + spatial
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}
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@ -160,13 +164,10 @@ impl Scene {
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fn illuminate_spatial(
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&self,
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point: Point,
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object: &Object,
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texel: Point2D,
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properties: &LightProperties,
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normal: Vector,
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reflected: Vector,
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) -> LinearColor {
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let k_d = object.material.diffuse(texel);
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let k_s = object.material.specular(texel);
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self.lights
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.spatial_lights_iter()
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.map(|light| {
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@ -178,8 +179,8 @@ impl Scene {
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_ => {}
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}
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let lum = light.illumination(&point);
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let diffused = k_d.clone() * normal.dot(&direction);
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let specular = k_s.clone() * reflected.dot(&direction);
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let diffused = properties.diffuse.clone() * normal.dot(&direction);
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let specular = properties.specular.clone() * reflected.dot(&direction);
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lum * (diffused + specular)
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})
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.sum()
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