pathtracer: move rendering logic to 'render' module
This commit is contained in:
parent
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commit
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@ -11,6 +11,7 @@ pub type Point2D = nalgebra::Point2<f32>;
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pub mod core;
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pub mod light;
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pub mod material;
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pub mod render;
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pub mod scene;
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pub mod serialize;
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pub mod shape;
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@ -1,3 +1,4 @@
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use pathtracer::render::Raytracer;
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use pathtracer::scene::Scene;
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use std::path::PathBuf;
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use structopt::StructOpt;
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@ -17,7 +18,7 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
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let f = std::fs::File::open(options.input)?;
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let scene: Scene = serde_yaml::from_reader(f)?;
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let image = scene.render();
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let image = Raytracer::new(scene).render();
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image.save(options.output)?;
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Ok(())
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6
pathtracer/src/render/mod.rs
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6
pathtracer/src/render/mod.rs
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@ -0,0 +1,6 @@
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//! Define the different kinds of renderers for use on a given scene.
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mod raytracer;
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pub use raytracer::*;
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pub(crate) mod utils;
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249
pathtracer/src/render/raytracer.rs
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249
pathtracer/src/render/raytracer.rs
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@ -0,0 +1,249 @@
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use super::utils::*;
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use crate::scene::{Object, Scene};
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use crate::{
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core::{LightProperties, LinearColor, ReflTransEnum},
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material::Material,
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shape::Shape,
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texture::Texture,
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{Point, Vector},
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};
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use beevee::ray::Ray;
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use image::RgbImage;
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use nalgebra::Unit;
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use rand::prelude::thread_rng;
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use rand::Rng;
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/// Render the [`Scene`] using Raytracing.
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///
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/// [`Scene`]: ../scene/scene/struct.Scene.html
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pub struct Raytracer {
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scene: Scene,
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}
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impl Raytracer {
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/// Create a [`Raytracer`] renderer with the given [`Scene`]
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///
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/// [`Raytracer`]: struct.Raytracer.html
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/// [`Scene`]: ../scene/scene/struct.Scene.html
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pub fn new(scene: Scene) -> Self {
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Raytracer { scene }
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}
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/// Render the [`Scene`] using Raytracing.
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///
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/// [`Scene`]: ../scene/scene/struct.Scene.html
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pub fn render(&self) -> RgbImage {
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let mut image = RgbImage::new(
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self.scene.camera.film().width(),
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self.scene.camera.film().height(),
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);
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let total = (image.width() * image.height()) as u64;
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let pb = indicatif::ProgressBar::new(total);
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pb.set_draw_delta(total / 10000);
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pb.set_style(indicatif::ProgressStyle::default_bar().template(
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"{spinner:.green} [{elapsed_precise}] [{wide_bar:.cyan/blue}] {percent:>3}%: {pos}/{len} pixels (ETA: {eta})",
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));
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let pixel_func = if self.scene.aliasing_limit > 0 {
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Self::anti_alias_pixel
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} else {
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Self::pixel
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};
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rayon::scope(|s| {
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// FIXME(Bruno): it would go even faster to cut the image in blocks of rows, leading to
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// better cache-line behaviour...
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for (_, row) in image.enumerate_rows_mut() {
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s.spawn(|_| {
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for (x, y, pixel) in row {
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*pixel = pixel_func(&self, x as f32, y as f32).into();
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pb.inc(1);
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}
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})
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}
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});
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pb.finish();
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image
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}
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/// Get pixel color for (x, y) a pixel **coordinate**
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fn pixel(&self, x: f32, y: f32) -> LinearColor {
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let (x, y) = self.scene.camera.film().pixel_ratio(x, y);
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let indices = RefractionInfo::with_index(self.scene.diffraction_index);
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let ray = self.scene.camera.ray_with_ratio(x, y);
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self.cast_ray(ray).map_or_else(
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|| self.scene.background.clone(),
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|(t, obj)| {
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self.color_at(
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ray.origin + ray.direction.as_ref() * t,
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obj,
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ray.direction,
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self.scene.reflection_limit,
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indices,
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)
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},
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)
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}
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/// Get pixel color with anti-aliasing
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fn anti_alias_pixel(&self, x: f32, y: f32) -> LinearColor {
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let range = 0..self.scene.aliasing_limit;
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let mut rng = thread_rng();
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let acc: LinearColor = range
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.map(|_| {
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let random_x: f32 = rng.gen();
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let random_y: f32 = rng.gen();
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self.pixel(x + random_x, y + random_y)
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})
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.map(LinearColor::clamp)
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.sum();
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acc / self.scene.aliasing_limit as f32
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}
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fn cast_ray(&self, ray: Ray) -> Option<(f32, &Object)> {
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self.scene.bvh.walk(&ray, &self.scene.objects)
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}
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fn color_at(
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&self,
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point: Point,
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object: &Object,
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incident_ray: Unit<Vector>,
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reflection_limit: u32,
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mut indices: RefractionInfo,
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) -> LinearColor {
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let texel = object.shape.project_texel(&point);
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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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let normal = object.shape.normal(&point);
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let reflected_ray = reflected(incident_ray, normal);
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// FIXME: change this to averaged sampled rays instead of visiting every light ?
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// Indeed the path-tracing algorithm is good for calculating the radiance at a point
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// But it should be used for reflection and refraction too...
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let lighting = self.illuminate(point, object_color, &properties, normal, reflected_ray);
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if properties.refl_trans.is_none() {
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// Avoid calculating reflection when not needed
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return lighting;
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}
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let reflected = self.reflection(point, reflected_ray, reflection_limit, indices.clone());
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// We can unwrap safely thanks to the check for None before
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match properties.refl_trans.unwrap() {
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ReflTransEnum::Transparency { coef, index } => {
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// Calculate the refracted ray, if it was refracted, and mutate indices accordingly
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refracted(incident_ray, normal, &mut indices, index).map_or_else(
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// Total reflection
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|| reflected.clone(),
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// Refraction (refracted ray, amount of *reflection*)
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|(r, refl_t)| {
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let refracted = self.refraction(point, coef, r, reflection_limit, indices);
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let refr_light = refracted * (1. - refl_t) + reflected.clone() * refl_t;
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refr_light * coef + lighting * (1. - coef)
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},
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)
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}
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ReflTransEnum::Reflectivity { coef } => reflected * coef + lighting * (1. - coef),
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}
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}
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fn refraction(
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&self,
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point: Point,
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transparency: f32,
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refracted: Unit<Vector>,
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reflection_limit: u32,
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indices: RefractionInfo,
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) -> LinearColor {
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if transparency > 1e-5 && reflection_limit > 0 {
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let refraction_start = point + refracted.as_ref() * 0.001;
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if let Some((t, obj)) = self.cast_ray(Ray::new(refraction_start, refracted)) {
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let resulting_position = refraction_start + refracted.as_ref() * t;
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let refracted = self.color_at(
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resulting_position,
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obj,
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refracted,
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reflection_limit - 1,
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indices,
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);
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return refracted * transparency;
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}
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}
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LinearColor::black()
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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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reflected: Unit<Vector>,
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reflection_limit: u32,
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indices: RefractionInfo,
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) -> LinearColor {
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if reflection_limit > 0 {
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let reflection_start = point + reflected.as_ref() * 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.as_ref() * t;
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let color = self.color_at(
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resulting_position,
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obj,
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reflected,
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reflection_limit - 1,
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indices,
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);
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return color;
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}
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};
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LinearColor::black()
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}
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fn illuminate(
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&self,
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point: Point,
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object_color: LinearColor,
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properties: &LightProperties,
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normal: Unit<Vector>,
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reflected: Unit<Vector>,
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) -> LinearColor {
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let ambient = self.illuminate_ambient(object_color.clone());
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let spatial = self.illuminate_spatial(point, properties, normal, reflected);
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ambient + object_color * spatial
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}
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fn illuminate_ambient(&self, color: LinearColor) -> LinearColor {
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self.scene
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.lights
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.ambient_lights_iter()
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.map(|light| color.clone() * light.illumination(&Point::origin()))
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.map(LinearColor::clamp)
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.sum()
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}
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fn illuminate_spatial(
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&self,
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point: Point,
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properties: &LightProperties,
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normal: Unit<Vector>,
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reflected: Unit<Vector>,
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) -> LinearColor {
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self.scene
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.lights
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.spatial_lights_iter()
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.map(|light| {
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let (direction, t) = light.to_source(&point);
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let light_ray = Ray::new(point + direction.as_ref() * 0.001, direction);
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match self.cast_ray(light_ray) {
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// Take shadows into account
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Some((obstacle_t, _)) if obstacle_t < t => return LinearColor::black(),
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_ => {}
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}
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let lum = light.illumination(&point);
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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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.map(LinearColor::clamp)
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.sum()
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}
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}
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@ -1,4 +1,4 @@
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//! Rendering logic
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//! Desciption of the scene.
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pub mod light_aggregate;
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pub use light_aggregate::*;
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@ -11,5 +11,3 @@ pub use object::*;
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pub mod scene;
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pub use scene::*;
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pub(crate) mod utils;
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@ -1,32 +1,22 @@
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//! Scene rendering logic
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//! Scene representation.
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use super::{light_aggregate::LightAggregate, mesh::Mesh, object::Object, utils::*};
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use crate::{
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core::{Camera, LightProperties, LinearColor, ReflTransEnum},
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material::Material,
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shape::Shape,
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texture::Texture,
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{Point, Vector},
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};
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use beevee::{bvh::BVH, ray::Ray};
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use image::RgbImage;
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use nalgebra::Unit;
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use rand::prelude::thread_rng;
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use rand::Rng;
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use super::{LightAggregate, Mesh, Object};
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use crate::core::{Camera, LinearColor};
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use beevee::bvh::BVH;
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use serde::Deserialize;
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/// Represent the scene being rendered.
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#[serde(from = "SerializedScene")]
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#[derive(Debug, PartialEq, Deserialize)]
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pub struct Scene {
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camera: Camera,
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lights: LightAggregate,
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objects: Vec<Object>,
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bvh: BVH,
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background: LinearColor,
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aliasing_limit: u32,
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reflection_limit: u32,
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diffraction_index: f32,
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pub(crate) camera: Camera,
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pub(crate) lights: LightAggregate,
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pub(crate) objects: Vec<Object>,
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pub(crate) bvh: BVH,
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pub(crate) background: LinearColor,
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pub(crate) aliasing_limit: u32,
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pub(crate) reflection_limit: u32,
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pub(crate) diffraction_index: f32,
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}
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impl Scene {
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@ -85,217 +75,6 @@ impl Scene {
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diffraction_index,
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}
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}
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/// Render the scene into an image.
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pub fn render(&self) -> RgbImage {
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let mut image = RgbImage::new(self.camera.film().width(), self.camera.film().height());
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let total = (image.width() * image.height()) as u64;
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let pb = indicatif::ProgressBar::new(total);
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pb.set_draw_delta(total / 10000);
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pb.set_style(indicatif::ProgressStyle::default_bar().template(
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"{spinner:.green} [{elapsed_precise}] [{wide_bar:.cyan/blue}] {percent:>3}%: {pos}/{len} pixels (ETA: {eta})",
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));
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let pixel_func = if self.aliasing_limit > 0 {
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Self::anti_alias_pixel
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} else {
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Self::pixel
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};
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rayon::scope(|s| {
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// FIXME(Bruno): it would go even faster to cut the image in blocks of rows, leading to
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// better cache-line behaviour...
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for (_, row) in image.enumerate_rows_mut() {
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s.spawn(|_| {
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for (x, y, pixel) in row {
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*pixel = pixel_func(&self, x as f32, y as f32).into();
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pb.inc(1);
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}
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})
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}
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});
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pb.finish();
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image
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}
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/// Get pixel color for (x, y) a pixel **coordinate**
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fn pixel(&self, x: f32, y: f32) -> LinearColor {
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let (x, y) = self.camera.film().pixel_ratio(x, y);
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let indices = RefractionInfo::with_index(self.diffraction_index);
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let ray = self.camera.ray_with_ratio(x, y);
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self.cast_ray(ray).map_or_else(
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|| self.background.clone(),
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|(t, obj)| {
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self.color_at(
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ray.origin + ray.direction.as_ref() * t,
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obj,
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ray.direction,
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self.reflection_limit,
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indices,
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)
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},
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)
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}
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/// Get pixel color with anti-aliasing
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fn anti_alias_pixel(&self, x: f32, y: f32) -> LinearColor {
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let range = 0..self.aliasing_limit;
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let mut rng = thread_rng();
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let acc: LinearColor = range
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.map(|_| {
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let random_x: f32 = rng.gen();
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let random_y: f32 = rng.gen();
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self.pixel(x + random_x, y + random_y)
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})
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.map(LinearColor::clamp)
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.sum();
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acc / self.aliasing_limit as f32
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}
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fn cast_ray(&self, ray: Ray) -> Option<(f32, &Object)> {
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self.bvh.walk(&ray, &self.objects)
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}
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fn color_at(
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&self,
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point: Point,
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object: &Object,
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incident_ray: Unit<Vector>,
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reflection_limit: u32,
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mut indices: RefractionInfo,
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) -> LinearColor {
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let texel = object.shape.project_texel(&point);
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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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let normal = object.shape.normal(&point);
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let reflected_ray = reflected(incident_ray, normal);
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// FIXME: change this to averaged sampled rays instead of visiting every light ?
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// Indeed the path-tracing algorithm is good for calculating the radiance at a point
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// But it should be used for reflection and refraction too...
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let lighting = self.illuminate(point, object_color, &properties, normal, reflected_ray);
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if properties.refl_trans.is_none() {
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// Avoid calculating reflection when not needed
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return lighting;
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}
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let reflected = self.reflection(point, reflected_ray, reflection_limit, indices.clone());
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// We can unwrap safely thanks to the check for None before
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match properties.refl_trans.unwrap() {
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ReflTransEnum::Transparency { coef, index } => {
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// Calculate the refracted ray, if it was refracted, and mutate indices accordingly
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refracted(incident_ray, normal, &mut indices, index).map_or_else(
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// Total reflection
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|| reflected.clone(),
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// Refraction (refracted ray, amount of *reflection*)
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|(r, refl_t)| {
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let refracted = self.refraction(point, coef, r, reflection_limit, indices);
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let refr_light = refracted * (1. - refl_t) + reflected.clone() * refl_t;
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refr_light * coef + lighting * (1. - coef)
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},
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)
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}
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ReflTransEnum::Reflectivity { coef } => reflected * coef + lighting * (1. - coef),
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}
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}
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fn refraction(
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&self,
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point: Point,
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transparency: f32,
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refracted: Unit<Vector>,
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reflection_limit: u32,
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indices: RefractionInfo,
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) -> LinearColor {
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if transparency > 1e-5 && reflection_limit > 0 {
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let refraction_start = point + refracted.as_ref() * 0.001;
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if let Some((t, obj)) = self.cast_ray(Ray::new(refraction_start, refracted)) {
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let resulting_position = refraction_start + refracted.as_ref() * t;
|
||||
let refracted = self.color_at(
|
||||
resulting_position,
|
||||
obj,
|
||||
refracted,
|
||||
reflection_limit - 1,
|
||||
indices,
|
||||
);
|
||||
return refracted * transparency;
|
||||
}
|
||||
}
|
||||
LinearColor::black()
|
||||
}
|
||||
|
||||
fn reflection(
|
||||
&self,
|
||||
point: Point,
|
||||
reflected: Unit<Vector>,
|
||||
reflection_limit: u32,
|
||||
indices: RefractionInfo,
|
||||
) -> LinearColor {
|
||||
if reflection_limit > 0 {
|
||||
let reflection_start = point + reflected.as_ref() * 0.001;
|
||||
if let Some((t, obj)) = self.cast_ray(Ray::new(reflection_start, reflected)) {
|
||||
let resulting_position = reflection_start + reflected.as_ref() * t;
|
||||
let color = self.color_at(
|
||||
resulting_position,
|
||||
obj,
|
||||
reflected,
|
||||
reflection_limit - 1,
|
||||
indices,
|
||||
);
|
||||
return color;
|
||||
}
|
||||
};
|
||||
LinearColor::black()
|
||||
}
|
||||
|
||||
fn illuminate(
|
||||
&self,
|
||||
point: Point,
|
||||
object_color: LinearColor,
|
||||
properties: &LightProperties,
|
||||
normal: Unit<Vector>,
|
||||
reflected: Unit<Vector>,
|
||||
) -> LinearColor {
|
||||
let ambient = self.illuminate_ambient(object_color.clone());
|
||||
let spatial = self.illuminate_spatial(point, properties, normal, reflected);
|
||||
ambient + object_color * spatial
|
||||
}
|
||||
|
||||
fn illuminate_ambient(&self, color: LinearColor) -> LinearColor {
|
||||
self.lights
|
||||
.ambient_lights_iter()
|
||||
.map(|light| color.clone() * light.illumination(&Point::origin()))
|
||||
.map(LinearColor::clamp)
|
||||
.sum()
|
||||
}
|
||||
|
||||
fn illuminate_spatial(
|
||||
&self,
|
||||
point: Point,
|
||||
properties: &LightProperties,
|
||||
normal: Unit<Vector>,
|
||||
reflected: Unit<Vector>,
|
||||
) -> LinearColor {
|
||||
self.lights
|
||||
.spatial_lights_iter()
|
||||
.map(|light| {
|
||||
let (direction, t) = light.to_source(&point);
|
||||
let light_ray = Ray::new(point + 0.001 * direction.as_ref(), direction);
|
||||
match self.cast_ray(light_ray) {
|
||||
// Take shadows into account
|
||||
Some((obstacle_t, _)) if obstacle_t < t => return LinearColor::black(),
|
||||
_ => {}
|
||||
}
|
||||
let lum = light.illumination(&point);
|
||||
let diffused = properties.diffuse.clone() * normal.dot(&direction);
|
||||
let specular = properties.specular.clone() * reflected.dot(&direction);
|
||||
lum * (diffused + specular)
|
||||
})
|
||||
.map(LinearColor::clamp)
|
||||
.sum()
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, PartialEq, Deserialize)]
|
||||
|
|
Loading…
Reference in a new issue