library: render: add Scene implementation

This commit is contained in:
Bruno BELANYI 2020-03-17 23:44:13 +01:00
parent c53d50f165
commit 6a829a96fd
2 changed files with 147 additions and 0 deletions

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@ -3,3 +3,6 @@ pub use light_aggregate::*;
pub mod object;
pub use object::*;
pub mod scene;
pub use scene::*;

144
src/render/scene.rs Normal file
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@ -0,0 +1,144 @@
use super::{light_aggregate::LightAggregate, object::Object};
use crate::core::Camera;
use crate::core::LinearColor;
use crate::{Point, Vector};
use bvh::ray::Ray;
use image::RgbImage;
use rand::prelude::thread_rng;
use rand::Rng;
/// Represent the scene being rendered.
pub struct Scene<'a> {
camera: Camera,
lights: LightAggregate,
objects: Vec<Object<'a>>,
aliasing_limit: u32,
}
impl<'a> Scene<'a> {
pub fn new(
camera: Camera,
lights: LightAggregate,
objects: Vec<Object<'a>>,
aliasing_limit: u32,
reflection_limit: u32,
) -> Self {
Scene {
camera,
lights,
objects,
aliasing_limit,
reflection_limit,
}
}
/// Render the scene into an image.
pub fn render(&self) -> RgbImage {
let mut image = RgbImage::new(self.camera.film().width(), self.camera.film().height());
let pixel_func = if self.aliasing_limit > 0 {
Self::anti_alias_pixel
} else {
Self::pixel
};
for (x, y, pixel) in image.enumerate_pixels_mut() {
*pixel = pixel_func(&self, x as f32, y as f32).into()
}
image
}
/// Get pixel color for (x, y) a pixel **coordinate**
fn pixel(&self, x: f32, y: f32) -> LinearColor {
let (x, y) = self.camera.film().pixel_ratio(x, y);
let pixel = self.camera.film().pixel_at_ratio(x, y);
let direction = (pixel - self.camera.origin()).normalize();
self.cast_ray(Ray::new(pixel, direction))
.map_or_else(LinearColor::black, |(t, obj)| {
self.color_at(pixel + direction * t, obj, direction, self.reflection_limit)
})
}
/// Get pixel color with anti-aliasing
fn anti_alias_pixel(&self, x: f32, y: f32) -> LinearColor {
let range = 0..self.aliasing_limit;
let mut rng = thread_rng();
let acc: LinearColor = range
.map(|_| {
let random_x: f32 = rng.gen();
let random_y: f32 = rng.gen();
self.pixel(x + random_x, y + random_y)
})
.sum();
acc / self.aliasing_limit as f32
}
fn cast_ray(&self, ray: Ray) -> Option<(f32, &Object)> {
// NOTE(Bruno): should be written using iterators
let mut shot_obj: Option<&Object> = None;
let mut t = std::f32::INFINITY;
for object in self.objects.iter() {
match object.shape.intersect(&ray) {
Some(dist) if dist < t => {
t = dist;
shot_obj = Some(&object);
}
_ => {}
}
}
shot_obj.map(|obj| (t, obj))
}
fn color_at(&self, point: Point, object: &Object, incident_ray: Vector) -> LinearColor {
self.illuminate(point, object, incident_ray)
// FIXME: add reflection
}
fn illuminate(&self, point: Point, object: &Object, incident_ray: Vector) -> LinearColor {
let texel = object.shape.project_texel(&point);
let normal = object.shape.normal(&point);
let reflected = reflected(incident_ray, normal);
self.illuminate_ambient(object.texture.texel_color(texel))
+ self.illuminate_spatial(point.clone(), object, normal, reflected)
}
fn illuminate_ambient(&self, color: LinearColor) -> LinearColor {
self.lights
.ambient_lights_iter()
.map(|light| color.clone() * light.illumination(&Point::origin()))
.sum()
}
fn illuminate_spatial(
&self,
point: Point,
object: &Object,
normal: Vector,
reflected: Vector,
) -> LinearColor {
let texel = object.shape.project_texel(&point);
let k_d = object.material.diffuse(texel);
let k_s = object.material.specular(texel);
self.lights
.spatial_lights_iter()
.map(|light| {
let (direction, t) = light.to_source(&point);
let light_ray = Ray::new(point + 0.001 * direction, 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 = k_d.clone() * normal.dot(&direction);
let specular = k_s.clone() * reflected.dot(&direction);
lum * (diffused + specular)
})
.sum()
}
}
fn reflected(incident: Vector, normal: Vector) -> Vector {
let proj = incident.dot(&normal);
let delt = normal * (proj * 2.);
incident - delt
}