From 6a829a96fd8a38e0da0a44811a3dd1ac04744bf6 Mon Sep 17 00:00:00 2001 From: Bruno BELANYI Date: Tue, 17 Mar 2020 23:44:13 +0100 Subject: [PATCH] library: render: add Scene implementation --- src/render/mod.rs | 3 + src/render/scene.rs | 144 ++++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 147 insertions(+) create mode 100644 src/render/scene.rs diff --git a/src/render/mod.rs b/src/render/mod.rs index 175aa06..257c216 100644 --- a/src/render/mod.rs +++ b/src/render/mod.rs @@ -3,3 +3,6 @@ pub use light_aggregate::*; pub mod object; pub use object::*; + +pub mod scene; +pub use scene::*; diff --git a/src/render/scene.rs b/src/render/scene.rs new file mode 100644 index 0000000..6293864 --- /dev/null +++ b/src/render/scene.rs @@ -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>, + aliasing_limit: u32, +} + +impl<'a> Scene<'a> { + pub fn new( + camera: Camera, + lights: LightAggregate, + objects: Vec>, + 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 +}