library: render: add Scene implementation
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@ -3,3 +3,6 @@ pub use light_aggregate::*;
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pub mod object;
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pub mod object;
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pub use object::*;
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pub use object::*;
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pub mod scene;
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pub use scene::*;
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144
src/render/scene.rs
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144
src/render/scene.rs
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@ -0,0 +1,144 @@
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use super::{light_aggregate::LightAggregate, object::Object};
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use crate::core::Camera;
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use crate::core::LinearColor;
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use crate::{Point, Vector};
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use bvh::ray::Ray;
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use image::RgbImage;
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use rand::prelude::thread_rng;
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use rand::Rng;
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/// Represent the scene being rendered.
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pub struct Scene<'a> {
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camera: Camera,
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lights: LightAggregate,
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objects: Vec<Object<'a>>,
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aliasing_limit: u32,
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}
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impl<'a> Scene<'a> {
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pub fn new(
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camera: Camera,
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lights: LightAggregate,
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objects: Vec<Object<'a>>,
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aliasing_limit: u32,
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reflection_limit: u32,
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) -> Self {
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Scene {
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camera,
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lights,
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objects,
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aliasing_limit,
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reflection_limit,
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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 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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for (x, y, pixel) in image.enumerate_pixels_mut() {
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*pixel = pixel_func(&self, x as f32, y as f32).into()
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}
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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 pixel = self.camera.film().pixel_at_ratio(x, y);
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let direction = (pixel - self.camera.origin()).normalize();
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self.cast_ray(Ray::new(pixel, direction))
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.map_or_else(LinearColor::black, |(t, obj)| {
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self.color_at(pixel + direction * t, obj, direction, self.reflection_limit)
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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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.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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// NOTE(Bruno): should be written using iterators
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let mut shot_obj: Option<&Object> = None;
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let mut t = std::f32::INFINITY;
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for object in self.objects.iter() {
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match object.shape.intersect(&ray) {
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Some(dist) if dist < t => {
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t = dist;
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shot_obj = Some(&object);
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}
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_ => {}
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}
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}
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shot_obj.map(|obj| (t, obj))
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}
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fn color_at(&self, point: Point, object: &Object, incident_ray: Vector) -> LinearColor {
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self.illuminate(point, object, incident_ray)
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// FIXME: add reflection
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}
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fn illuminate(&self, point: Point, object: &Object, incident_ray: Vector) -> LinearColor {
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let texel = object.shape.project_texel(&point);
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let normal = object.shape.normal(&point);
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let reflected = reflected(incident_ray, normal);
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self.illuminate_ambient(object.texture.texel_color(texel))
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+ self.illuminate_spatial(point.clone(), object, normal, reflected)
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}
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fn illuminate_ambient(&self, color: LinearColor) -> LinearColor {
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self.lights
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.ambient_lights_iter()
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.map(|light| color.clone() * light.illumination(&Point::origin()))
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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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object: &Object,
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normal: Vector,
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reflected: Vector,
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) -> LinearColor {
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let texel = object.shape.project_texel(&point);
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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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let (direction, t) = light.to_source(&point);
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let light_ray = Ray::new(point + 0.001 * direction, 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 = k_d.clone() * normal.dot(&direction);
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let specular = k_s.clone() * reflected.dot(&direction);
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lum * (diffused + specular)
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})
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.sum()
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}
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}
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fn reflected(incident: Vector, normal: Vector) -> Vector {
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let proj = incident.dot(&normal);
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let delt = normal * (proj * 2.);
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incident - delt
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}
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