pathtracer/pathtracer/src/render/scene.rs
2020-03-24 21:55:51 +01:00

357 lines
12 KiB
Rust

//! Scene rendering logic
use super::{light_aggregate::LightAggregate, object::Object, utils::*};
use crate::{
core::{Camera, LightProperties, LinearColor, ReflTransEnum},
material::Material,
shape::Shape,
texture::Texture,
{Point, Vector},
};
use beevee::{bvh::BVH, ray::Ray};
use image::RgbImage;
use nalgebra::Unit;
use rand::prelude::thread_rng;
use rand::Rng;
use serde::{Deserialize, Deserializer};
/// Represent the scene being rendered.
pub struct Scene {
camera: Camera,
lights: LightAggregate,
objects: Vec<Object>,
bvh: BVH,
aliasing_limit: u32,
reflection_limit: u32,
diffraction_index: f32,
}
impl Scene {
/// Creates a new `Scene`.
///
/// # Examples
///
/// ```
/// # use pathtracer::core::{Camera, LightProperties, LinearColor};
/// # use pathtracer::material::UniformMaterial;
/// # use pathtracer::render::{LightAggregate, Object, Scene};
/// # use pathtracer::shape::Sphere;
/// # use pathtracer::texture::UniformTexture;
/// # use pathtracer::Point;
/// #
/// let scene = Scene::new(
/// Camera::default(),
/// LightAggregate::empty(),
/// vec![
/// Object::new(
/// Sphere::new(Point::origin(), 1.0).into(),
/// UniformMaterial::new(
/// LightProperties::new(
/// LinearColor::new(1.0, 0.0, 0.0), // diffuse component
/// LinearColor::new(0.0, 0.0, 0.0), // specular component
/// None,
/// ),
/// ).into(),
/// UniformTexture::new(LinearColor::new(0.5, 0.5, 0.5)).into(),
/// ),
/// ],
/// 5, // aliasing limit
/// 3, // reflection recursion limit
/// 0.0, // diffraction index
/// );
/// ```
pub fn new(
camera: Camera,
lights: LightAggregate,
mut objects: Vec<Object>,
aliasing_limit: u32,
reflection_limit: u32,
diffraction_index: f32,
) -> Self {
// NOTE(Antoine): fun fact: BVH::build stack overflows when given an empty slice :)
let bvh = BVH::build(&mut objects);
Scene {
camera,
lights,
objects,
bvh,
aliasing_limit,
reflection_limit,
diffraction_index,
}
}
/// 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 total = (image.width() * image.height()) as u64;
let pb = indicatif::ProgressBar::new(total);
pb.set_draw_delta(total / 10000);
pb.set_style(indicatif::ProgressStyle::default_bar().template(
"{spinner:.green} [{elapsed_precise}] [{wide_bar:.cyan/blue}] {percent:>3}%: {pos}/{len} pixels (ETA: {eta})",
));
let pixel_func = if self.aliasing_limit > 0 {
Self::anti_alias_pixel
} else {
Self::pixel
};
rayon::scope(|s| {
// FIXME(Bruno): it would go even faster to cut the image in blocks of rows, leading to
// better cache-line behaviour...
for (_, row) in image.enumerate_rows_mut() {
s.spawn(|_| {
for (x, y, pixel) in row {
*pixel = pixel_func(&self, x as f32, y as f32).into();
pb.inc(1);
}
})
}
});
pb.finish();
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 = Unit::new_normalize(pixel - self.camera.origin());
let indices = RefractionInfo::with_index(self.diffraction_index);
self.cast_ray(Ray::new(pixel, direction))
.map_or_else(LinearColor::black, |(t, obj)| {
self.color_at(
pixel + direction.as_ref() * t,
obj,
direction,
self.reflection_limit,
indices,
)
})
}
/// 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)
})
.map(LinearColor::clamp)
.sum();
acc / self.aliasing_limit as f32
}
fn cast_ray(&self, ray: Ray) -> Option<(f32, &Object)> {
self.bvh.walk(&ray, &self.objects)
}
fn color_at(
&self,
point: Point,
object: &Object,
incident_ray: Unit<Vector>,
reflection_limit: u32,
mut indices: RefractionInfo,
) -> LinearColor {
let texel = object.shape.project_texel(&point);
let properties = object.material.properties(texel);
let object_color = object.texture.texel_color(texel);
let normal = object.shape.normal(&point);
let reflected_ray = reflected(incident_ray, normal);
let lighting = self.illuminate(point, object_color, &properties, normal, reflected_ray);
if properties.refl_trans.is_none() {
// Avoid calculating reflection when not needed
return lighting;
}
let reflected = self.reflection(point, reflected_ray, reflection_limit, indices.clone());
// We can unwrap safely thanks to the check for None before
match properties.refl_trans.unwrap() {
ReflTransEnum::Transparency { coef, index } => {
// Calculate the refracted ray, if it was refracted, and mutate indices accordingly
refracted(incident_ray, normal, &mut indices, index).map_or_else(
// Total reflection
|| reflected.clone(),
// Refraction (refracted ray, amount of *reflection*)
|(r, refl_t)| {
let refracted = self.refraction(point, coef, r, reflection_limit, indices);
let refr_light = refracted * (1. - refl_t) + reflected.clone() * refl_t;
refr_light * coef + lighting * (1. - coef)
},
)
}
ReflTransEnum::Reflectivity { coef } => reflected * coef + lighting * (1. - coef),
}
}
fn refraction(
&self,
point: Point,
transparency: f32,
refracted: Unit<Vector>,
reflection_limit: u32,
indices: RefractionInfo,
) -> LinearColor {
if transparency > 1e-5 && reflection_limit > 0 {
let refraction_start = point + refracted.as_ref() * 0.001;
if let Some((t, obj)) = self.cast_ray(Ray::new(refraction_start, refracted)) {
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)]
struct SerializedScene {
camera: Camera,
#[serde(default)]
lights: LightAggregate,
#[serde(default)]
objects: Vec<Object>,
#[serde(default)]
aliasing_limit: u32,
#[serde(default)]
reflection_limit: u32,
#[serde(default = "crate::serialize::default_identity")]
starting_diffraction: f32,
}
impl From<SerializedScene> for Scene {
fn from(scene: SerializedScene) -> Self {
Scene::new(
scene.camera,
scene.lights,
scene.objects,
scene.aliasing_limit,
scene.reflection_limit,
scene.starting_diffraction,
)
}
}
impl<'de> Deserialize<'de> for Scene {
fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>
where
D: Deserializer<'de>,
{
let cam: SerializedScene = Deserialize::deserialize(deserializer)?;
Ok(cam.into())
}
}
#[cfg(test)]
mod test {
use super::*;
#[test]
fn deserialization_works() {
let yaml = std::include_str!("../../examples/scene.yaml");
let _: Scene = serde_yaml::from_str(yaml).unwrap();
// FIXME: actually test the equality ?
}
#[test]
#[ignore] // stack overflow because of BVH :(
fn bvh_fails() {
use crate::core::Camera;
use crate::render::{LightAggregate, Scene};
let _scene = Scene::new(
Camera::default(),
LightAggregate::empty(),
Vec::new(), // Objects list
5, // aliasing limit
3, // reflection recursion limit
0.0, // diffraction index
);
}
}