Bumpmapping

This commit is contained in:
maddiebaka
2023-06-17 01:19:13 -04:00
parent 672ff1adc6
commit 04b166ac72
3 changed files with 73 additions and 41 deletions

View File

@@ -117,12 +117,48 @@ impl Coloration {
}
}
}
pub fn height(&self, coords: &TextureCoords) -> f32 {
match *self {
Coloration::Color(ref c) => {
1.0
},
Coloration::Texture(ref texture) => {
let delta_u = (1.0 / texture.heightmap.width() as f32) * 0.5;
let delta_height = texture.get_height(coords.x + delta_u, coords.y);
let height = texture.get_height(coords.x, coords.y);
//println!("delta_height : height : {} : {}", delta_height, height);
let result = (delta_height - height) / delta_u;
//result
(height - 100.0) / 60.0
//(delta_height - height) + 1.0
//Color::from_rgba(texture.heightmap.get_pixel(tex_x, tex_y))
}
}
}
}
// T)extures
#[derive(Clone)]
pub struct Texture {
pub texture: DynamicImage,
pub heightmap: DynamicImage,
}
impl Texture {
// TODO: Might need to take more channels into account
pub fn get_height(&self, x: f32, y: f32) -> f32 {
let tex_x = wrap(x, self.heightmap.width());
let tex_y = wrap(y, self.heightmap.height());
self.heightmap.get_pixel(tex_x, tex_y).0[0] as f32
}
}
pub fn dummy_texture() -> DynamicImage {

View File

@@ -28,31 +28,11 @@ use std::io::{Write,stdout};
use crossterm::{QueueableCommand,cursor,terminal,ExecutableCommand};
fn initialize_scene(camera: &mut PerspectiveCamera) {
camera.lights.push(LightSrc::new(Vec3::new(200.0, 800.0, 300.0), 5.0));
camera.lights.push(LightSrc::new(Vec3::new(1200.0, 800.0, 300.0), 5.0));
camera.lights.push(LightSrc::new(Vec3::new(180000.0, 900.0, 300.0), 2.0));
camera.lights.push(LightSrc::new(Vec3::new(1100.0, 800.0, 300.0), 2.0));
for i in 0..15 {
let mut rng = rand::thread_rng();
let x: f64 = rng.gen::<f64>() * 250.0 * 10.0;
let y: f64 = rng.gen::<f64>() * 250.0 * 10.0;
let z: f64 = rng.gen::<f64>() * 250.0 * 10.0;
let radius: f64 = rng.gen::<f64>() * 40.0 * 10.0;
let red: f32 = rng.gen::<f32>() * 100.0;
let green: f32 = rng.gen::<f32>() * 100.0;
let blue: f32 = rng.gen::<f32>() * 100.0;
let color = Color { red, green, blue };
let sphere = Sphere {
pos: Vec3::new(x, y, 100.0),
radius: radius,
material: Material::new(Coloration::Color(color), 2.0, SurfaceType::Reflective { reflectivity: rng.gen::<f32>() }),
};
//camera.elements.push(Element::Sphere(sphere));
}
let color = Color { red: 30.0, green: 30.0, blue: 30.0 };
let back_plane = Plane {
//pos: Vec3::new(0.0, 0.0, 100.0),
pos: Vec3::new(0.0, 0.0, 1500.0),
@@ -62,38 +42,41 @@ fn initialize_scene(camera: &mut PerspectiveCamera) {
};
camera.elements.push(Element::Plane(back_plane));
let path = Path::new("texture/granite_base.png");
let texture_path = Path::new("texture/granite_base.png");
let height_path = Path::new("texture/granite_height.png");
let normal_path = Path::new("texture/granite_normal.png");
let texture_image = image::open(&path).unwrap();
let texture_image = image::open(&texture_path).unwrap();
let height_image = image::open(&height_path).unwrap();
let normal_image = image::open(&normal_path).unwrap();
let base_texture = Texture { texture: texture_image };
let center_sphere = Sphere {
pos: Vec3::new(1280.0, 1290.0, 1000.0),
radius: 300.0,
material: Material::new(Coloration::Texture(base_texture.clone()), 2.0, SurfaceType::Reflective { reflectivity: 0.1 }),
};
camera.elements.push(Element::Sphere(center_sphere));
let base_texture = Texture { texture: texture_image.clone(), heightmap: height_image };
let left_sphere = Sphere {
pos: Vec3::new(200.0, 1800.0, 500.0),
radius: 200.0,
material: Material::new(Coloration::Texture(base_texture.clone()), 2.0, SurfaceType::Reflective { reflectivity: 0.1 }),
pos: Vec3::new(800.0, 1290.0, 1000.0),
radius: 300.0,
material: Material::new(Coloration::Texture(base_texture.clone()), 2.0, SurfaceType::Diffuse),
};
camera.elements.push(Element::Sphere(left_sphere));
let top_sphere = Sphere {
pos: Vec3::new(1080.0, 700.0, 500.0),
radius: 200.0,
let right_sphere = Sphere {
pos: Vec3::new(1480.0, 1290.0, 1000.0),
radius: 300.0,
material: Material::new(Coloration::Texture(base_texture.clone()), 2.0, SurfaceType::Diffuse),
};
camera.elements.push(Element::Sphere(top_sphere));
camera.elements.push(Element::Sphere(right_sphere));
let center_sphere = Sphere {
pos: Vec3::new(1280.0, 690.0, 1100.0),
radius: 300.0,
material: Material::new(Coloration::Texture(base_texture.clone()), 2.0, SurfaceType::Reflective { reflectivity: 0.2 }),
};
camera.elements.push(Element::Sphere(center_sphere));
}
fn main() {
let mut camera = PerspectiveCamera {
pos: Vec3::new(1280.0, 1280.0, -1000.0),
pos: Vec3::new(1280.0, 1280.0, -200.0),
output_img: Image::new(2560,2560),
elements: Vec::new(),
lights: Vec::new(),

View File

@@ -7,6 +7,8 @@ use crate::camera::*;
use crate::elements::*;
const BUMPMAP_SCALE: f64 = 1.0;
const BLACK: Color = Color {
red: 0.0,
green: 0.0,
@@ -55,7 +57,14 @@ fn create_reflection(normal: Vec3<f64>, incident: Vec3<f64>, hit_point: Vec3<f64
fn get_color(camera: &PerspectiveCamera, ray: &Ray, intersection: &Intersection, depth: u32) -> Color {
let hit_point = ray.pos + (ray.dir * intersection.distance);
let texture_coords = intersection.object.texture_coords(&hit_point);
//let material = intersection.object.material();
//let heightmap_value = material.coloration.height(&texture_coords);
//let surface_normal = intersection.object.normal(hit_point) * heightmap_value as f64;
//let bump_hit_point = hit_point + surface_normal;
let surface_normal = intersection.object.normal(hit_point);
//println!("heightmap_value: {}", heightmap_value);
let material = intersection.object.material();
@@ -82,9 +91,13 @@ fn shade_diffuse(camera: &PerspectiveCamera, object: &Element, hit_point: Vec3<f
// https://github.com/bheisler/raytracer/blob/7130556181de7fc59eaa29346f5d4134db3e720e/src/rendering.rs#L195
let texture_coords = object.texture_coords(&hit_point);
let heightmap = material.coloration.height(&texture_coords);
// Shadow stuff
let shadow_ray = Ray {
pos: hit_point + surface_normal.normalize(),
// Can be used for actual bumpy light calculations
//pos: bump_point,
dir: direction_to_light.normalize(),
};
@@ -93,7 +106,7 @@ fn shade_diffuse(camera: &PerspectiveCamera, object: &Element, hit_point: Vec3<f
|| shadow_intersection.unwrap().distance > light.distance(hit_point);
let light_intensity = if in_light { light.intensity } else { 0.0 };
let light_power = (surface_normal.normalize().dot(&direction_to_light.normalize()) as f32).max(0.0);
let light_power = heightmap * (surface_normal.normalize().dot(&direction_to_light.normalize()) as f32).max(0.0);
let light_reflected = material.albedo / f32::consts::PI;
let light_color = light_intensity * light_power * light_reflected;