Refactor into real project structure
This commit is contained in:
71
src/camera.rs
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71
src/camera.rs
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@@ -0,0 +1,71 @@
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// camera.rs
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use nalgebra::*;
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use crate::renderer::{Ray,Intersection};
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use crate::elements::*;
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enum Camera {
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OrthoCamera(OrthoCamera),
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PerspectiveCamera(PerspectiveCamera),
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}
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// TODO: Create a separate scene object
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pub trait RaySource {
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fn trace(&self, ray: &Ray) -> Option<Intersection>;
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}
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pub struct OrthoCamera {
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pub pos: Vec3<f64>,
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pub output_img: bmp::Image,
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pub elements: Vec<Element>,
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pub lights: Vec<LightSrc>,
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//spheres: Vec<Sphere>,
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//light: LightSrc,
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pub shadow_bias: f64,
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pub max_recursion_depth: u32
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}
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impl RaySource for OrthoCamera {
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fn trace(&self, ray: &Ray) -> Option<Intersection> {
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self.elements.iter()
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.filter_map(|s| s.intersect(ray).map(|d| Intersection::new(d, s) ))
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.min_by(|i1, i2| i1.distance.partial_cmp(&i2.distance).unwrap())
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}
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}
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pub struct PerspectiveCamera {
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pub pos: Vec3<f64>,
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pub output_img: bmp::Image,
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pub elements: Vec<Element>,
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pub lights: Vec<LightSrc>,
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pub shadow_bias: f64,
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pub max_recursion_depth: u32,
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pub fov: f64,
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pub scene_width: u32,
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pub scene_height: u32,
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}
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impl PerspectiveCamera {
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pub fn create_prime(&self, x: u32, y: u32) -> Ray {
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let sensor_x = ((x as f64 + 0.5) / self.scene_width as f64) * 2.0 - 1.0;
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let sensor_y = 1.0 - ((y as f64 + 0.5) / self.scene_height as f64) * 2.0;
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Ray {
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pos: self.pos,
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dir: Vec3::new(sensor_x, sensor_y, 1.0).normalize(),
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}
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}
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}
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impl RaySource for PerspectiveCamera {
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fn trace(&self, ray: &Ray) -> Option<Intersection> {
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self.elements.iter()
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.filter_map(|s| s.intersect(ray).map(|d| Intersection::new(d, s) ))
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.min_by(|i1, i2| i1.distance.partial_cmp(&i2.distance).unwrap())
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}
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}
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128
src/elements.rs
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128
src/elements.rs
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@@ -0,0 +1,128 @@
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// elements.rs
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use nalgebra::*;
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use crate::renderer::{Ray,Color};
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use crate::materials::Material;
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// Element root class
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pub enum Element {
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Sphere(Sphere),
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Plane(Plane),
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}
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impl Element {
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pub fn pos(&self) -> Vec3<f64> {
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match *self {
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Element::Sphere(ref s) => s.pos,
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Element::Plane(ref p) => p.pos,
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}
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}
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pub fn color(&self) -> &Color {
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match *self {
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Element::Sphere(ref s) => &s.material.coloration,
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Element::Plane(ref p) => &p.material.coloration,
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}
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}
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pub fn normal(&self, pos: Vec3<f64>) -> Vec3<f64> {
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match *self {
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Element::Sphere(ref s) => pos - s.pos,
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Element::Plane(ref p) => -p.normal,
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}
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}
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pub fn material(&self) -> &Material {
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match *self {
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Element::Sphere(ref s) => &s.material,
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Element::Plane(ref p) => &p.material,
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}
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}
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}
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// Lights
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pub struct LightSrc {
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pub pos: Vec3<f64>,
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pub intensity: f32,
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}
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impl LightSrc {
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pub fn new(pos: Vec3<f64>, intensity: f32) -> LightSrc {
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LightSrc {
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pos: pos,
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intensity: intensity
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}
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}
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pub fn distance(&self, hit_point: Vec3<f64>) -> f64 {
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let difference = self.pos - hit_point;
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difference.norm()
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}
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}
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// Specific Elements
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pub struct Sphere {
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pub pos: Vec3<f64>,
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pub radius: f64,
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pub material: Material,
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}
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impl Intersectable for Sphere {
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// Implemented from
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// http://kylehalladay.com/blog/tutorial/math/2013/12/24/Ray-Sphere-Intersection.html
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fn intersect(&self, ray: &Ray) -> Option<f64> {
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let l = self.pos - ray.pos;
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let adj = l.dot(&ray.dir);
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let d2 = l.dot(&l) - (adj * adj);
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let radius2 = self.radius * self.radius;
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if d2 > radius2 {
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return None;
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}
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let thc = (radius2 - d2).sqrt();
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let t0 = adj - thc;
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let t1 = adj + thc;
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if t0 < 0.0 && t1 < 0.0 {
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None
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} else if t0 < 0.0 {
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Some(t1)
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} else if t1 < 0.0 {
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Some(t0)
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} else {
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let distance = if t0 < t1 { t0 } else { t1 };
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Some(distance)
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}
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}
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}
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pub struct Plane {
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pub pos: Vec3<f64>,
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pub normal: Vec3<f64>,
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//color: Color,
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pub material: Material,
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}
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pub trait Intersectable {
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fn intersect(&self, ray: &Ray) -> Option<f64>;
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}
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impl Intersectable for Plane {
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fn intersect(&self, ray: &Ray) -> Option<f64> {
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let normal = &self.normal;
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let denom = normal.dot(&ray.dir);
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if denom > 1e-6 {
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let v = self.pos - ray.pos;
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let distance = v.dot(&normal) / denom;
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if distance >= 0.0 {
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return Some(distance);
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}
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}
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None
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}
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}
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425
src/main.rs
425
src/main.rs
@@ -1,5 +1,17 @@
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use std::f32;
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use std::ops::{Add,Mul};
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//use std::ops::{Add,Mul};
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mod camera;
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use crate::camera::PerspectiveCamera;
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mod renderer;
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use crate::renderer::{Color,cast_ray};
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mod materials;
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use crate::materials::{Material,SurfaceType};
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mod elements;
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use crate::elements::{Plane,Sphere,Element,LightSrc};
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#[macro_use]
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extern crate bmp;
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@@ -11,352 +23,30 @@ use nalgebra::*;
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use bmp::Image;
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use bmp::Pixel;
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const BLACK: Color = Color {
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red: 0.0,
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green: 0.0,
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blue: 0.0,
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};
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pub struct Ray {
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pos: Vec3<f64>,
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dir: Vec3<f64>
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}
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impl Ray {
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fn new(pos: Vec3<f64>, dir: Vec3<f64>) -> Ray {
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Ray {
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pos: pos,
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dir: dir
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}
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}
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fn at(&self, t: f64) -> Vec3<f64> {
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self.pos + t * self.dir
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}
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}
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struct LightSrc {
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pos: Vec3<f64>,
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intensity: f32,
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}
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impl LightSrc {
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fn new(pos: Vec3<f64>, intensity: f32) -> LightSrc {
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LightSrc {
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pos: pos,
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intensity: intensity
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}
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}
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fn distance(&self, hit_point: Vec3<f64>) -> f64 {
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let difference = self.pos - hit_point;
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difference.norm()
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}
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}
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enum Element {
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Sphere(Sphere),
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Plane(Plane),
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}
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impl Element {
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fn pos(&self) -> Vec3<f64> {
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match *self {
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Element::Sphere(ref s) => s.pos,
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Element::Plane(ref p) => p.pos,
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}
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}
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fn color(&self) -> &Color {
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match *self {
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Element::Sphere(ref s) => &s.material.coloration,
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Element::Plane(ref p) => &p.material.coloration,
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}
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}
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fn normal(&self, pos: Vec3<f64>) -> Vec3<f64> {
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match *self {
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Element::Sphere(ref s) => pos - s.pos,
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Element::Plane(ref p) => -p.normal,
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}
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}
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fn material(&self) -> &Material {
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match *self {
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Element::Sphere(ref s) => &s.material,
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Element::Plane(ref p) => &p.material,
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}
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}
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}
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pub struct OrthoCamera {
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pos: Vec3<f64>,
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output_img: bmp::Image,
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elements: Vec<Element>,
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//spheres: Vec<Sphere>,
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light: LightSrc,
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shadow_bias: f64,
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max_recursion_depth: u32
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}
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impl OrthoCamera {
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fn trace(&self, ray: &Ray) -> Option<Intersection> {
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self.elements.iter()
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.filter_map(|s| s.intersect(ray).map(|d| Intersection::new(d, s) ))
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.min_by(|i1, i2| i1.distance.partial_cmp(&i2.distance).unwrap())
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}
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}
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enum SurfaceType {
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Diffuse,
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Reflective { reflectivity: f32 },
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}
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struct Material {
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coloration: Color,
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albedo: f32,
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surface: SurfaceType
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}
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impl Material {
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fn new(coloration: Color, albedo: f32, surface: SurfaceType) -> Material {
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Material {
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coloration: coloration,
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albedo: albedo,
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surface: surface
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}
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}
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}
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#[derive(Copy, Clone)]
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pub struct Color {
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red: f32,
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green: f32,
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blue: f32,
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}
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impl Color {
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pub fn new(red: f32, green: f32, blue: f32) -> Color {
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Color {
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red: red,
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green: green,
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blue: blue
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}
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}
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}
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impl Mul for Color {
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type Output = Color;
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fn mul(self, other: Color) -> Color {
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Color {
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red: self.red * other.red,
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green: self.green * other.green,
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blue: self.blue * other.blue,
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}
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}
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}
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impl Mul<f32> for Color {
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type Output = Color;
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fn mul(self, other: f32) -> Color {
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Color {
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red: self.red * other,
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green: self.green * other,
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blue: self.blue * other,
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}
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}
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}
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impl Add for Color {
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type Output = Color;
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fn add(self, other: Color) -> Color {
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Color {
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red: self.red + other.red,
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green: self.green + other.green,
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blue: self.blue + other.blue,
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}
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}
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}
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impl Mul<Color> for f32 {
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type Output = Color;
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fn mul(self, other: Color) -> Color {
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other * self
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}
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}
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pub struct Sphere {
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pos: Vec3<f64>,
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radius: f64,
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material: Material,
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}
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impl Intersectable for Sphere {
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// Implemented from
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// http://kylehalladay.com/blog/tutorial/math/2013/12/24/Ray-Sphere-Intersection.html
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fn intersect(&self, ray: &Ray) -> Option<f64> {
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let l = self.pos - ray.pos;
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let adj = l.dot(&ray.dir);
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let d2 = l.dot(&l) - (adj * adj);
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let radius2 = self.radius * self.radius;
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if d2 > radius2 {
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return None;
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}
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let thc = (radius2 - d2).sqrt();
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let t0 = adj - thc;
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let t1 = adj + thc;
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if t0 < 0.0 && t1 < 0.0 {
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None
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} else if t0 < 0.0 {
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Some(t1)
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} else if t1 < 0.0 {
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Some(t0)
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} else {
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let distance = if t0 < t1 { t0 } else { t1 };
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Some(distance)
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}
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}
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}
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pub struct Plane {
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pos: Vec3<f64>,
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normal: Vec3<f64>,
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//color: Color,
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material: Material,
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}
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pub trait Intersectable {
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fn intersect(&self, ray: &Ray) -> Option<f64>;
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}
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impl Intersectable for Plane {
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fn intersect(&self, ray: &Ray) -> Option<f64> {
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let normal = &self.normal;
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let denom = normal.dot(&ray.dir);
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if denom > 1e-6 {
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let v = self.pos - ray.pos;
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let distance = v.dot(&normal) / denom;
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if distance >= 0.0 {
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return Some(distance);
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}
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}
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None
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}
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}
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struct Intersection<'a> {
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distance: f64,
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object: &'a Element
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}
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impl<'a> Intersection<'a> {
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fn new<'b>(distance: f64, object: &'b Element) -> Intersection<'b> {
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Intersection {
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distance: distance,
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object: & object
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}
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}
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}
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impl Intersectable for Element {
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fn intersect(&self, ray: &Ray) -> Option<f64> {
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match *self {
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Element::Sphere(ref s) => s.intersect(ray),
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Element::Plane(ref p) => p.intersect(ray),
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}
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}
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}
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fn create_reflection(normal: Vec3<f64>, incident: Vec3<f64>, hit_point: Vec3<f64>, bias: f64) -> Ray {
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Ray {
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pos: hit_point + (normal.normalize()),
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dir: incident - (2.0 * incident.dot(&normal) * normal),
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}
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}
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fn get_color(camera: &OrthoCamera, ray: &Ray, intersection: &Intersection, depth: u32) -> Color {
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let hit_point = ray.pos + (ray.dir * intersection.distance);
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let surface_normal = intersection.object.normal(hit_point);
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let material = intersection.object.material();
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// TODO: Add Albedo
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let mut color = shade_diffuse(camera, intersection.object, hit_point, surface_normal);
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//return color;
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if let SurfaceType::Reflective { reflectivity } = material.surface {
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let reflection_ray = create_reflection(surface_normal, ray.dir, hit_point, camera.shadow_bias);
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color = color * (1.0 - reflectivity);
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color = color + (cast_ray(&camera, &reflection_ray, depth + 1) * reflectivity);
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}
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color
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}
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fn shade_diffuse(camera: &OrthoCamera, object: &Element, hit_point: Vec3<f64>, surface_normal: Vec3<f64>) -> Color {
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let mut color = BLACK;
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// Light processing
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// TODO: Support multiple lights
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let direction_to_light = camera.light.pos - hit_point;
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let material = object.material();
|
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// TODO: Change light intensity to take hit_point for some reason (read source)
|
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// https://github.com/bheisler/raytracer/blob/7130556181de7fc59eaa29346f5d4134db3e720e/src/rendering.rs#L195
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|
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// Shadow stuff
|
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let shadow_ray = Ray {
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pos: hit_point + surface_normal.normalize(),
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dir: direction_to_light.normalize(),
|
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};
|
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|
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let shadow_intersection = camera.trace(&shadow_ray);
|
||||
let in_light = shadow_intersection.is_none()
|
||||
|| shadow_intersection.unwrap().distance > camera.light.distance(hit_point);
|
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let light_intensity = if in_light { camera.light.intensity } else { 0.0 };
|
||||
|
||||
let light_power = (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;
|
||||
color = color + (material.coloration * light_color);
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
pub fn cast_ray(camera: &OrthoCamera, ray: &Ray, depth: u32) -> Color {
|
||||
if depth >= camera.max_recursion_depth {
|
||||
return BLACK;
|
||||
}
|
||||
|
||||
let intersection = camera.trace(&ray);
|
||||
intersection.map(|i| get_color(camera, &ray, &i, depth)).unwrap_or(BLACK)
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let mut camera = OrthoCamera {
|
||||
pos: Vec3::new(0.0, 0.0, -1000.0),
|
||||
//let mut camera = OrthoCamera {
|
||||
// pos: Vec3::new(0.0, 0.0, -1000.0),
|
||||
// output_img: Image::new(2560,2560),
|
||||
// elements: Vec::new(),
|
||||
// lights: Vec::new(),
|
||||
// shadow_bias: 1e-3,
|
||||
// max_recursion_depth: 5
|
||||
//};
|
||||
let mut camera = PerspectiveCamera {
|
||||
pos: Vec3::new(1280.0, 1280.0, -1000.0),
|
||||
output_img: Image::new(2560,2560),
|
||||
elements: Vec::new(),
|
||||
light: LightSrc::new(Vec3::new(200.0, 800.0, 300.0), 5.0),
|
||||
lights: Vec::new(),
|
||||
shadow_bias: 1e-3,
|
||||
max_recursion_depth: 5
|
||||
};
|
||||
max_recursion_depth: 5,
|
||||
fov: 90.0,
|
||||
scene_width: 2560,
|
||||
scene_height: 2560,
|
||||
};
|
||||
|
||||
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.spheres.push(Sphere::new(Vec3::new(125.0, 75.0, 100.0), 20.0));
|
||||
// camera.spheres.push(Sphere::new(Vec3::new(115.0, 175.0, 100.0), 60.0));
|
||||
// camera.spheres.push(Sphere::new(Vec3::new(0.0, 0.0, 100.0), 10.0));
|
||||
for i in 0..15 {
|
||||
let mut rng = rand::thread_rng();
|
||||
let x: f64 = rng.gen::<f64>() * 250.0 * 10.0;
|
||||
@@ -370,10 +60,8 @@ fn main() {
|
||||
pos: Vec3::new(x, y, 100.0),
|
||||
radius: radius,
|
||||
material: Material::new(Color::new(red, green, blue), 2.0, SurfaceType::Reflective { reflectivity: rng.gen::<f32>() }),
|
||||
//material: Material::new(Color::new(red, green, blue), 2.0, SurfaceType::Diffuse),
|
||||
};
|
||||
camera.elements.push(Element::Sphere(sphere));
|
||||
//camera.spheres.push(Sphere::new(Vec3::new(x, y, 100.0), radius));
|
||||
}
|
||||
|
||||
let back_plane = Plane {
|
||||
@@ -396,7 +84,6 @@ fn main() {
|
||||
let center_sphere = Sphere {
|
||||
pos: Vec3::new(1280.0, 1290.0, 1000.0),
|
||||
radius: 300.0,
|
||||
//material: Material::new(Color::new(20.0, 20.0, 20.0), 2.0, SurfaceType::Diffuse),
|
||||
material: Material::new(Color::new(255.0, 255.0, 255.0), 2.0, SurfaceType::Reflective { reflectivity: 0.8 }),
|
||||
};
|
||||
camera.elements.push(Element::Sphere(center_sphere));
|
||||
@@ -405,67 +92,23 @@ fn main() {
|
||||
pos: Vec3::new(200.0, 1800.0, 500.0),
|
||||
radius: 200.0,
|
||||
material: Material::new(Color::new(255.0, 20.0, 20.0), 2.0, SurfaceType::Reflective { reflectivity: 0.1 }),
|
||||
//material: Material::new(Color::new(20.0, 20.0, 200.0), 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,
|
||||
//material: Material::new(Color::new(255.0, 20.0, 20.0), 2.0, SurfaceType::Reflective { reflectivity: 0.3 }),
|
||||
material: Material::new(Color::new(255.0, 20.0, 20.0), 2.0, SurfaceType::Diffuse),
|
||||
};
|
||||
camera.elements.push(Element::Sphere(top_sphere));
|
||||
|
||||
//let sky_sphere = Sphere {
|
||||
// pos: Vec3::new(1280.0, 1280.0, 0.0),
|
||||
// radius: 50000.0,
|
||||
// material: Material::new(Color::new(255.0, 20.0, 20.0), 2.0, SurfaceType::Reflective { reflectivity: 1.0 })
|
||||
//};
|
||||
//camera.spheres.push(sky_sphere);
|
||||
|
||||
println!("Raytracing ...");
|
||||
for (x, y) in camera.output_img.coordinates() {
|
||||
camera.output_img.set_pixel(x, y, px!(20, 20, 20));
|
||||
let prime_ray = Ray::new(Vec3::new(x as f64, y as f64, camera.pos.z as f64), Vec3::new(0.0, 0.0, 1.0));
|
||||
//let prime_ray = Ray::new(Vec3::new(x as f64, y as f64, camera.pos.z as f64), Vec3::new(0.0, 0.0, 1.0));
|
||||
let prime_ray = camera.create_prime(x, y);
|
||||
let pixel = cast_ray(&camera, &prime_ray, 0);
|
||||
camera.output_img.set_pixel(x, y, px!(pixel.red, pixel.green, pixel.blue));
|
||||
//let result = camera.trace(&ray);
|
||||
// match result {
|
||||
// Some(intersection) => {
|
||||
// let hit_point = ray.at(intersection.distance);
|
||||
// let object_pos = intersection.object.pos();
|
||||
// let normal = intersection.object.normal(hit_point);
|
||||
// let light_dir = camera.light.pos - hit_point; //hit_point - camera.light.pos;
|
||||
// let light_color = &intersection.object.color(); //&intersection.object.material.coloration;
|
||||
// //
|
||||
// let shadow_ray = Ray {
|
||||
// pos: hit_point + (normal.normalize()),
|
||||
// dir: light_dir.normalize()
|
||||
// };
|
||||
//
|
||||
// //if let SurfaceType::Reflective { reflectivity } = intersection.object.material().surface {
|
||||
// // let reflection_ray = create_reflection(normal, ray.dir, hit_point, camera.shadow_bias);
|
||||
// // color = color * (1.0 - reflectivity);
|
||||
// // color = color + (camera.trace(&reflection_ray, depth + 1) *
|
||||
// //}
|
||||
//
|
||||
// let shadow_intersection = camera.trace(&shadow_ray);
|
||||
// let in_light = shadow_intersection.is_none() || shadow_intersection.unwrap().distance > camera.light.distance(hit_point);
|
||||
// let light_intensity = if in_light { camera.light.intensity } else { 0.0 };
|
||||
// let light_power = (normal.normalize().dot(&light_dir.normalize()) as f64).max(0.0) * light_intensity;
|
||||
// let light_reflected = 2.0 / std::f64::consts::PI;
|
||||
//
|
||||
// let red = light_color.red * light_power;// * light_reflected;
|
||||
// let green = light_color.green * light_power;// * light_reflected;
|
||||
// let blue = light_color.blue * light_power;// * light_reflected;
|
||||
//
|
||||
// camera.output_img.set_pixel(x, y, px!(red, green, blue))
|
||||
// },
|
||||
// None => { }
|
||||
// }
|
||||
//
|
||||
// }
|
||||
}
|
||||
|
||||
let _ = camera.output_img.save("img.bmp");
|
||||
|
||||
24
src/materials.rs
Normal file
24
src/materials.rs
Normal file
@@ -0,0 +1,24 @@
|
||||
// materials.rs
|
||||
|
||||
use crate::Color;
|
||||
|
||||
pub struct Material {
|
||||
pub coloration: Color,
|
||||
pub albedo: f32,
|
||||
pub surface: SurfaceType
|
||||
}
|
||||
|
||||
impl Material {
|
||||
pub fn new(coloration: Color, albedo: f32, surface: SurfaceType) -> Material {
|
||||
Material {
|
||||
coloration: coloration,
|
||||
albedo: albedo,
|
||||
surface: surface
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub enum SurfaceType {
|
||||
Diffuse,
|
||||
Reflective { reflectivity: f32 },
|
||||
}
|
||||
188
src/renderer.rs
Normal file
188
src/renderer.rs
Normal file
@@ -0,0 +1,188 @@
|
||||
// renderer.rs
|
||||
|
||||
use std::f32;
|
||||
use nalgebra::*;
|
||||
use std::ops::{Add,Mul};
|
||||
|
||||
use crate::camera::*;
|
||||
|
||||
use crate::elements::{Element,Intersectable};
|
||||
use crate::materials::SurfaceType;
|
||||
|
||||
const BLACK: Color = Color {
|
||||
red: 0.0,
|
||||
green: 0.0,
|
||||
blue: 0.0,
|
||||
};
|
||||
|
||||
pub struct Ray {
|
||||
pub pos: Vec3<f64>,
|
||||
pub dir: Vec3<f64>
|
||||
}
|
||||
|
||||
impl Ray {
|
||||
fn new(pos: Vec3<f64>, dir: Vec3<f64>) -> Ray {
|
||||
Ray {
|
||||
pos: pos,
|
||||
dir: dir
|
||||
}
|
||||
}
|
||||
|
||||
fn at(&self, t: f64) -> Vec3<f64> {
|
||||
self.pos + t * self.dir
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
#[derive(Copy, Clone)]
|
||||
pub struct Color {
|
||||
pub red: f32,
|
||||
pub green: f32,
|
||||
pub blue: f32,
|
||||
}
|
||||
|
||||
impl Color {
|
||||
pub fn new(red: f32, green: f32, blue: f32) -> Color {
|
||||
Color {
|
||||
red: red,
|
||||
green: green,
|
||||
blue: blue
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Mul for Color {
|
||||
type Output = Color;
|
||||
|
||||
fn mul(self, other: Color) -> Color {
|
||||
Color {
|
||||
red: self.red * other.red,
|
||||
green: self.green * other.green,
|
||||
blue: self.blue * other.blue,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Mul<f32> for Color {
|
||||
type Output = Color;
|
||||
|
||||
fn mul(self, other: f32) -> Color {
|
||||
Color {
|
||||
red: self.red * other,
|
||||
green: self.green * other,
|
||||
blue: self.blue * other,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Add for Color {
|
||||
type Output = Color;
|
||||
|
||||
fn add(self, other: Color) -> Color {
|
||||
Color {
|
||||
red: self.red + other.red,
|
||||
green: self.green + other.green,
|
||||
blue: self.blue + other.blue,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Mul<Color> for f32 {
|
||||
type Output = Color;
|
||||
|
||||
fn mul(self, other: Color) -> Color {
|
||||
other * self
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
pub struct Intersection<'a> {
|
||||
pub distance: f64,
|
||||
pub object: &'a Element
|
||||
}
|
||||
|
||||
impl<'a> Intersection<'a> {
|
||||
pub fn new<'b>(distance: f64, object: &'b Element) -> Intersection<'b> {
|
||||
Intersection {
|
||||
distance: distance,
|
||||
object: & object
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Intersectable for Element {
|
||||
fn intersect(&self, ray: &Ray) -> Option<f64> {
|
||||
match *self {
|
||||
Element::Sphere(ref s) => s.intersect(ray),
|
||||
Element::Plane(ref p) => p.intersect(ray),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
fn create_reflection(normal: Vec3<f64>, incident: Vec3<f64>, hit_point: Vec3<f64>, bias: f64) -> Ray {
|
||||
Ray {
|
||||
pos: hit_point + (normal.normalize()),
|
||||
dir: incident - (2.0 * incident.dot(&normal) * normal),
|
||||
}
|
||||
}
|
||||
|
||||
fn get_color(camera: &PerspectiveCamera, ray: &Ray, intersection: &Intersection, depth: u32) -> Color {
|
||||
let hit_point = ray.pos + (ray.dir * intersection.distance);
|
||||
let surface_normal = intersection.object.normal(hit_point);
|
||||
|
||||
let material = intersection.object.material();
|
||||
|
||||
let mut color = shade_diffuse(camera, intersection.object, hit_point, surface_normal);
|
||||
|
||||
if let SurfaceType::Reflective { reflectivity } = material.surface {
|
||||
let reflection_ray = create_reflection(surface_normal, ray.dir, hit_point, camera.shadow_bias);
|
||||
color = color * (1.0 - reflectivity);
|
||||
color = color + (cast_ray(&camera, &reflection_ray, depth + 1) * reflectivity);
|
||||
}
|
||||
color
|
||||
}
|
||||
|
||||
fn shade_diffuse(camera: &PerspectiveCamera, object: &Element, hit_point: Vec3<f64>, surface_normal: Vec3<f64>) -> Color {
|
||||
let mut color = BLACK;
|
||||
|
||||
// Light processing
|
||||
// TODO: Support multiple lights
|
||||
for light in camera.lights.iter() {
|
||||
let direction_to_light = light.pos - hit_point;
|
||||
|
||||
let material = object.material();
|
||||
// TODO: Change light intensity to take hit_point for some reason (read source)
|
||||
// https://github.com/bheisler/raytracer/blob/7130556181de7fc59eaa29346f5d4134db3e720e/src/rendering.rs#L195
|
||||
|
||||
// Shadow stuff
|
||||
let shadow_ray = Ray {
|
||||
pos: hit_point + surface_normal.normalize(),
|
||||
dir: direction_to_light.normalize(),
|
||||
};
|
||||
|
||||
let shadow_intersection = camera.trace(&shadow_ray);
|
||||
let in_light = shadow_intersection.is_none()
|
||||
|| 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_reflected = material.albedo / f32::consts::PI;
|
||||
|
||||
let light_color = light_intensity * light_power * light_reflected;
|
||||
color = color + (material.coloration * light_color);
|
||||
}
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
pub fn cast_ray(camera: &PerspectiveCamera, ray: &Ray, depth: u32) -> Color {
|
||||
if depth >= camera.max_recursion_depth {
|
||||
return BLACK;
|
||||
}
|
||||
|
||||
let intersection = camera.trace(&ray);
|
||||
intersection.map(|i| get_color(camera, &ray, &i, depth)).unwrap_or(BLACK)
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user