Files
rusty-rays/src/renderer.rs
2023-06-15 11:23:32 -04:00

115 lines
3.3 KiB
Rust

// renderer.rs
use std::f32;
use nalgebra::*;
use crate::camera::*;
use crate::elements::*;
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
}
}
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
}
}
}
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
let texture_coords = object.texture_coords(&hit_point);
// 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.color(&texture_coords) * 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)
}