Add Texture struct to add extra texture information

This commit is contained in:
bijan2005 2021-01-24 00:06:23 -05:00
parent 07445dd4be
commit 20c32fc467
7 changed files with 51 additions and 35 deletions

View file

@ -40,7 +40,7 @@ fn main() -> std::io::Result<()> {
let scene = Scene {
objects: vec![
Object::new(TriangleMesh::singleton(Point3::new(-1.0, -1.0, 2.0), Point3::new(0.0, 1.0, 2.0), Point3::new(1.0, -1.0, 2.0), |t, u, v| Color::new(t, u, v)))
Object::new(TriangleMesh::singleton(Point3::new(-1.0, -1.0, 2.0), Point3::new(0.0, 1.0, 2.0), Point3::new(1.0, -1.0, 2.0), |t, u, v| Texture::new(t, u, v, 0.18)))
],
lights: Vec::new(),
background: Color::black()

View file

@ -22,8 +22,8 @@ pub trait Surface {
fn normal(&self, point: Point3f) -> Unit3f;
// Takes in a point (assumed to be on the object's surface)
// and returns the color information on that point.
fn getcolor(&self, point: Point3f) -> Color;
// and returns the texture information on that point.
fn gettexture(&self, point: Point3f) -> Texture;
// Creates a bounding sphere around the object.
fn bound(&self) -> Bound;
@ -51,12 +51,12 @@ impl Object {
} else { None }
}
pub fn normal(&self, point: Point3f) -> Unit3f { self.surface.normal(point) }
pub fn getcolor(&self, point: Point3f) -> Color { self.surface.getcolor(point) }
pub fn gettexture(&self, point: Point3f) -> Texture { self.surface.gettexture(point) }
}
pub trait Light {
// Determine if the light is able to illuminate the point.
// If so, return the color of the light.
// If so, return the light amount recieved.
fn illuminate(&self, point: Point3f, objects: &Vec<Object>) -> Option<Color>;
// Return the direction from the point to the light source.

View file

@ -13,15 +13,15 @@ pub struct Plane {
x_axis: Vector3f, // Plane x-axis (The 3D direction that corresponds to the x-direction on the plane).
y_axis: Vector3f, // Plane y-axis (The 3D direction that corresponds to the y-direction on the plane).
texture: Box<dyn Fn(f32, f32) -> Color> // Texture map.
// Input coordinates are defined in terms of the axes above.
texture: Box<dyn Fn(f32, f32) -> Texture> // Texture map.
// Input coordinates are defined in terms of the axes above.
}
#[allow(dead_code)]
impl Plane {
// Creates a new plane.
pub fn new<F: 'static>(center: Point3f, x_axis: Vector3f, y_axis: Vector3f, texture: F) -> Self
where F: Fn(f32, f32) -> Color
where F: Fn(f32, f32) -> Texture
{
Plane {
center: center,
@ -34,7 +34,7 @@ impl Plane {
// Creates a new plane with the normal flipped.
pub fn new_flip<F: 'static>(center: Point3f, x_axis: Vector3f, y_axis: Vector3f, texture: F) -> Self
where F: Fn(f32, f32) -> Color
where F: Fn(f32, f32) -> Texture
{
Plane {
center: center,
@ -46,20 +46,20 @@ impl Plane {
}
// Creates a new plane of a solid color.
pub fn new_solid(center: Point3f, x_axis: Vector3f, y_axis: Vector3f, color: Color) -> Self
{ Plane::new(center, x_axis, y_axis, move |_, _| color) }
pub fn new_solid(center: Point3f, x_axis: Vector3f, y_axis: Vector3f, texture: Texture) -> Self
{ Plane::new(center, x_axis, y_axis, move |_, _| texture) }
// Creates a new flipped plane of a solid color.
pub fn new_solid_flip(center: Point3f, x_axis: Vector3f, y_axis: Vector3f, color: Color) -> Self
{ Plane::new_flip(center, x_axis, y_axis, move |_, _| color) }
pub fn new_solid_flip(center: Point3f, x_axis: Vector3f, y_axis: Vector3f, texture: Texture) -> Self
{ Plane::new_flip(center, x_axis, y_axis, move |_, _| texture) }
// Creates a new XY-plane with the given texture map.
pub fn xy<F: 'static + Fn(f32, f32) -> Color>(texture: F) -> Self
pub fn xy(texture: impl 'static + Fn(f32, f32) -> Texture) -> Self
{ Plane::new(Point3::origin(), Vector3::x(), Vector3::y(), texture) }
// Creates a new XZ-plane with the given texture map.
pub fn xz<F: 'static + Fn(f32, f32) -> Color>(texture: F) -> Self
pub fn xz(texture: impl 'static + Fn(f32, f32) -> Texture) -> Self
{ Plane::new(Point3::origin(), Vector3::x(), Vector3::z(), texture) }
}
@ -77,7 +77,7 @@ impl Surface for Plane {
fn normal(&self, _point: Point3f) -> Unit3f { self.normal }
fn getcolor(&self, point: Point3f) -> Color {
fn gettexture(&self, point: Point3f) -> Texture {
let rel_pos = point - self.center;
let proj_point3 = rel_pos - (*self.normal * self.normal.dot(&rel_pos));

View file

@ -12,15 +12,15 @@ pub struct Sphere {
pub center: Point3f, // Center point of the sphere.
pub radius: f32, // Radius of the sphere.
texture: Box<dyn Fn(f32, f32) -> Color> // Texture map.
// Uses spherical coordinates (normalized from 0-1) as input.
texture: Box<dyn Fn(f32, f32) -> Texture> // Texture map.
// Uses spherical coordinates (normalized from 0-1) as input.
}
#[allow(dead_code)]
impl Sphere {
// Creates a new sphere.
pub fn new<F: 'static>(x: f32, y: f32, z: f32, radius: f32, texture: F) -> Self
where F: Fn(f32, f32) -> Color
where F: Fn(f32, f32) -> Texture
{
Sphere {
center: Point3::new(x, y, z),
@ -30,8 +30,8 @@ impl Sphere {
}
// Creates a new sphere of a solid color.
pub fn new_solid(x: f32, y: f32, z: f32, radius: f32, color: Color) -> Self
{ Sphere::new(x, y, z, radius, move |_, _| color) }
pub fn new_solid(x: f32, y: f32, z: f32, radius: f32, texture: Texture) -> Self
{ Sphere::new(x, y, z, radius, move |_, _| texture) }
}
impl Surface for Sphere {
@ -66,7 +66,7 @@ impl Surface for Sphere {
Unit::new_normalize(point - self.center)
}
fn getcolor(&self, point: Point3f) -> Color {
fn gettexture(&self, point: Point3f) -> Texture {
let normal = self.normal(point);
// In this particular case, the normal is simular to a point on a unit sphere

View file

@ -16,8 +16,8 @@ pub struct Triangle {
normal: Unit3f, // Precalculated normal vector.
area: f32, // Precalculated area for barycentric calculations.
texture: Box<dyn Fn(f32, f32, f32) -> Color> // Texture map.
// Uses barycentric coordinates as input.
texture: Box<dyn Fn(f32, f32, f32) -> Texture> // Texture map.
// Uses barycentric coordinates as input.
}
pub struct TriangleMesh {
@ -78,7 +78,7 @@ impl Triangle {
self.intersect_(vertices, ray).map(|(t, u, v)| distance(&ray.origin, &self.from_bary(vertices, t, u, v)))
}
fn getcolor(&self, vertices: &Vec<Point3f>, point: Point3f) -> Color {
fn gettexture(&self, vertices: &Vec<Point3f>, point: Point3f) -> Texture {
let (t, u, v) = self.to_bary(vertices, point);
(*self.texture)(t, u, v)
}
@ -86,7 +86,7 @@ impl Triangle {
#[allow(dead_code)]
impl TriangleMesh {
pub fn new(vertices: Vec<Point3f>, tris: Vec<(usize, usize, usize, Box<dyn Fn(f32, f32, f32) -> Color>)>) -> Self {
pub fn new(vertices: Vec<Point3f>, tris: Vec<(usize, usize, usize, Box<dyn Fn(f32, f32, f32) -> Texture>)>) -> Self {
let triangles = tris.into_iter()
.map(|(v1, v2, v3, f)| Triangle {
v1: v1,
@ -102,7 +102,7 @@ impl TriangleMesh {
}
}
pub fn new_solid(vertices: Vec<Point3f>, tris: Vec<(usize, usize, usize)>, color: Color) -> Self {
pub fn new_solid(vertices: Vec<Point3f>, tris: Vec<(usize, usize, usize)>, texture: Texture) -> Self {
let triangles = tris.into_iter()
.map(|(v1, v2, v3)| Triangle {
v1: v1,
@ -110,7 +110,7 @@ impl TriangleMesh {
v3: v3,
normal: Unit::new_normalize((&vertices[v2] - &vertices[v1]).cross(&(&vertices[v3] - &vertices[v1]))),
area: tri_area(&vertices[v1], &vertices[v2], &vertices[v3]),
texture: Box::new(move |_, _, _| color)
texture: Box::new(move |_, _, _| texture)
}).collect();
TriangleMesh {
vertices: vertices,
@ -119,11 +119,11 @@ impl TriangleMesh {
}
pub fn singleton<F: 'static>(vertex1: Point3f, vertex2: Point3f, vertex3: Point3f, texture: F) -> Self
where F: Fn(f32, f32, f32) -> Color
where F: Fn(f32, f32, f32) -> Texture
{ TriangleMesh::new(vec![vertex1, vertex2, vertex3], vec![(0, 1, 2, Box::new(texture))]) }
pub fn singleton_solid(vertex1: Point3f, vertex2: Point3f, vertex3: Point3f, color: Color) -> Self
{ TriangleMesh::singleton(vertex1, vertex2, vertex3, move |_, _, _| color) }
pub fn singleton_solid(vertex1: Point3f, vertex2: Point3f, vertex3: Point3f, texture: Texture) -> Self
{ TriangleMesh::singleton(vertex1, vertex2, vertex3, move |_, _, _| texture) }
fn closest_tri(&self, point: Point3f) -> &Triangle {
@ -159,8 +159,8 @@ impl Surface for TriangleMesh {
self.closest_tri(point).normal
}
fn getcolor(&self, point: Point3f) -> Color {
self.closest_tri(point).getcolor(&self.vertices, point)
fn gettexture(&self, point: Point3f) -> Texture {
self.closest_tri(point).gettexture(&self.vertices, point)
}
// Uses Welzl's algorithm to solve the bounding sphere problem

View file

@ -18,8 +18,8 @@ fn trace(ray: Ray, objects: &Vec<Object>) -> Option<(&Object, f32)> {
pub fn cast_ray(ray: Ray, scene: &Scene) -> Color {
if let Some((obj, dist)) = trace(ray, &scene.objects) {
let point = ray.project(dist);
let surface_color = obj.getcolor(point);
surface_color
let surface_texture = obj.gettexture(point);
surface_texture.color
}
else { scene.background }
}

View file

@ -97,3 +97,19 @@ impl Mul<f32> for Color {
}
}
}
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Texture {
pub color: Color,
pub albedo: f32
}
#[allow(dead_code)]
impl Texture {
pub fn new(red: f32, green: f32, blue: f32, albedo: f32) -> Self {
Texture {
color: Color::new(red, green, blue),
albedo: albedo
}
}
}