Finished diffuse shading calculations

This commit is contained in:
bijan2005 2021-01-24 10:23:59 -05:00
parent 20c32fc467
commit 6ef2c65009
7 changed files with 65 additions and 171 deletions

View file

@ -30,7 +30,7 @@ This list may be changed or extended in the future.
- [ ] Point light sources
- [x] Point source struct
- [x] Point source illuminance test
- [ ] Hard shadows
- [x] Hard shadows
- [ ] Soft shadows
- [ ] ~~Light-emitting surfaces~~
- [ ] Indirect lighting

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@ -1,10 +1,10 @@
extern crate nalgebra as na;
use std::time::Instant;
use std::fs::File;
use std::io::Write;
use na::*;
use na::geometry::Point3;
mod camera; use camera::*;
mod types; use types::*;
@ -36,15 +36,24 @@ fn render(camera: &Camera, scene: &Scene, filename: &str) -> std::io::Result<()>
fn main() -> std::io::Result<()> {
let camera = Camera::new(Point3::new(0.0,0.0,0.0), Vector3::new(0.0,0.0,1.0), 1.0, 16.0 / 9.0, 2.0, 480);
let camera = Camera::new(Point3::new(0.0,0.0,2.5), Vector3::new(0.0,0.0,-1.0), 1.0, 16.0 / 9.0, 2.0, 720);
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| Texture::new(t, u, v, 0.18)))
Object::new(Sphere::new(0.0, 0.0, 0.0, 1.0, |a, b| Texture::new(0.0, a, b, 1.0)))
],
lights: Vec::new(),
background: Color::black()
lights: vec![
Box::new(PointLight::new(Point3::new(1.0, 0.7, 1.5), Color::white(), 3.0)),
Box::new(PointLight::new(Point3::new(-1.0, -0.3, 0.4), Color::new(1.0, 0.0, 0.0), 4.0))
],
background: Color::gray(0.5)
};
render(&camera, &scene, "out.ppm")
let before = Instant::now();
render(&camera, &scene, "out.ppm")?;
println!("{}", before.elapsed().as_millis());
Ok(())
}

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@ -5,8 +5,6 @@ mod triangle; pub use triangle::*;
mod bound; pub use bound::*;
mod pointlight; pub use pointlight::*;
use na::*;
use crate::types::*;
// A trait for types that can be in Objects.
@ -56,8 +54,13 @@ impl Object {
pub trait Light {
// Determine if the light is able to illuminate the point.
// If so, return the light amount recieved.
fn illuminate(&self, point: Point3f, objects: &Vec<Object>) -> Option<Color>;
fn check_shadow(&self, point: Point3f, objects: &Vec<Object>) -> bool;
// Compute color on a point.
fn getcolor(&self, point: Point3f) -> Color;
// Compute intensity on a point.
fn intensity(&self, point: Point3f) -> f32;
// Return the direction from the point to the light source.
fn direction(&self, point: Point3f) -> Unit3f;
@ -68,17 +71,3 @@ pub struct Scene {
pub lights: Vec<Box<dyn Light>>,
pub background: Color
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn obj_getcolor() {
let sphere = Object::new(Sphere::new_solid(0.0, 0.0, 0.0, 1.0, Color::white()));
let point = Point3::new(1.0, 0.0, 0.0);
assert_eq!(sphere.getcolor(point), Color::white());
}
}

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@ -91,36 +91,3 @@ impl Surface for Plane {
// bounding sphere could possibly contain one.
fn bound(&self) -> Bound { Bound::bypass() }
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn plane_new() {
let plane = Plane::xy(|_, _| Color::black());
assert_eq!(plane.center, Point3::new(0.0, 0.0, 0.0));
assert_eq!(plane.normal, Unit::new_unchecked(Vector3::z()));
}
#[test]
fn plane_intersect() {
const N: f32 = 5.0;
let plane = Plane::xz(|_, _| Color::black());
let ray = Ray::new(Point3::new(0.0, N, 0.0), Vector3::new(0.0, -1.0, 0.0));
assert_eq!(plane.intersect(ray), Some(N));
}
#[test]
fn plane_getcolor() {
const N: f32 = 5.0;
let plane = Plane::xz(|x, y| Color::new(x, y, 0.0));
let point = Point3::new(5.0, 7.0, 6.0);
assert_eq!(plane.getcolor(point), Color::new(5.0, 6.0, 0.0));
}
}

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@ -1,7 +1,6 @@
extern crate nalgebra as na;
use na::*;
use na::geometry::Point3;
use crate::types::*;
use super::*;
@ -12,6 +11,7 @@ pub struct PointLight {
pub intensity: f32
}
#[allow(dead_code)]
impl PointLight {
pub fn new(pos: Point3f, color: Color, intensity: f32) -> PointLight {
PointLight {
@ -20,23 +20,35 @@ impl PointLight {
intensity: intensity
}
}
fn check_point(&self, point: Point3f, objects: &Vec<Object>) -> bool {
let max_d = distance(&self.pos, &point);
objects.iter()
.filter_map(|obj| obj.intersect(Ray::from_points(self.pos, point)))
.all(|d| d > max_d)
}
}
impl Light for PointLight {
fn illuminate(&self, point: Point3f, objects: &Vec<Object>) -> Option<Color> {
if self.check_point(point, objects) {
Some(self.color)
} else { None }
fn check_shadow(&self, point: Point3f, objects: &Vec<Object>) -> bool {
let max_d = distance(&self.pos, &point);
objects.iter()
.filter_map(|obj| obj.intersect(Ray::from_points(self.pos, point)))
.all(|d| d - max_d > -1e-3 )
}
fn getcolor(&self, _point: Point3f) -> Color { self.color }
fn intensity(&self, _point: Point3f) -> f32 { self.intensity }
fn direction(&self, point: Point3f) -> Unit3f {
Unit::new_normalize(self.pos - point)
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn pointlight_checkshadow() {
let light = PointLight::new(Point3::new(0.0, 1.0, 0.0), Color::white(), 1.0);
let block = Object::new(Sphere::new_solid(0.0, 0.5, 0.0, 0.1, Texture::new(0.0, 0.0, 0.0, 0.0)));
assert!(light.check_shadow(Point3::origin(), &Vec::new()));
assert!(!light.check_shadow(Point3::origin(), &vec![block]));
}
}

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@ -241,102 +241,3 @@ impl Surface for TriangleMesh {
Bound { center: center, radius: radius + 1e-3, bypass: false }
}
}
#[cfg(test)]
mod tests {
use super::*;
fn roundcolor(color: Color) -> Color {
Color::new((color.red * 100.0).round() / 100.0, (color.green * 100.0).round() / 100.0, (color.blue * 100.0).round() / 100.0)
}
#[test]
fn triangle_intersect() {
let triangle = TriangleMesh::singleton_solid(Point3::new(0.0, 0.0, 0.0), Point3::new(1.0, 1.0, 0.0), Point3::new(0.0, 0.0, 1.0), Color::black());
let ray = Ray::new(Point3::new(0.5, 5.0, 0.3), Vector3::new(0.0, -1.0, 0.0));
let (t, u, v) = triangle.tris[0].intersect_(&triangle.vertices, ray).unwrap();
println!("{},{},{}", t, u, v);
assert!(t >= 0.0 && t <= 1.0);
assert!(u >= 0.0 && u <= 1.0);
assert!(v >= 0.0 && v <= 1.0);
}
#[test]
fn triangle_getcolor() {
let triangle = TriangleMesh::singleton(Point3::new(0.0, 0.0, 0.0), Point3::new(1.0, 1.0, 0.0), Point3::new(0.0, 0.0, 1.0), |t, u, v| Color::new(t, u, v));
let t = 0.4;
let u = 0.1;
let v = 1.0 - t - u;
let point = triangle.tris[0].from_bary(&triangle.vertices, t, u, v);
assert_eq!(roundcolor(triangle.getcolor(point)), roundcolor(Color::new(t, u, v)));
}
#[test]
fn triangle_bounds() {
let point1 = Point3::new(0.0, 0.0, 0.0);
let point2 = Point3::new(1.0, 0.0, 0.0);
let point3 = Point3::new(0.0, 1.0, 0.0);
let triangle = TriangleMesh::singleton_solid(point1, point2, point3, Color::black());
let bound = triangle.bound();
println!("{:?}", bound);
assert!(bound.contains(&point1));
assert!(bound.contains(&point2));
assert!(bound.contains(&point3));
}
/*
#[test]
fn triangle_tobound() {
let point1 = Point3::new(-3.0, 4.0, -6.0);
let point2 = Point3::new(5.0, -2.0, -7.0);
let point3 = Point3::new(9.0, -7.0, 3.0);
let (center, radius) = triangle_sphere(&point1, &point2, &point3);
let bound = Bound { center: center, radius: radius + 0.01, bypass: false };
println!("{:?}", bound);
println!("{}\n{}\n{}", distance(&bound.center, &point1),
distance(&bound.center, &point2),
distance(&bound.center, &point3));
assert!(bound.contains(&point1));
assert!(bound.contains(&point2));
assert!(bound.contains(&point3));
}
#[test]
fn triangle_tetrabound() {
let point1 = Point3::new(8.0, -2.0, -5.0);
let point2 = Point3::new(-3.0, 4.0, -6.0);
let point3 = Point3::new(-3.0, -9.0, 3.0);
let point4 = Point3::new(-6.0, 5.0, -9.0);
let (center, radius) = tetrahedron_sphere(&point1, &point2, &point3, &point4);
let bound = Bound { center: center, radius: radius + 0.01, bypass: false };
println!("{:?}", bound);
println!("{}\n{}\n{}\n{}", distance(&bound.center, &point1),
distance(&bound.center, &point2),
distance(&bound.center, &point3),
distance(&bound.center, &point4));
assert!(bound.contains(&point1));
assert!(bound.contains(&point2));
assert!(bound.contains(&point3));
assert!(bound.contains(&point4));
}
*/
}

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@ -1,5 +1,6 @@
extern crate nalgebra as na;
use std::f32::consts::PI;
use std::cmp::Ordering;
use na::*;
@ -15,11 +16,26 @@ fn trace(ray: Ray, objects: &Vec<Object>) -> Option<(&Object, f32)> {
.min_by(|a, b| a.1.partial_cmp(&b.1).unwrap_or(Ordering::Equal))
}
fn light_point(objects: &Vec<Object>, obj: &Object, point: Point3f, light: &dyn Light) -> Color {
if light.check_shadow(point, objects) {
let texture = obj.gettexture(point);
light.getcolor(point) * (texture.albedo / PI) * light.intensity(point) * obj.normal(point).dot(&*light.direction(point))
} else {
// Point is in shadow
Color::black()
}
}
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_texture = obj.gettexture(point);
surface_texture.color
let surface_color = obj.gettexture(point).color;
scene.lights.iter()
.map(|light| light_point(&scene.objects, obj, point, &**light))
.fold(Color::black(), |acc, c| acc + c) * surface_color
}
else { scene.background }
}