diffusion lighting

This commit is contained in:
STP
2023-11-28 17:10:07 -05:00
parent a831a92232
commit 144763d4d4

View File

@@ -1,5 +1,24 @@
use crate::{node::Node, scene::Scene}; use crate::{node::Node, scene::Scene};
use nalgebra::{Matrix4, Point3, Vector3}; use nalgebra::{Matrix4, Point3, Vector3};
use rand;
const MAX_DEPTH: u8 = 5;
const DIFFUSE_RAYS: i8 = 5;
const DIFFUSE_COEFFICIENT: f32 = 0.5;
fn random_vec() -> Vector3<f64> {
Vector3::new(rand::random(), rand::random(), rand::random())
}
fn random_unit_vec() -> Vector3<f64> {
random_vec().normalize()
}
fn random_on_hemisphere(normal: &Vector3<f64>) -> Vector3<f64> {
let dir = random_unit_vec();
match dir.dot(normal) > 0.0 {
true => dir,
false => -dir,
}
}
// INTERSECTION ----------------------------------------------------------------- // INTERSECTION -----------------------------------------------------------------
pub struct Intersection { pub struct Intersection {
@@ -8,6 +27,7 @@ pub struct Intersection {
pub normal: Vector3<f64>, pub normal: Vector3<f64>,
pub distance: f64, pub distance: f64,
} }
//Intersection point including point and normal
impl Intersection { impl Intersection {
pub fn transform(&self, trans: &Matrix4<f64>, inv_trans: &Matrix4<f64>) -> Intersection { pub fn transform(&self, trans: &Matrix4<f64>, inv_trans: &Matrix4<f64>) -> Intersection {
let point = trans.transform_point(&self.point); let point = trans.transform_point(&self.point);
@@ -46,13 +66,35 @@ impl Ray {
pub fn at_t(&self, t: f64) -> Point3<f64> { pub fn at_t(&self, t: f64) -> Point3<f64> {
self.a + self.b * t self.a + self.b * t
} }
// This function takes a scene and returns the color of the point where the ray intersects the scene // Return a transformed version of the ray
pub fn shade_ray(&self, scene: &Scene) -> Option<Vector3<u8>> { pub fn transform(&self, trans: &Matrix4<f64>) -> Ray {
//Get the closest intersection of the ray with the scene Ray {
a: trans.transform_point(&self.a),
b: trans.transform_vector(&self.b),
}
}
//This function will determine if the ray hits an object in the scene
pub fn hit_scene(&self, scene: &Scene) -> bool {
for (_, node) in &scene.nodes {
if !node.active {
continue;
}
// Transform ray into local model cordinates
let ray = self.transform(&node.inv_model);
// Check bounding box intersection
if node.primitive.intersect_bounding_box(&ray) {
// Check primitive intersection
if node.primitive.intersect_ray(&ray).is_some() {
return true;
}
}
}
false
}
//This function find the closest intersection point of a ray with an object in the scene
pub fn closest_intersect<'a>(&'a self, scene: &'a Scene) -> Option<(&Node, Intersection)> {
let mut closest_distance = f64::MAX; let mut closest_distance = f64::MAX;
let mut closest_intersect: Option<Intersection> = None; let mut closest_intersect: Option<(&Node, Intersection)> = None;
let mut closest_node = None;
for (_, node) in &scene.nodes { for (_, node) in &scene.nodes {
if !node.active { if !node.active {
continue; continue;
@@ -66,20 +108,28 @@ impl Ray {
// Check for closest distance // Check for closest distance
if intersect.distance < closest_distance { if intersect.distance < closest_distance {
closest_distance = intersect.distance; closest_distance = intersect.distance;
closest_intersect = Some(intersect); closest_intersect = Some((node, intersect));
closest_node = Some(node);
} }
} }
} }
} }
//Shade the intersection point if there is one
match closest_intersect { match closest_intersect {
Some(intersect) => { Some((node, intersect)) => {
//Inverse transform back to world coords Some((node, intersect.transform(&node.model, &node.inv_model)))
let node = closest_node.unwrap(); }
let intersect = intersect.transform(&node.model, &node.inv_model); None => None,
Some(Ray::phong_shade_point(&scene, &self, &node, &intersect)) // If there is an intersection, shade it }
}
// This function takes a scene and returns the color of the point where the ray intersects the scene
pub fn shade_ray(&self, scene: &Scene, depth: u8) -> Option<Vector3<f32>> {
if depth == MAX_DEPTH {
return None;
}
match self.closest_intersect(scene) {
Some((node, intersect)) => {
Some(Ray::phong_shade_point(
&scene, &self, &node, &intersect, depth,
)) // If there is an intersection, shade it
} }
None => None, // If there is no intersection, return None None => None, // If there is no intersection, return None
} }
@@ -91,18 +141,13 @@ impl Ray {
ray: &Ray, ray: &Ray,
node: &Node, node: &Node,
intersect: &Intersection, intersect: &Intersection,
) -> Vector3<u8> { depth: u8,
) -> Vector3<f32> {
let point = &intersect.point; let point = &intersect.point;
let normal = &intersect.normal; let normal = &intersect.normal;
let incidence = &ray.b; let incidence = &ray.b;
let material = &node.material; let material = &node.material;
let kd = &material.kd;
let ks = &material.ks;
let shininess = material.shininess;
// Point to camera
let to_camera = -incidence;
// Compute the ambient light component and set it as base colour // Compute the ambient light component and set it as base colour
let mut colour = Vector3::zeros(); let mut colour = Vector3::zeros();
@@ -121,59 +166,62 @@ impl Ray {
let light_distance = to_light.norm() as f32; let light_distance = to_light.norm() as f32;
let to_light = to_light.normalize(); let to_light = to_light.normalize();
// let to_light_ray = Ray::new(point.clone() + 0.0001 * normal, to_light); let to_light_ray = Ray::new(point.clone() + 0.001 * normal, to_light);
// if to_light_ray.light_blocked(scene) { if to_light_ray.light_blocked(scene, node) {
// continue; continue;
// } }
// Diffuse component
let n_dot_l = normal.dot(&to_light).max(0.0) as f32; let n_dot_l = normal.dot(&to_light).max(0.0) as f32;
let diffuse = n_dot_l * kd;
// Specular component //Diffuse component
let mut diffuse = Vector3::zeros();
// diffuse = material.kd * n_dot_l;
for _ in 0..DIFFUSE_RAYS {
let diffuse_dir = random_on_hemisphere(normal);
let ray = Ray::new(point.clone() + normal, diffuse_dir);
if let Some(col) = ray.shade_ray(scene, depth + 1) {
diffuse += col * DIFFUSE_COEFFICIENT;
}
}
//Specular component
let mut specular = Vector3::zeros(); let mut specular = Vector3::zeros();
if n_dot_l > 0.0 { if n_dot_l > 0.0 {
// Halfway vector. let h = (to_light - incidence).normalize();
let h = to_camera + to_light.normalize();
let n_dot_h = normal.dot(&h).max(0.0) as f32; let n_dot_h = normal.dot(&h).max(0.0) as f32;
specular = ks * n_dot_h.powf(shininess); specular = material.ks * n_dot_h.powf(material.shininess);
} }
// Compute light falloff
//Falloff
let falloff = 1.0 let falloff = 1.0
/ (1.0 / (1.0
+ light.falloff[0] + light.falloff[0]
+ light.falloff[1] * light_distance + light.falloff[1] * light_distance
+ light.falloff[2] * light_distance.powi(2)); + light.falloff[2] * light_distance * light_distance);
let light_intensity = light.colour.component_mul(&(diffuse + specular)) * falloff; let intensity = light
colour += &light_intensity; .colour
.component_mul(&((diffuse + specular) * falloff));
colour += &intensity;
} }
colour *= 255.0; colour
let (r, g, b) = (colour.x as u8, colour.y as u8, colour.z as u8);
Vector3::new(r, g, b)
} }
pub fn light_blocked(&mut self, scene: &Scene) -> bool { pub fn light_blocked(&self, scene: &Scene, _node: &Node) -> bool {
for (_, node) in &scene.nodes { for (_, node) in &scene.nodes {
if !node.active { if !node.active {
continue; continue;
} }
self.transform(&node.inv_model); let ray = self.transform(&node.inv_model);
if node.primitive.intersect_bounding_box(&self) { if node.primitive.intersect_bounding_box(&ray) {
if node.primitive.intersect_ray(&self).is_some() { if node.primitive.intersect_ray(&ray).is_some() {
return true; return true;
} }
} }
} }
false false
} }
// Return a transformed version of the ray
pub fn transform(&self, trans: &Matrix4<f64>) -> Ray {
Ray {
a: trans.transform_point(&self.a),
b: trans.transform_vector(&self.b),
}
}
//Cast a set of rays //Cast a set of rays
pub fn cast_rays( pub fn cast_rays(
eye: &Point3<f64>, eye: &Point3<f64>,
@@ -190,29 +238,31 @@ impl Ray {
let fovy_radians = fovy.to_radians(); let fovy_radians = fovy.to_radians();
let fovh_radians = 2.0 * ((fovy_radians / 2.0).tan() * aspect).atan(); let fovh_radians = 2.0 * ((fovy_radians / 2.0).tan() * aspect).atan();
// Vectors pointing forward, right and up // Vectors pointing forward, right and up
let forward = (target - eye).normalize(); let zv = (target - eye).normalize();
let right = forward.cross(&up).normalize(); let xv = zv.cross(&up).normalize();
let up = right.cross(&forward).normalize(); let yv = xv.cross(&zv).normalize();
// ☐ height and width of projection // ☐ height and width of projection
let vheight = 2.0 * (fovy_radians / 2.0).tan(); let vheight = 2.0 * (fovy_radians / 2.0).tan();
let vwidth = 2.0 * (fovh_radians / 2.0).tan(); let vwidth = 2.0 * (fovh_radians / 2.0).tan();
// Increment of right and up per pixel // Increment of right and up per pixel
let d_hor_vec = right * (vwidth / width); let dy = vheight / height;
let d_vert_vec = up * (vheight / height); let dx = vwidth / width;
let dxv = dx * xv;
let dyv = dy * yv;
// Half the width for later calculation // Half the width for later calculation
let half_width = width / 2.0; let half_width = width / 2.0;
let half_height = height / 2.0; let half_height = height / 2.0;
// Array of rays // Array of rays
let mut rays = Vec::with_capacity(width as usize * height as usize); let mut rays = Vec::with_capacity(width as usize * height as usize);
// Iterate column by row // Iterate column by row
for row in 0..height as u32 { for y in 0..height as u32 {
for column in 0..width as u32 { for x in 0..width as u32 {
let x = (column as f64) - half_width; let x = (x as f64) - half_width;
let y = half_height - (row as f64); let y = half_height - (y as f64);
let horizontal = x * &d_hor_vec; let horizontal = x * &dxv;
let vertical = y * &d_vert_vec; let vertical = y * &dyv;
let direction = (forward + horizontal + vertical).normalize(); let direction = (zv + horizontal + vertical).normalize();
let ray = Ray::new(eye.clone(), direction); let ray = Ray::new(eye.clone(), direction);
rays.push(ray); rays.push(ray);
} }