Moved ray intersection code into ray class
This commit is contained in:
@@ -1,57 +1,11 @@
|
||||
use crate::{light::Light, primitive::Intersection, ray::Ray, scene::*, INFINITY};
|
||||
use crate::{light::Light, primitive::Intersection, scene::*};
|
||||
|
||||
use nalgebra::{Unit, Vector3};
|
||||
|
||||
static ZERO_VECTOR: Vector3<f32> = Vector3::new(0.0, 0.0, 0.0);
|
||||
|
||||
pub fn shade_rays(scene: &Scene, rays: &Vec<Ray>, width: i32, height: i32) -> Vec<Vector3<u8>> {
|
||||
let mut pixel_data = vec![Vector3::new(0, 0, 0); (width * height) as usize];
|
||||
|
||||
for (pixel_index, ray) in rays.iter().enumerate() {
|
||||
let intersect = get_closest_intersection(&scene.nodes, ray);
|
||||
let colour = match intersect {
|
||||
Some(intersect) => phong_shade_point(scene, &intersect),
|
||||
None => {
|
||||
// Handle rays that miss objects (e.g., use a background color or environment map)
|
||||
Vector3::new(0, 0, 0)
|
||||
}
|
||||
};
|
||||
pixel_data[pixel_index] = colour;
|
||||
}
|
||||
pixel_data
|
||||
}
|
||||
//Shade a single ray
|
||||
pub fn shade_ray(scene: &Scene, ray: &Ray) -> Option<Vector3<u8>> {
|
||||
let intersect = get_closest_intersection(&scene.nodes, ray);
|
||||
match intersect {
|
||||
Some(intersect) => Some(phong_shade_point(&scene, &intersect)),
|
||||
None => None,
|
||||
}
|
||||
}
|
||||
|
||||
// Find the closest intersection, given a ray in world coordinates
|
||||
pub fn get_closest_intersection(nodes: &Vec<Node>, ray: &Ray) -> Option<Intersection> {
|
||||
let mut closest_distance = INFINITY;
|
||||
let mut closest_intersect: Option<Intersection> = None;
|
||||
|
||||
for node in nodes {
|
||||
let primitive = node.primitive.clone();
|
||||
|
||||
if let Some(intersect) = primitive.intersect_ray(ray) {
|
||||
if intersect.distance < closest_distance {
|
||||
closest_distance = intersect.distance;
|
||||
closest_intersect = Some(intersect);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
closest_intersect
|
||||
}
|
||||
|
||||
// We want to shade a point placed in our scene
|
||||
// Function to shade a point in the scene using Phong shading model
|
||||
pub fn phong_shade_point(scene: &Scene, intersect: &Intersection) -> Vector3<u8> {
|
||||
//Useful vectors !!!! CHECK IF WE CAN OPTIMISE
|
||||
//Unpack the intersection data
|
||||
let Intersection {
|
||||
point,
|
||||
normal,
|
||||
@@ -63,9 +17,8 @@ pub fn phong_shade_point(scene: &Scene, intersect: &Intersection) -> Vector3<u8>
|
||||
let kd = material.kd;
|
||||
let ks = material.ks;
|
||||
let shininess = material.shininess;
|
||||
// We should now have all the information for our ray-tracer
|
||||
|
||||
// Let us first compute the ambient light component and set it as out base colour
|
||||
// Compute the ambient light component and set it as base colour
|
||||
let mut colour = kd.component_mul(ambient_light);
|
||||
|
||||
for light in &scene.lights {
|
||||
@@ -75,7 +28,7 @@ pub fn phong_shade_point(scene: &Scene, intersect: &Intersection) -> Vector3<u8>
|
||||
falloff: light_falloff,
|
||||
} = light;
|
||||
|
||||
// Get light incidence vector
|
||||
// Compute light incidence vector and its distance
|
||||
let to_light = light_position - point;
|
||||
let light_distance = to_light.norm();
|
||||
let light_incidence = Unit::new_normalize(to_light);
|
||||
@@ -103,8 +56,11 @@ pub fn phong_shade_point(scene: &Scene, intersect: &Intersection) -> Vector3<u8>
|
||||
ZERO_VECTOR
|
||||
};
|
||||
|
||||
// Update colour with diffuse and specular components
|
||||
colour += light_colour.component_mul(&((diffuse + specular) * falloff));
|
||||
}
|
||||
|
||||
// Clamp colour values to [0, 255] and convert to u8
|
||||
let r = nalgebra::clamp(colour.x * 255.0, 0.0, 255.0) as u8;
|
||||
let g = nalgebra::clamp(colour.y * 255.0, 0.0, 255.0) as u8;
|
||||
let b = nalgebra::clamp(colour.z * 255.0, 0.0, 255.0) as u8;
|
||||
|
||||
Reference in New Issue
Block a user