2023-02-06 03:52:42 +00:00
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use std::fmt::Debug;
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use anyhow::Result;
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use nalgebra::Vector3;
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use ordered_float::NotNan;
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use crate::image::Color;
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use crate::ray::Ray;
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pub trait ObjectKind: Debug + Send + Sync {
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/// Determine where the ray intersects this object, returning the earliest
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/// time this happens. Returns None if no intersection occurs.
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///
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/// Also known as Trace_Ray in the slides, except not the part where it calls
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/// Shade_Ray.
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fn intersects_ray_at(&self, ray: &Ray)
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-> Result<Option<IntersectionContext>>;
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}
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/// An object in the scene
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#[derive(Debug)]
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pub struct Object {
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pub kind: Box<dyn ObjectKind>,
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/// Index into the scene's material color list
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pub material: usize,
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}
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#[derive(Debug)]
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pub struct Rect {
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pub upper_left: Vector3<f64>,
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pub upper_right: Vector3<f64>,
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pub lower_left: Vector3<f64>,
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pub lower_right: Vector3<f64>,
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}
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#[derive(Debug)]
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pub struct Material {
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pub diffuse_color: Vector3<f64>,
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pub specular_color: Vector3<f64>,
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pub k_a: f64,
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pub k_d: f64,
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pub k_s: f64,
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pub exponent: f64,
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}
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#[derive(Debug)]
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pub enum LightKind {
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/// A point light source exists at a point and emits light in all directions
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Point {
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location: Vector3<f64>,
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},
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Directional {
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direction: Vector3<f64>,
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},
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}
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#[derive(Debug)]
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pub struct Light {
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pub kind: LightKind,
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pub color: Vector3<f64>,
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}
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#[derive(Debug, Default)]
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pub struct Scene {
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pub eye_pos: Vector3<f64>,
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pub view_dir: Vector3<f64>,
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pub up_dir: Vector3<f64>,
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/// Horizontal field of view (in degrees)
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pub hfov: f64,
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pub parallel_projection: bool,
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pub image_width: usize,
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pub image_height: usize,
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/// Background color
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pub bkg_color: Color,
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pub materials: Vec<Material>,
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pub lights: Vec<Light>,
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pub objects: Vec<Object>,
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}
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2023-02-13 05:46:54 +00:00
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/// Information about an intersection
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2023-02-06 03:52:42 +00:00
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#[derive(Derivative)]
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#[derivative(Debug, PartialEq, PartialOrd, Ord)]
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pub struct IntersectionContext {
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/// The time of the intersection in the parametric ray
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///
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/// Unfortunately, IEEE floats in Rust don't have total ordering, because
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/// NaNs violate ordering properties. The way to remedy this is to ensure we
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/// don't have NaNs by wrapping it into this type, which then implements
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/// total ordering.
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pub time: NotNan<f64>,
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/// The intersection point.
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#[derivative(PartialEq = "ignore", Ord = "ignore")]
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pub point: Vector3<f64>,
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/// The normal vector protruding from the surface of the object at the
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/// intersection point
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#[derivative(PartialEq = "ignore", Ord = "ignore")]
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pub normal: Vector3<f64>,
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}
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impl Eq for IntersectionContext {}
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impl Scene {
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/// Determine the color that should be used to fill this pixel.
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///
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/// - material_idx is the index into the materials list.
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/// - intersection_context contains information on vectors where the
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/// intersection occurred
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///
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/// Also known as Shade_Ray in the slides.
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pub fn compute_pixel_color(
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&self,
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material_idx: usize,
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intersection_context: IntersectionContext,
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) -> Color {
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// TODO: Does it make sense to make this function fallible from an API
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// design standpoint?
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let material = match self.materials.get(material_idx) {
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Some(v) => v,
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None => return self.bkg_color,
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};
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let ambient_component = material.k_a * material.diffuse_color;
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let diffuse_and_specular: Vector3<f64> = self
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.lights
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.iter()
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.map(|light| {
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// The vector pointing in the direction of the light
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let light_direction = match light.kind {
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LightKind::Point { location } => {
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location - intersection_context.point
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}
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LightKind::Directional { direction } => direction,
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}
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.normalize();
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let normal = intersection_context.normal.normalize();
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let viewer_direction = self.eye_pos - intersection_context.point;
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let halfway_direction =
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((light_direction + viewer_direction) / 2.0).normalize();
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let diffuse_component = material.k_d
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* material.diffuse_color
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* normal.dot(&light_direction).max(0.0);
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let specular_component = material.k_s
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* material.specular_color
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* normal
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.dot(&halfway_direction)
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.max(0.0)
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.powf(material.exponent);
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diffuse_component + specular_component
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})
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.sum();
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ambient_component + diffuse_and_specular
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}
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/// Determine the boundaries of the viewing window in world coordinates
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pub fn compute_viewing_window(&self, distance: f64) -> Rect {
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// Compute viewing directions
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let u = self.view_dir.cross(&self.up_dir).normalize();
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let v = u.cross(&self.view_dir).normalize();
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// Compute dimensions of viewing window based on field of view
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let viewing_width = {
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// Divide the angle in 2 since we are trying to use trig rules so we must
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// get it from a right triangle
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let half_hfov = self.hfov.to_radians() / 2.0;
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// tan(hfov / 2) = w / 2d
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let w_over_2d = half_hfov.tan();
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// To find the viewing width we must multiply by 2d now
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w_over_2d * 2.0 * distance
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};
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let aspect_ratio = self.image_width as f64 / self.image_height as f64;
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let viewing_height = viewing_width / aspect_ratio;
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// Compute viewing window corners
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let n = self.view_dir.normalize();
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#[rustfmt::skip] // Otherwise this line wraps over
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let view_window = Rect {
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upper_left: self.eye_pos + n * distance - u * (viewing_width / 2.0) + v * (viewing_height / 2.0),
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upper_right: self.eye_pos + n * distance + u * (viewing_width / 2.0) + v * (viewing_height / 2.0),
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lower_left: self.eye_pos + n * distance - u * (viewing_width / 2.0) - v * (viewing_height / 2.0),
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lower_right: self.eye_pos + n * distance + u * (viewing_width / 2.0) - v * (viewing_height / 2.0),
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};
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view_window
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}
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}
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