impl depth cueing
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5 changed files with 76 additions and 16 deletions
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@ -33,7 +33,7 @@ $(HANDIN): $(BINARY) $(WRITEUP) Makefile Cargo.toml Cargo.lock README.md $(EXAMP
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$(ZIP) -r $@ src examples $^
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examples/%.ppm: examples/%.txt $(SOURCES)
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cargo run -- -o $@ $<
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cargo run --release -- -o $@ $<
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examples/%.png: examples/%.ppm
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convert $< $@
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@ -5,8 +5,10 @@ hfov 60
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updir 0 1 0
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bkgcolor 0.1 0.1 0.1
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light -10 10 -3 0 0 0.4 0.4
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light 10 10 -3 1 0.4 0 0.4
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depthcueing 0.1 0.1 0.1 1 0.2 100 5
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light -10 10 -3 0 0.8 0.8 0.8
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light -10 10 -3 1 0.8 0.8 0.8
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mtlcolor 0 0.5 0.5 1 1 1 0.2 0.4 0 10
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sphere -1 -2 -5 2
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@ -16,10 +18,20 @@ mtlcolor 0.5 0.5 1 0.4 0.4 0.4 0.2 0.4 0 10
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sphere 1 2 -3 3
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sphere -6 3 -4 1
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mtlcolor 1.0 0 0.5 0.6 0.4 0.2 0.2 0.4 0 10
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sphere 20 20 -50 6
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mtlcolor 0.5 0 0.5 0.6 0.4 0.2 0.2 0.4 0 10
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sphere 5 5 -1 1
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sphere -6 -4 -8 7
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cylinder -2 4 -3 0 0 5 1 4
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mtlcolor 0.8 0 0.3 0.6 0.4 0.2 0.2 0.4 0 10
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cylinder -2 2 -3 0 0 5 1 4
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mtlcolor 0.8 0.8 0.3 0.6 0.4 0.2 0.2 0.4 0 10
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sphere -40 35 -80 7
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sphere -25 20 -60 5
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sphere -12.5 15 -40 3
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sphere -6 11 -20 1.5
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mtlcolor 0.5 1 0.5 0.2 0.4 0.8 0.2 0.4 0 10
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cylinder 5 1 -2 1 -2 1 1 2
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@ -67,11 +67,11 @@ pub struct Light {
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#[derive(Debug, Default)]
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pub struct DepthCueing {
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color: Color,
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a_max: f64,
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a_min: f64,
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dist_max: f64,
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dist_min: f64,
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pub color: Color,
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pub a_max: f64,
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pub a_min: f64,
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pub dist_max: f64,
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pub dist_min: f64,
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}
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impl Scene {
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@ -3,7 +3,10 @@ use ordered_float::NotNan;
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use crate::image::Color;
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use super::{data::LightKind, Scene};
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use super::{
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data::{DepthCueing, LightKind},
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Scene,
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};
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/// Information about an intersection
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#[derive(Derivative)]
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@ -86,9 +89,34 @@ impl Scene {
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})
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.sum();
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let result = ambient_component + diffuse_and_specular;
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let color = ambient_component + diffuse_and_specular;
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// Apply depth cueing to the result
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let a_dc = {
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// Distance from the viewer
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let d_obj = (intersection_context.point - self.eye_pos).norm();
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let DepthCueing {
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dist_max,
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dist_min,
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a_max,
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a_min,
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..
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} = self.depth_cueing;
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if d_obj < dist_min {
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a_max
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} else if d_obj < dist_max {
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a_min + (a_max - a_min) * (dist_max - d_obj) / (dist_max - dist_min)
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} else {
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a_min
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}
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};
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let color = a_dc * color + (1.0 - a_dc) * self.depth_cueing.color;
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// Need to clamp the result so none of the components goes over 1
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result.map(|v| v.min(1.0))
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let clamped_result = color.map(|v| v.min(1.0));
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clamped_result
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}
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}
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@ -10,6 +10,8 @@ use crate::scene::{
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Scene,
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};
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use super::data::DepthCueing;
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impl Scene {
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/// Parse the input file into a scene
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pub fn from_input_file(path: impl AsRef<Path>) -> Result<Self> {
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@ -50,9 +52,8 @@ impl Scene {
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.collect::<Result<Vec<_>>>()?;
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let read_vec3 = |start: usize| {
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if parts.len() < start + 3 {
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bail!("Vec3 requires 3 components.");
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}
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ensure!(parts.len() >= start + 3, "Vec3 requires 3 components.");
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Ok(Vector3::new(
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parts[start],
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parts[start + 1],
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@ -68,7 +69,10 @@ impl Scene {
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"hfov" => scene.hfov = parts[0],
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"bkgcolor" => scene.bkg_color = read_vec3(0)?,
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// light x y z w r g b
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"light" => {
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ensure!(parts.len() == 7, "Light requires 7 params");
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let kind = match parts[3] as usize {
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0 => LightKind::Directional {
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direction: read_vec3(0)?,
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@ -85,8 +89,24 @@ impl Scene {
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scene.lights.push(light);
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}
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// depthcueing dcr dcg dcb amax amin distmax distmin
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"depthcueing" => {
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ensure!(parts.len() == 7, "Depth cueing requires 7 params");
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let color = read_vec3(0)?;
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scene.depth_cueing = DepthCueing {
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color,
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a_max: parts[3],
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a_min: parts[4],
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dist_max: parts[5],
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dist_min: parts[6],
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};
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}
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// mtlcolor Odr Odg Odb Osr Osg Osb ka kd ks n
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"mtlcolor" => {
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ensure!(parts.len() == 10, "Material color requires 10 params");
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let diffuse_color = read_vec3(0)?;
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let specular_color = read_vec3(3)?;
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