Add multiple light support.

This commit is contained in:
Bill Thiede 2021-07-18 21:10:04 -07:00
parent 839642b886
commit 1629b2cbfa
4 changed files with 35 additions and 34 deletions

View File

@ -95,7 +95,7 @@ fn main() -> Result<()> {
};
let mut world = World::default();
world.light = Some(light);
world.lights = vec![light];
world.objects = vec![floor, left_wall, right_wall, middle, right, left];
let image = camera.render(&world);

View File

@ -35,7 +35,10 @@ fn main() -> Result<()> {
let height = 1440;
let light_position = Tuple::point(-10., 10., -10.);
let light_color = WHITE;
let light = PointLight::new(light_position, light_color);
let light1 = PointLight::new(light_position, light_color);
let light_position = Tuple::point(10., 10., -10.);
let light_color = Color::new(0.0, 0.0, 1.0);
let light2 = PointLight::new(light_position, light_color);
let mut camera = Camera::new(width, height, PI / 4.);
let from = Tuple::point(0., 1.5, -5.);
let to = Tuple::point(0., 1., 0.);
@ -82,7 +85,7 @@ fn main() -> Result<()> {
let mut right = Sphere::default();
right.set_transform(Matrix4x4::translation(1.5, 0.5, -0.5) * Matrix4x4::scaling(0.5, 0.5, 0.5));
right.material = Material {
color: Color::new(0.5, 1., 0.1),
color: Color::new(1., 1., 1.),
diffuse: 0.7,
specular: 0.3,
..Material::default()
@ -100,7 +103,7 @@ fn main() -> Result<()> {
};
let mut world = World::default();
world.light = Some(light);
world.lights = vec![light1, light2];
world.objects = vec![floor, left_wall, right_wall, middle, right, left];
let image = camera.render(&world);

View File

@ -9,7 +9,6 @@ use crate::{
#[derive(Debug, PartialEq, Clone)]
/// Sphere represents the unit-sphere (radius of unit 1.) at the origin 0., 0., 0.
pub struct Sphere {
// TODO(wathiede): cache inverse to speed up intersect.
transform: Matrix4x4,
inverse_transform: Matrix4x4,
pub material: Material,

View File

@ -6,7 +6,7 @@ use crate::{
rays::Ray,
spheres::{intersect, Sphere},
tuples::{Color, Tuple},
BLACK, WHITE,
Float, BLACK, WHITE,
};
/// World holds all drawable objects and the light(s) that illuminate them.
@ -17,13 +17,12 @@ use crate::{
///
/// let w = World::default();
/// assert!(w.objects.is_empty());
/// assert_eq!(w.light, None);
/// assert_eq!(w.lights.len(), 0);
/// ```
#[derive(Clone, Debug, Default)]
pub struct World {
// TODO(wathiede): make this a list of abstract Light traits.
pub light: Option<PointLight>,
pub lights: Vec<PointLight>,
pub objects: Vec<Sphere>,
}
@ -36,7 +35,7 @@ impl World {
///
/// let w = World::test_world();
/// assert_eq!(w.objects.len(), 2);
/// assert!(w.light.is_some());
/// assert!(!w.lights.is_empty());
/// ```
pub fn test_world() -> World {
let light = PointLight::new(Tuple::point(-10., 10., -10.), WHITE);
@ -50,7 +49,7 @@ impl World {
let mut s2 = Sphere::default();
s2.set_transform(Matrix4x4::scaling(0.5, 0.5, 0.5));
World {
light: Some(light),
lights: vec![light],
objects: vec![s1, s2],
}
}
@ -110,7 +109,7 @@ impl World {
///
/// // Shading an intersection from the inside.
/// let mut w = World::test_world();
/// w.light = Some(PointLight::new(Tuple::point(0., 0.25, 0.), WHITE));
/// w.lights = vec![PointLight::new(Tuple::point(0., 0.25, 0.), WHITE)];
/// let r = Ray::new(Tuple::point(0., 0., 0.), Tuple::vector(0., 0., 1.));
/// let s = &w.objects[1];
/// let i = Intersection::new(0.5, &s);
@ -120,7 +119,7 @@ impl World {
///
/// // Shading with an intersection in shadow.
/// let mut w = World::default();
/// w.light = Some(PointLight::new(Tuple::point(0., 0., -10.), WHITE));
/// w.lights = vec![PointLight::new(Tuple::point(0., 0., -10.), WHITE)];
/// let s1 = Sphere::default();
/// let mut s2 = Sphere::default();
/// s2.set_transform(Matrix4x4::translation(0., 0., 10.));
@ -132,17 +131,21 @@ impl World {
/// assert_eq!(c, Color::new(0.1, 0.1, 0.1));
/// ```
pub fn shade_hit(&self, comps: &PrecomputedData) -> Color {
// TODO(wathiede): support multiple light sources by iterating over all
// the light sources and summing the calls to lighting.
let shadowed = self.is_shadowed(comps.over_point);
lighting(
&comps.object.material,
&self.light.as_ref().expect("World has no lights"),
comps.over_point,
comps.eyev,
comps.normalv,
shadowed,
)
let c = self
.lights
.iter()
.fold(Color::new(0., 0., 0.), |acc, light| {
let shadowed = self.is_shadowed(comps.over_point, light);
acc + lighting(
&comps.object.material,
light,
comps.over_point,
comps.eyev,
comps.normalv,
shadowed,
)
});
c / self.lights.len() as Float
}
/// Compute color for given ray fired at the world.
///
@ -203,28 +206,24 @@ impl World {
/// };
///
/// let w = World::test_world();
/// let light = &w.lights[0];
///
/// // There is no shadow when nothing is collinear with point and light.
/// let p = Tuple::point(0.,10.,0.);
/// assert_eq!(w.is_shadowed(p), false);
/// assert_eq!(w.is_shadowed(p,light), false);
///
/// // There shadow when an object is between the point and the light.
/// let p = Tuple::point(10.,-10.,10.);
/// assert_eq!(w.is_shadowed(p), true);
/// assert_eq!(w.is_shadowed(p,light), true);
///
/// // There is no shadow when an object is behind the light.
/// let p = Tuple::point(-20.,20.,-20.);
/// assert_eq!(w.is_shadowed(p), false);
/// assert_eq!(w.is_shadowed(p,light), false);
///
/// // There is no shadow when an object is behind the point.
/// let p = Tuple::point(-2.,2.,-2.);
/// assert_eq!(w.is_shadowed(p), false);
pub fn is_shadowed(&self, point: Tuple) -> bool {
// TODO(wathiede): how to make this multi light aware?
let light = self
.light
.as_ref()
.expect("cannot compute is_shadowed in world with no light");
/// assert_eq!(w.is_shadowed(p,light), false);
pub fn is_shadowed(&self, point: Tuple, light: &PointLight) -> bool {
let v = light.position - point;
let distance = v.magnitude();
let direction = v.normalize();