Implement image based textures.

This commit is contained in:
Bill Thiede 2018-09-23 15:53:46 -07:00
parent 415cb7be9a
commit 34ce373269
13 changed files with 95 additions and 155 deletions

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rtiow/images/world.jpg Normal file

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@ -1,67 +0,0 @@
use aabb::AABB;
use hitable::Hit;
use hitable::HitRecord;
use material::Material;
use ray::Ray;
use vec3::dot;
use vec3::Vec3;
// Cube is an axis-aligned cube with dimensions length x length x length with center in the middle.
pub struct Cube {
center: Vec3,
length: f32,
material: Box<Material>,
}
impl Cube {
pub fn new(center: Vec3, length: f32, material: Box<Material>) -> Cube {
Cube {
center,
length,
material,
}
}
}
impl Hit for Cube {
fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> Option<HitRecord> {
info!("Cube info");
eprintln!("Cube eprintln");
// See if it hit the positive X wall first.
let oc = r.origin - self.center;
let a = dot(r.direction, r.direction);
let b = dot(oc, r.direction);
let c = dot(oc, oc) - self.length * self.length;
let discriminant = b * b - a * c;
if discriminant > 0. {
let temp = (-b - (b * b - a * c).sqrt()) / a;
if temp < t_max && temp > t_min {
let point = r.point_at_parameter(temp);
return Some(HitRecord {
t: temp,
p: point,
normal: (point - self.center) / self.length,
material: &*self.material,
});
}
let temp = (-b + (b * b - a * c).sqrt()) / a;
if temp < t_max && temp > t_min {
let point = r.point_at_parameter(temp);
return Some(HitRecord {
t: temp,
p: point,
normal: (point - self.center) / self.length,
material: &*self.material,
});
}
}
None
}
fn bounding_box(&self, _t_min: f32, _t_max: f32) -> Option<AABB> {
Some(AABB::new(
self.center - Vec3::new(self.length / 2., self.length / 2., self.length / 2.),
self.center + Vec3::new(self.length / 2., self.length / 2., self.length / 2.),
))
}
}

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@ -5,6 +5,7 @@ use vec3::Vec3;
pub struct HitRecord<'m> {
pub t: f32,
pub uv: (f32, f32),
pub p: Vec3,
pub normal: Vec3,
pub material: &'m Material,

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@ -1,7 +1,6 @@
pub mod aabb;
pub mod bvh;
pub mod camera;
pub mod cube;
pub mod hitable;
pub mod hitable_list;
pub mod kdtree;

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@ -47,8 +47,9 @@ impl Lambertian {
impl Material for Lambertian {
fn scatter(&self, r_in: &Ray, rec: &HitRecord) -> ScatterResponse {
let target = rec.p + rec.normal + random_in_unit_sphere();
let (u, v) = rec.uv;
ScatterResponse {
attenutation: self.albedo.value(0., 0., rec.p),
attenutation: self.albedo.value(u, v, rec.p),
scattered: Ray::new(rec.p, target - rec.p, r_in.time),
reflected: true,
}

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@ -4,6 +4,7 @@ use hitable::Hit;
use hitable::HitRecord;
use material::Material;
use ray::Ray;
use sphere::get_sphere_uv;
use vec3::dot;
use vec3::Vec3;
@ -51,8 +52,10 @@ impl Hit for MovingSphere {
let temp = (-b - (b * b - a * c).sqrt()) / a;
if temp < t1 && temp > t0 {
let point = r.point_at_parameter(temp);
let uv = get_sphere_uv((point - self.center(r.time)) / self.radius);
return Some(HitRecord {
t: temp,
uv,
p: point,
normal: (point - self.center(r.time)) / self.radius,
material: &*self.material,
@ -61,8 +64,10 @@ impl Hit for MovingSphere {
let temp = (-b + (b * b - a * c).sqrt()) / a;
if temp < t1 && temp > t0 {
let point = r.point_at_parameter(temp);
let uv = get_sphere_uv((point - self.center(r.time)) / self.radius);
return Some(HitRecord {
t: temp,
uv,
p: point,
normal: (point - self.center(r.time)) / self.radius,
material: &*self.material,

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@ -74,6 +74,18 @@ fn perlin_interp(c: [[[Vec3; 2]; 2]; 2], u: f32, v: f32, w: f32) -> f32 {
accum
}
pub fn turb(p: Vec3, depth: usize) -> f32 {
let mut accum = 0.;
let mut temp_p = p;
let mut weight = 1.;
for _ in 0..depth {
accum += weight * GENERATOR.noise(temp_p);
weight *= 0.5;
temp_p = temp_p * 0.2;
}
accum.abs()
}
impl Perlin {
fn new() -> Perlin {
Perlin {

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@ -24,7 +24,6 @@ pub enum Model {
Bench,
Book,
Tutorial,
Cube,
BVH,
Test,
}
@ -34,7 +33,6 @@ impl Model {
match self {
Model::Book => scenes::book::new(&opt),
Model::Bench => scenes::bench::new(&opt),
Model::Cube => scenes::cube::new(&opt),
Model::Tutorial => scenes::tutorial::new(&opt),
Model::BVH => scenes::bvh::new(&opt),
Model::Test => scenes::test::new(&opt),
@ -58,7 +56,6 @@ impl str::FromStr for Model {
"bench" => Ok(Model::Bench),
"book" => Ok(Model::Book),
"tutorial" => Ok(Model::Tutorial),
"cube" => Ok(Model::Cube),
"bvh" => Ok(Model::BVH),
"test" => Ok(Model::Test),
_ => Err(ModelParseError(s.to_owned())),
@ -78,7 +75,7 @@ pub struct Opt {
/// Sub-samples per pixel
#[structopt(short = "s", long = "subsample", default_value = "8")]
pub subsamples: usize,
/// Select scene to render, one of: "bench", "book", "tutorial" "cube", "bvh", "test"
/// Select scene to render, one of: "bench", "book", "tutorial", "bvh", "test"
#[structopt(long = "model", default_value = "test")]
pub model: Model,
/// Path to store pprof profile data, i.e. /tmp/cpuprofile.pprof

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@ -1,60 +0,0 @@
use camera::Camera;
use cube::Cube;
use hitable::Hit;
use hitable_list::HitableList;
use material::Lambertian;
use renderer::Opt;
use renderer::Scene;
use sphere::Sphere;
use texture::ConstantTexture;
use vec3::Vec3;
pub fn new(opt: &Opt) -> Scene {
let lookfrom = Vec3::new(3., 3., 2.);
let lookat = Vec3::new(0., 0., 0.);
let dist_to_focus = (lookfrom - lookat).length();
let aperture = 0.1;
let time_min = 0.;
let time_max = 1.;
let camera = Camera::new(
lookfrom,
lookat,
Vec3::new(0., 1., 0.),
45.,
opt.width as f32 / opt.height as f32,
aperture,
dist_to_focus,
time_min,
time_max,
);
let world: Box<Hit> = Box::new(HitableList::new(vec![
Box::new(Sphere::new(
Vec3::new(0., 0., -1.),
0.5,
Box::new(Lambertian::new(Box::new(ConstantTexture::new(Vec3::new(
0.1, 0.2, 0.5,
))))),
)),
Box::new(Cube::new(
Vec3::new(0., 0., 0.),
0.5,
Box::new(Lambertian::new(Box::new(ConstantTexture::new(Vec3::new(
0.5, 0.2, 0.1,
))))),
)),
Box::new(Sphere::new(
Vec3::new(0., -100.5, -1.),
100.,
Box::new(Lambertian::new(Box::new(ConstantTexture::new(Vec3::new(
0.8, 0.8, 0.8,
))))),
)),
]));
Scene {
camera,
world,
subsamples: opt.subsamples,
width: opt.width,
height: opt.height,
}
}

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@ -1,6 +1,5 @@
pub mod bench;
pub mod book;
pub mod bvh;
pub mod cube;
pub mod test;
pub mod tutorial;

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@ -1,29 +1,30 @@
use image;
use camera::Camera;
use hitable::Hit;
use hitable_list::HitableList;
use kdtree::KDTree;
use material::Lambertian;
use material::Metal;
use moving_sphere::MovingSphere;
use renderer::Opt;
use renderer::Scene;
use sphere::Sphere;
use texture::ConstantTexture;
use texture::ImageTexture;
use texture::NoiseTexture;
use vec3::Vec3;
pub fn new(opt: &Opt) -> Scene {
let lookfrom = Vec3::new(5., 5., 5.);
let lookat = Vec3::new(0., 0., 0.);
let dist_to_focus = (lookfrom - lookat).length();
let aperture = 0.1;
let lookfrom = Vec3::new(0., 5., 20.);
let lookat = Vec3::new(0., 1., 0.);
let dist_to_focus = 10.0;
let aperture = 0.0;
let time_min = 0.;
let time_max = 1.;
let camera = Camera::new(
lookfrom,
lookat,
Vec3::new(0., 1., 0.),
45.,
20.,
opt.width as f32 / opt.height as f32,
aperture,
dist_to_focus,
@ -36,7 +37,23 @@ pub fn new(opt: &Opt) -> Scene {
Box::new(ConstantTexture::new(Vec3::new(0.4, 1.0, 0.4)))
};
let world_image_bytes = include_bytes!("../../images/world.jpg");
let it = ImageTexture::new(image::load_from_memory(world_image_bytes).unwrap().to_rgb());
let objects: Vec<Box<Hit>> = vec![
// Big sphere
Box::new(Sphere::new(
Vec3::new(0., 2., 0.),
2.0,
Box::new(Lambertian::new(Box::new(it))),
)),
// Earth sized sphere
Box::new(Sphere::new(
Vec3::new(0., -1000., 0.),
1000.,
// Box::new(Lambertian::new(ground_color)),
Box::new(Lambertian::new(Box::new(NoiseTexture::with_scale(10.)))),
)),
/*
Box::new(Sphere::new(
Vec3::new(0., 0., 0.),
0.5,
@ -44,19 +61,6 @@ pub fn new(opt: &Opt) -> Scene {
0.1, 0.2, 0.5,
))))),
)),
// Big sphere
Box::new(Sphere::new(
Vec3::new(0., 0., -2.),
1.0,
Box::new(Lambertian::new(Box::new(NoiseTexture::with_scale(10.)))),
)),
// Earth sized sphere
Box::new(Sphere::new(
Vec3::new(0., -100.5, 0.),
100.,
// Box::new(Lambertian::new(ground_color)),
Box::new(Lambertian::new(Box::new(NoiseTexture::new()))),
)),
// Shiny sphere
Box::new(Sphere::new(
Vec3::new(1., 0., 0.),
@ -73,6 +77,7 @@ pub fn new(opt: &Opt) -> Scene {
0.2, 0.8, 0.2,
))))),
)),
*/
];
let world: Box<Hit> = if opt.use_accel {
Box::new(KDTree::new(objects, time_min, time_max))

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@ -1,3 +1,5 @@
use std::f32::consts::PI;
use aabb::AABB;
use hitable::Hit;
use hitable::HitRecord;
@ -12,6 +14,14 @@ pub struct Sphere {
material: Box<Material>,
}
pub fn get_sphere_uv(p: Vec3) -> (f32, f32) {
let phi = p.z.atan2(p.x);
let theta = p.y.asin();
let u = 1. - (phi + PI) / (2. * PI);
let v = (theta + PI / 2.) / PI;
(u, v)
}
impl Sphere {
pub fn new(center: Vec3, radius: f32, material: Box<Material>) -> Sphere {
Sphere {
@ -33,8 +43,10 @@ impl Hit for Sphere {
let temp = (-b - (b * b - a * c).sqrt()) / a;
if temp < t_max && temp > t_min {
let point = r.point_at_parameter(temp);
let uv = get_sphere_uv((point - self.center) / self.radius);
return Some(HitRecord {
t: temp,
uv,
p: point,
normal: (point - self.center) / self.radius,
material: &*self.material,
@ -43,8 +55,10 @@ impl Hit for Sphere {
let temp = (-b + (b * b - a * c).sqrt()) / a;
if temp < t_max && temp > t_min {
let point = r.point_at_parameter(temp);
let uv = get_sphere_uv((point - self.center) / self.radius);
return Some(HitRecord {
t: temp,
uv,
p: point,
normal: (point - self.center) / self.radius,
material: &*self.material,

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@ -1,3 +1,6 @@
use image::RgbImage;
use perlin::turb;
use perlin::GENERATOR;
use vec3::Vec3;
@ -58,6 +61,37 @@ impl NoiseTexture {
impl Texture for NoiseTexture {
fn value(&self, _u: f32, _v: f32, p: Vec3) -> Vec3 {
Vec3::new(1., 1., 1.) * 0.5 * (1. + GENERATOR.noise(self.scale * p))
//Vec3::new(1., 1., 1.) * turb(self.scale * p, 7)
//Vec3::new(1., 1., 1.) * 0.5 * (1. + turb(self.scale * p, 7))
Vec3::new(1., 1., 1.) * 0.5 * (1. + (self.scale * p.x + 5. * turb(p, 7)).sin())
//Vec3::new(1., 1., 1.) * 0.5 * (1. + GENERATOR.noise(self.scale * p))
}
}
pub struct ImageTexture {
img: RgbImage,
width: f32,
height: f32,
}
impl ImageTexture {
pub fn new(img: RgbImage) -> ImageTexture {
let (w, h) = img.dimensions();
ImageTexture {
img,
width: w as f32,
height: h as f32,
}
}
}
impl Texture for ImageTexture {
fn value(&self, u: f32, v: f32, _p: Vec3) -> Vec3 {
// Wrap texcoords by default.
let x = (u % 1. * self.width) as u32;
let y = ((1. - v % 1.) * self.height) as u32;
let p = self.img.get_pixel(x, y);
let rgb = Vec3::new(p[0] as f32 / 255., p[1] as f32 / 255., p[2] as f32 / 255.);
rgb
}
}