world & intersections: handle shadows.

This commit is contained in:
Bill Thiede 2021-07-18 13:08:03 -07:00
parent 09047eb713
commit 7e450d664e
2 changed files with 33 additions and 3 deletions

View File

@ -4,6 +4,7 @@ use crate::{
rays::Ray,
spheres::Sphere,
tuples::{dot, Tuple},
EPSILON,
};
#[derive(Debug, Clone, PartialEq)]
@ -138,6 +139,7 @@ pub struct PrecomputedData<'i> {
pub t: f32,
pub object: &'i Sphere,
pub point: Tuple,
pub over_point: Tuple,
pub eyev: Tuple,
pub normalv: Tuple,
pub inside: bool,
@ -150,8 +152,10 @@ pub struct PrecomputedData<'i> {
/// use rtchallenge::{
/// intersections::{prepare_computations, Intersection, Intersections},
/// rays::Ray,
/// matrices::Matrix4x4,
/// spheres::{intersect, Sphere},
/// tuples::Tuple,
/// EPSILON
/// };
///
/// // Precomputing the state of an intersection.
@ -182,6 +186,15 @@ pub struct PrecomputedData<'i> {
/// assert_eq!(comps.inside, true);
//// // Normal would have been (0, 0, 1), but is inverted when inside.
/// assert_eq!(comps.normalv, Tuple::vector(0., 0., -1.));
///
/// // The hit should offset the point.
/// let r = Ray::new(Tuple::point(0., 0., -5.), Tuple::vector(0., 0., 1.));
/// let mut shape = Sphere::default();
/// shape .set_transform(Matrix4x4::translation(0.,0.,1.));
/// let i = Intersection::new(5., &shape);
/// let comps = prepare_computations(&i, &r);
/// assert!(comps.over_point.z< -EPSILON/2.);
/// assert!(comps.point.z>comps.over_point.z);
/// ```
pub fn prepare_computations<'i>(i: &'i Intersection, r: &Ray) -> PrecomputedData<'i> {
let point = r.position(i.t);
@ -192,10 +205,12 @@ pub fn prepare_computations<'i>(i: &'i Intersection, r: &Ray) -> PrecomputedData
} else {
(false, normalv)
};
let over_point = point + normalv * EPSILON;
PrecomputedData {
t: i.t,
object: i.object,
point,
over_point,
normalv,
inside,
eyev,

View File

@ -91,7 +91,9 @@ impl World {
/// use rtchallenge::{
/// intersections::{prepare_computations, Intersection},
/// lights::PointLight,
/// matrices::Matrix4x4,
/// rays::Ray,
/// spheres::Sphere,
/// tuples::{Color, Tuple},
/// world::World,
/// WHITE,
@ -115,18 +117,31 @@ impl World {
/// let comps = prepare_computations(&i, &r);
/// let c = w.shade_hit(&comps);
/// assert_eq!(c, Color::new(0.90498, 0.90498, 0.90498));
///
/// // Shading with an intersection in shadow.
/// let mut w = World::default();
/// w.light = Some(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.));
/// w.objects = vec![s1, s2.clone()];
/// let r = Ray::new(Tuple::point(0., 0., 5.), Tuple::vector(0., 0., 1.));
/// let i = Intersection::new(4., &s2);
/// let comps = prepare_computations(&i, &r);
/// let c = w.shade_hit(&comps);
/// 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 in_shadow = false;
let shadowed = self.is_shadowed(comps.over_point);
lighting(
&comps.object.material,
&self.light.as_ref().expect("World has no lights"),
comps.point,
comps.over_point,
comps.eyev,
comps.normalv,
in_shadow,
shadowed,
)
}
/// Compute color for given ray fired at the world.