561 lines
21 KiB
Rust

use derive_builder::Builder;
use crate::{
intersections::{prepare_computations, schlick, Intersections, PrecomputedData},
lights::PointLight,
materials::{lighting, Material},
matrices::Matrix4x4,
rays::Ray,
shapes::{intersect, Shape},
tuples::{dot, Color, Tuple},
BLACK, WHITE,
};
/// World holds all drawable objects and the light(s) that illuminate them.
#[derive(Builder, Clone, Debug, Default)]
#[builder(default)]
pub struct World {
pub lights: Vec<PointLight>,
pub objects: Vec<Shape>,
}
impl World {
/// Creates a world suitable for use across multiple tests in from the book.
pub fn test_world() -> World {
let light = PointLight::new(Tuple::point(-10., 10., -10.), WHITE);
let mut s1 = Shape::sphere();
s1.material = Material {
color: [0.8, 1., 0.6].into(),
diffuse: 0.7,
specular: 0.2,
..Material::default()
};
let mut s2 = Shape::sphere();
s2.set_transform(Matrix4x4::scaling(0.5, 0.5, 0.5));
World {
lights: vec![light],
objects: vec![s1, s2],
}
}
/// Intersects the ray with this world.
pub fn intersect(&self, r: &Ray) -> Intersections {
let mut xs: Vec<_> = self
.objects
.iter()
.map(|o| intersect(&o, &r))
.flatten()
.collect();
xs.sort_by(|i1, i2| {
i1.t.partial_cmp(&i2.t)
.expect("an intersection has a t value that is NaN")
});
Intersections::new(xs)
}
/// Compute shaded value for given precomputation.
pub fn shade_hit(&self, comps: &PrecomputedData, remaining: usize) -> Color {
let surface = self
.lights
.iter()
.fold(Color::new(0., 0., 0.), |acc, light| {
let shadowed = self.is_shadowed(comps.over_point, light);
let surface = lighting(
&comps.object.material,
&comps.object,
light,
comps.over_point,
comps.eyev,
comps.normalv,
shadowed,
);
acc + surface
});
let reflected = self.reflected_color(comps, remaining);
let refracted = self.refracted_color(comps, remaining);
let material = &comps.object.material;
if material.reflective > 0. && material.transparency > 0. {
let reflectance = schlick(comps);
surface + reflected * reflectance + refracted * (1. - reflectance)
} else {
surface + reflected + refracted
}
}
/// Compute color for given ray fired at the world.
pub fn color_at(&self, r: &Ray, remaining: usize) -> Color {
let xs = self.intersect(r);
match xs.hit() {
Some(hit) => {
let comps = prepare_computations(&hit, r, &xs);
self.shade_hit(&comps, remaining)
}
None => BLACK,
}
}
/// Determine if point in world is in a shadow.
pub fn is_shadowed(&self, point: Tuple, light: &PointLight) -> bool {
let v = light.position - point;
let distance = v.magnitude();
let direction = v.normalize();
let r = Ray::new(point, direction);
let intersections = self.intersect(&r);
if let Some(h) = intersections.hit() {
return h.t < distance;
}
false
}
/// Compute reflected color for the given precomputation.
pub fn reflected_color(&self, comps: &PrecomputedData, remaining: usize) -> Color {
if remaining == 0 {
return BLACK;
}
if comps.object.material.reflective == 0. {
return BLACK;
}
// Fire reflected ray to figure out color.
let reflect_ray = Ray::new(comps.over_point, comps.reflectv);
let color = self.color_at(&reflect_ray, remaining - 1);
color * comps.object.material.reflective
}
/// Compute refracted color for the given precomputation.
pub fn refracted_color(&self, comps: &PrecomputedData, remaining: usize) -> Color {
if remaining == 0 {
return BLACK;
}
if comps.object.material.transparency == 0. {
return BLACK;
}
// Find the ratio of the first index of refraction to the secon
// (This is inverted from the definition of Snell's Law.)
let n_ratio = comps.n1 / comps.n2;
// cos(theta_i) is the same as the dot product of the two vectors
// TODO(wathiede): is cosine faster than doc productings?
let cos_i = dot(comps.eyev, comps.normalv);
// Find the sin(theta_t)^2 via trigonometric identity.
let sin2_t = n_ratio * n_ratio * (1. - cos_i * cos_i);
if sin2_t > 1. {
// Total internal reflection.
return BLACK;
}
// Find cos(theta_t) via trigonometric identity.
let cos_t = (1. - sin2_t).sqrt();
// Compute the direction of the refracted ray.
let direction = comps.normalv * (n_ratio * cos_i - cos_t) - comps.eyev * n_ratio;
// Create the refracted ray.
let refract_ray = Ray::new(comps.under_point, direction);
// Find he color of the refracted ray, making sure to multiply by the transparency value to
// account for any opacity.
self.color_at(&refract_ray, remaining - 1) * comps.object.material.transparency
}
}
#[cfg(test)]
mod tests {
use crate::{
float::consts::SQRT_2,
intersections::{prepare_computations, Intersection, Intersections},
lights::PointLight,
materials::MaterialBuilder,
matrices::translation,
patterns::test_pattern,
rays::Ray,
shapes::{plane, sphere, Shape, ShapeBuilder},
tuples::{point, vector},
world::{World, WorldBuilder},
Float, BLACK, WHITE,
};
mod intersect {
use super::*;
#[test]
fn intersection_with_test_world() {
let w = World::test_world();
let r = Ray::new(point(0., 0., -5.), vector(0., 0., 1.));
let xs = w.intersect(&r);
assert_eq!(xs.len(), 4);
assert_eq!(xs[0].t, 4.);
assert_eq!(xs[1].t, 4.5);
assert_eq!(xs[2].t, 5.5);
assert_eq!(xs[3].t, 6.);
}
}
mod world {
use super::*;
#[test]
fn default_world() {
let w = World::default();
assert!(w.objects.is_empty());
assert_eq!(w.lights.len(), 0);
}
#[test]
fn test_world() {
let w = World::test_world();
assert_eq!(w.objects.len(), 2);
assert!(!w.lights.is_empty());
}
}
mod shade_hit {
use super::*;
#[test]
fn shading_an_intersection() {
// Shading an intersection.
let w = World::test_world();
let r = Ray::new(point(0., 0., -5.), vector(0., 0., 1.));
let s = &w.objects[0];
let xs = Intersections::from(Intersection::new(4., &s));
let comps = prepare_computations(&xs[0], &r, &xs);
let c = w.shade_hit(&comps, 1);
assert_eq!(c, [0.38066, 0.47583, 0.2855].into());
}
#[test]
fn shading_an_intersection_from_inside() {
// Shading an intersection from the inside.
let mut w = World::test_world();
w.lights = vec![PointLight::new(point(0., 0.25, 0.), WHITE)];
let r = Ray::new(point(0., 0., 0.), vector(0., 0., 1.));
let s = &w.objects[1];
let xs = Intersections::from(Intersection::new(0.5, &s));
let comps = prepare_computations(&xs[0], &r, &xs);
let c = w.shade_hit(&comps, 1);
assert_eq!(c, [0.90498, 0.90498, 0.90498].into());
}
#[test]
fn shading_an_intersection_in_shadow() {
// Shading with an intersection in shadow.
let mut w = World::default();
w.lights = vec![PointLight::new(point(0., 0., -10.), WHITE)];
let s1 = Shape::sphere();
let mut s2 = Shape::sphere();
s2.set_transform(translation(0., 0., 10.));
w.objects = vec![s1, s2.clone()];
let r = Ray::new(point(0., 0., 5.), vector(0., 0., 1.));
let xs = Intersections::from(Intersection::new(4., &s2));
let comps = prepare_computations(&xs[0], &r, &xs);
let c = w.shade_hit(&comps, 1);
assert_eq!(c, [0.1, 0.1, 0.1].into());
}
#[test]
fn shading_with_a_reflective_material() -> Result<(), Box<dyn std::error::Error>> {
// Shading with a reflective material.
let mut w = World::test_world();
let shape = ShapeBuilder::plane()
.material(MaterialBuilder::default().reflective(0.5).build()?)
.transform(translation(0., -1., 0.))
.build()?;
w.objects.push(shape.clone());
let r = Ray::new(
point(0., 0., -3.),
vector(0., -(2 as Float).sqrt() / 2., (2 as Float).sqrt() / 2.),
);
let xs = Intersections::from(Intersection::new((2 as Float).sqrt(), &shape));
let comps = prepare_computations(&xs[0], &r, &xs);
let c = w.shade_hit(&comps, 1);
assert_eq!(c, [0.87676, 0.92434, 0.82917].into());
Ok(())
}
#[test]
fn shading_with_a_transparent_material() -> Result<(), Box<dyn std::error::Error>> {
// shade_hit() with a transparent material.
let mut w = World::test_world();
let floor = plane()
.transform(translation(0., -1., 0.))
.material(
MaterialBuilder::default()
.transparency(0.5)
.refractive_index(1.5)
.build()?,
)
.build()?;
w.objects.push(floor.clone());
let ball = sphere()
.material(
MaterialBuilder::default()
.color([1., 0., 0.])
.ambient(0.5)
.build()?,
)
.transform(translation(0., -3.5, -0.5))
.build()?;
w.objects.push(ball);
let r = Ray::new(
point(0., 0., -3.),
vector(0., -(2 as Float).sqrt() / 2., (2 as Float).sqrt() / 2.),
);
let xs = Intersections::new(vec![Intersection::new((2 as Float).sqrt(), &floor)]);
let comps = prepare_computations(&xs[0], &r, &xs);
let c = w.shade_hit(&comps, 5);
assert_eq!(c, [0.93642, 0.68642, 0.68643].into());
Ok(())
}
#[test]
fn reflective_transparent_material() -> Result<(), Box<dyn std::error::Error>> {
let mut w = World::test_world();
let floor = plane()
.transform(translation(0., -1., 0.))
.material(
MaterialBuilder::default()
.reflective(0.5)
.transparency(0.5)
.refractive_index(1.5)
.build()?,
)
.build()?;
w.objects.push(floor.clone());
let ball = sphere()
.transform(translation(0., -3.5, -0.5))
.material(
MaterialBuilder::default()
.color([1., 0., 0.])
.ambient(0.5)
.build()?,
)
.build()?;
w.objects.push(ball);
let r = Ray::new(point(0., 0., -3.), vector(0., -SQRT_2 / 2., SQRT_2 / 2.));
let xs = Intersections::new(vec![Intersection::new(SQRT_2, &floor)]);
let comps = prepare_computations(&xs[0], &r, &xs);
let color = w.shade_hit(&comps, 5);
assert_eq!(color, [0.93391, 0.69643, 0.69243].into());
Ok(())
}
}
mod color_at {
use super::*;
#[test]
fn color_when_ray_misses() {
// The color when a ray misses.
let w = World::test_world();
let r = Ray::new(point(0., 0., -5.), vector(0., 1., 0.));
let c = w.color_at(&r, 1);
assert_eq!(c, BLACK);
}
#[test]
fn color_when_ray_hits() {
// The color when a ray hits.
let w = World::test_world();
let r = Ray::new(point(0., 0., -5.), vector(0., 0., 1.));
let c = w.color_at(&r, 1);
assert_eq!(c, [0.38066, 0.47583, 0.2855].into());
}
#[test]
fn color_with_an_intersection_behind_ray() {
// The color with an intersection behind the ray.
let w = {
let mut w = World::test_world();
let mut outer = &mut w.objects[0];
outer.material.ambient = 1.;
let inner = &mut w.objects[1];
inner.material.ambient = 1.;
w
};
let r = Ray::new(point(0., 0., 0.75), vector(0., 0., -1.));
let c = w.color_at(&r, 1);
// inner.material.color is WHITE
assert_eq!(c, WHITE);
}
#[test]
fn ensure_mutually_reflective_surfaces_terminate() -> Result<(), Box<dyn std::error::Error>>
{
// Ensure mutually reflective surfaces don't infinitely recurse.
let lower = ShapeBuilder::plane()
.material(MaterialBuilder::default().reflective(1.).build()?)
.transform(translation(0., -1., 0.))
.build()?;
let upper = ShapeBuilder::plane()
.material(MaterialBuilder::default().reflective(1.).build()?)
.transform(translation(0., 1., 0.))
.build()?;
let w = WorldBuilder::default()
.lights(vec![PointLight::new(point(0., 0., 0.), WHITE)])
.objects(vec![lower, upper])
.build()?;
let r = Ray::new(point(0., 0., 0.), vector(0., 1., 0.));
// This should complete without stack overflow.
w.color_at(&r, 1);
Ok(())
}
}
mod is_shadowed {
use super::*;
#[test]
fn no_shadow_when_nothing_collinear_with_point_and_light() {
// There is no shadow when nothing is collinear with point and light.
let w = World::test_world();
let light = &w.lights[0];
let p = point(0., 10., 0.);
assert_eq!(w.is_shadowed(p, light), false);
}
#[test]
fn shadow_when_object_between_point_and_light() {
// The shadow when an object is between the point and the light.
let w = World::test_world();
let light = &w.lights[0];
let p = point(10., -10., 10.);
assert_eq!(w.is_shadowed(p, light), true);
}
#[test]
fn no_shadow_when_object_behind_light() {
// There is no shadow when an object is behind the light.
let w = World::test_world();
let light = &w.lights[0];
let p = point(-20., 20., -20.);
assert_eq!(w.is_shadowed(p, light), false);
}
#[test]
fn no_shadow_when_object_behind_point() {
// There is no shadow when an object is behind the point.
let w = World::test_world();
let light = &w.lights[0];
let p = point(-2., 2., -2.);
assert_eq!(w.is_shadowed(p, light), false);
}
}
mod reflected_color {
use super::*;
#[test]
fn reflected_color_for_nonreflective_material() {
// The reflected color for a nonreflective material.
let r = Ray::new(point(0., 0., 0.), vector(0., 0., 1.));
let mut w = World::test_world();
w.objects[1].material.ambient = 1.;
let xs = Intersections::from(Intersection::new(1., &w.objects[1]));
let comps = prepare_computations(&xs[0], &r, &xs);
let c = w.reflected_color(&comps, 1);
assert_eq!(c, BLACK);
}
#[test]
fn reflected_color_for_reflective_material() -> Result<(), Box<dyn std::error::Error>> {
// The reflected color for a reflective material.
let mut w = World::test_world();
let shape = ShapeBuilder::plane()
.material(MaterialBuilder::default().reflective(0.5).build()?)
.transform(translation(0., -1., 0.))
.build()?;
w.objects.push(shape.clone());
let r = Ray::new(
point(0., 0., -3.),
vector(0., -(2 as Float).sqrt() / 2., (2 as Float).sqrt() / 2.),
);
let xs = Intersections::from(Intersection::new((2 as Float).sqrt(), &shape));
let comps = prepare_computations(&xs[0], &r, &xs);
let c = w.reflected_color(&comps, 1);
assert_eq!(c, [0.19033, 0.23791, 0.14274].into());
Ok(())
}
#[test]
fn reflected_color_at_maximum_recursion_depth() -> Result<(), Box<dyn std::error::Error>> {
// The reflected color at the maximum recursion depth.
let mut w = World::test_world();
let shape = ShapeBuilder::plane()
.material(MaterialBuilder::default().reflective(0.5).build()?)
.transform(translation(0., -1., 0.))
.build()?;
w.objects.push(shape.clone());
let r = Ray::new(
point(0., 0., -3.),
vector(0., -(2 as Float).sqrt() / 2., (2 as Float).sqrt() / 2.),
);
let xs = Intersections::from(Intersection::new((2 as Float).sqrt(), &shape));
let comps = prepare_computations(&xs[0], &r, &xs);
let _ = w.reflected_color(&comps, 0);
// Just needs to get here without infinite recursion.
Ok(())
}
}
mod refracted_color {
use super::*;
#[test]
fn refracted_color_with_opaque_surface() {
// The refracted color with an opaque surface.
let w = World::test_world();
let shape = &w.objects[0];
let r = Ray::new(point(0., 0., -5.), vector(0., 0., 1.));
let xs = Intersections::new(vec![
Intersection::new(4., &shape),
Intersection::new(6., &shape),
]);
let comps = prepare_computations(&xs[0], &r, &xs);
let c = w.refracted_color(&comps, 5);
assert_eq!(c, BLACK);
}
#[test]
fn refracted_color_at_maximum_recursion_depth() {
// The refracted color at the maximum recursive depth.
let mut w = World::test_world();
w.objects[0].material.transparency = 1.0;
w.objects[0].material.refractive_index = 1.5;
let shape = &w.objects[0];
let r = Ray::new(point(0., 0., -5.), vector(0., 0., 1.));
let xs = Intersections::new(vec![
Intersection::new(4., &shape),
Intersection::new(6., &shape),
]);
let comps = prepare_computations(&xs[0], &r, &xs);
let c = w.refracted_color(&comps, 0);
assert_eq!(c, BLACK);
}
#[test]
fn refracted_color_under_total_internal_reflection() {
// The refracted color under total internal reflection.
let mut w = World::test_world();
w.objects[0].material.transparency = 1.0;
w.objects[0].material.refractive_index = 1.5;
let shape = &w.objects[0];
let r = Ray::new(point(0., 0., (2 as Float).sqrt() / 2.), vector(0., 1., 0.));
let xs = Intersections::new(vec![
Intersection::new(-(2 as Float).sqrt() / 2., &shape),
Intersection::new((2 as Float).sqrt() / 2., &shape),
]);
let comps = prepare_computations(&xs[1], &r, &xs);
let c = w.refracted_color(&comps, 5);
assert_eq!(c, BLACK);
}
#[test]
fn refracted_color_with_a_refracted_ray() -> Result<(), Box<dyn std::error::Error>> {
// The refracted color with a refracted ray.
let mut w = World::test_world();
w.objects[0].material.ambient = 1.;
w.objects[0].material.color = test_pattern().build()?;
w.objects[1].material.transparency = 1.;
w.objects[1].material.refractive_index = 1.5;
let r = Ray::new(point(0., 0., 0.1), vector(0., 1., 0.));
let a = &w.objects[0];
let b = &w.objects[1];
let xs = Intersections::new(vec![
Intersection::new(-0.9899, &a),
Intersection::new(-0.4899, &b),
Intersection::new(0.4899, &b),
Intersection::new(0.9899, &a),
]);
let comps = prepare_computations(&xs[2], &r, &xs);
let c = w.refracted_color(&comps, 5);
assert_eq!(c, [0., 0.99887, 0.04721].into());
Ok(())
}
}
}