raytracers/rtchallenge/src/materials.rs

237 lines
8.1 KiB
Rust

use derive_builder::Builder;
use crate::{
lights::PointLight,
patterns::Pattern,
shapes::Shape,
tuples::{dot, reflect, Color, Tuple},
Float, BLACK, WHITE,
};
#[derive(Builder, Debug, PartialEq, Clone)]
#[builder(default)]
pub struct Material {
#[builder(setter(into))]
pub color: Pattern,
pub ambient: Float,
pub diffuse: Float,
pub specular: Float,
pub shininess: Float,
pub reflective: Float,
pub transparency: Float,
pub refractive_index: Float,
}
impl Default for Material {
/// Creates the default material.
fn default() -> Material {
Material {
color: WHITE.into(),
ambient: 0.1,
diffuse: 0.9,
specular: 0.9,
shininess: 200.,
reflective: 0.0,
transparency: 0.0,
refractive_index: 1.0,
}
}
}
/// Compute lighting contributions using the Phong reflection model.
pub fn lighting(
material: &Material,
object: &Shape,
light: &PointLight,
point: Tuple,
eyev: Tuple,
normalv: Tuple,
in_shadow: bool,
) -> Color {
// Combine the surface color with the light's color.
let color = material.color.pattern_at_object(object, point);
let effective_color = color * light.intensity;
// Find the direciton of the light source.
let lightv = (light.position - point).normalize();
// Compute the ambient distribution.
let ambient = effective_color * material.ambient;
// This is the cosine of the angle between the light vector an the normal
// vector. A negative number means the light is on the other side of the
// surface.
let light_dot_normal = dot(lightv, normalv);
let (diffuse, specular) = if light_dot_normal < 0. {
(BLACK, BLACK)
} else {
// Compute the diffuse contribution.
let diffuse = effective_color * material.diffuse * light_dot_normal;
// This represents the cosine of the angle between the relfection vector
// and the eye vector. A negative number means the light reflects away
// from the eye.
let reflectv = reflect(-lightv, normalv);
let reflect_dot_eye = dot(reflectv, eyev);
let specular = if reflect_dot_eye <= 0. {
BLACK
} else {
// Compute the specular contribution.
let factor = reflect_dot_eye.powf(material.shininess);
light.intensity * material.specular * factor
};
(diffuse, specular)
};
if in_shadow {
ambient
} else {
ambient + diffuse + specular
}
}
#[cfg(test)]
mod tests {
use crate::{materials::Material, WHITE};
#[test]
fn default() {
let m = Material::default();
assert_eq!(
m,
Material {
color: WHITE.into(),
ambient: 0.1,
diffuse: 0.9,
specular: 0.9,
shininess: 200.,
reflective: 0.0,
transparency: 0.0,
refractive_index: 1.0,
}
);
}
mod lighting {
use crate::{
lights::PointLight,
materials::{lighting, Material},
patterns::{Pattern, BLACK_PAT, WHITE_PAT},
shapes::Shape,
tuples::{point, vector, Color},
Float, BLACK, WHITE,
};
#[test]
fn eye_between_light_and_surface() {
let in_shadow = false;
let m = Material::default();
let position = point(0., 0., 0.);
let object = Shape::sphere();
// Lighting with the eye between the light and the surface.
let eyev = vector(0., 0., -1.);
let normalv = vector(0., 0., -1.);
let light = PointLight::new(point(0., 0., -10.), WHITE);
let result = lighting(&m, &object, &light, position, eyev, normalv, in_shadow);
assert_eq!(result, Color::new(1.9, 1.9, 1.9));
}
#[test]
fn eye_between_light_and_surface_offset_45() {
// Lighting with the eye between the light and the surface, eye offset 45°.
let in_shadow = false;
let m = Material::default();
let position = point(0., 0., 0.);
let object = Shape::sphere();
let eyev = vector(0., (2. as Float).sqrt() / 2., -(2. as Float).sqrt() / 2.);
let normalv = vector(0., 0., -1.);
let light = PointLight::new(point(0., 0., -10.), WHITE);
let result = lighting(&m, &object, &light, position, eyev, normalv, in_shadow);
assert_eq!(result, WHITE);
}
#[test]
fn eye_opposite_surface_light_offset_45() {
// Lighting with the eye opposite surface, light offset 45°.
let in_shadow = false;
let m = Material::default();
let position = point(0., 0., 0.);
let object = Shape::sphere();
let eyev = vector(0., 0., -1.);
let normalv = vector(0., 0., -1.);
let light = PointLight::new(point(0., 10., -10.), WHITE);
let result = lighting(&m, &object, &light, position, eyev, normalv, in_shadow);
assert_eq!(result, Color::new(0.7364, 0.7364, 0.7364));
}
#[test]
fn eye_in_path_of_reflection_vector() {
// Lighting with the eye in the path of the reflection vector.
let in_shadow = false;
let m = Material::default();
let position = point(0., 0., 0.);
let object = Shape::sphere();
let eyev = vector(0., -(2.0 as Float).sqrt() / 2., -(2.0 as Float).sqrt() / 2.);
let normalv = vector(0., 0., -1.);
let light = PointLight::new(point(0., 10., -10.), WHITE);
let result = lighting(&m, &object, &light, position, eyev, normalv, in_shadow);
assert_eq!(result, Color::new(1.63639, 1.63639, 1.63639));
}
#[test]
fn light_behind_surface() {
// Lighting with the light behind the surface.
let in_shadow = false;
let m = Material::default();
let position = point(0., 0., 0.);
let object = Shape::sphere();
let eyev = vector(0., 0., -1.);
let normalv = vector(0., 0., -1.);
let light = PointLight::new(point(0., 0., 10.), WHITE);
let result = lighting(&m, &object, &light, position, eyev, normalv, in_shadow);
assert_eq!(result, Color::new(0.1, 0.1, 0.1));
}
#[test]
fn surface_in_shadow() {
// Lighting with the surface in shadow.
let m = Material::default();
let position = point(0., 0., 0.);
let object = Shape::sphere();
let in_shadow = true;
let eyev = vector(0., 0., -1.);
let normalv = vector(0., 0., -1.);
let light = PointLight::new(point(0., 0., -10.), WHITE);
let result = lighting(&m, &object, &light, position, eyev, normalv, in_shadow);
assert_eq!(result, Color::new(0.1, 0.1, 0.1));
}
#[test]
fn pattern_applied() {
// Lighting with a pattern applied.
let object = Shape::sphere();
let m = Material {
color: Pattern::stripe(WHITE_PAT, BLACK_PAT),
ambient: 1.,
diffuse: 0.,
specular: 0.,
..Material::default()
};
let eyev = vector(0., 0., -1.);
let normalv = vector(0., 0., -1.);
let light = PointLight::new(point(0., 0., -10.), WHITE);
let c1 = lighting(
&m,
&object,
&light,
point(0.9, 0., 0.),
eyev,
normalv,
false,
);
let c2 = lighting(
&m,
&object,
&light,
point(1.1, 0., 0.),
eyev,
normalv,
false,
);
assert_eq!(c1, WHITE);
assert_eq!(c2, BLACK);
}
}
}