metallic reflections!
not exactly accurate, but look OK
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a98eda1616
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6f4ce25cc8
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@ -12,7 +12,7 @@ use crate::{
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DEPTH_FORMAT, OUTPUT_FORMAT,
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lines::{LookParams, Mesh, Pipeline, Vertex},
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},
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trace::{Hit, Lambertian, Reflector, Scene, Source, Sphere},
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trace::{DiscReflector, Hit, Lambertian, Reflector, Scene, Source, Sphere},
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};
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mod camera;
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@ -312,12 +312,12 @@ impl Core {
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}
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}
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}
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let reflector = DiscReflector { roughness: 0.25 };
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if args.reflections > 0 {
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let mut hits1 = hits.clone();
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for _ in 0..args.reflections {
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let mut hits2: Vec<LightHit> = Vec::with_capacity(hits1.len());
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for hit in &hits1 {
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let reflector = Lambertian;
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let reflected = reflector.reflect(&mut prng, hit.normal, hit.incident.dir);
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let light = hit.light * hit.object.color;
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let ray = Ray::new(hit.incident.base, reflected);
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@ -364,7 +364,6 @@ impl Core {
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};
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assert!(normal.is_normalized());
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assert!(hit.incident.dir.is_normalized());
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let reflector = Lambertian;
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let in_lm = light_hit.light;
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let out_cd = in_lm
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* reflector.brdf(normal, light_hit.incident.dir, -hit.incident.dir)
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@ -5,6 +5,10 @@ use rand_distr::{Distribution, UnitSphere};
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use crate::{camera::OrbitalCamera, ray::Ray};
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pub use reflective::DiscReflector;
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mod reflective;
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#[derive(Debug, Clone)]
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pub struct Source {
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/// Horizontal position (angle), in radians from +X towards +Y.
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46
src/trace/reflective.rs
Normal file
46
src/trace/reflective.rs
Normal file
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@ -0,0 +1,46 @@
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use std::f32::consts::PI;
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use glam::Vec3;
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use rand_distr::{Distribution, Uniform, UnitSphere};
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use super::Reflector;
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#[derive(Debug, Clone)]
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pub struct DiscReflector {
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pub roughness: f32,
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}
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impl Reflector for DiscReflector {
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fn brdf(&self, normal: Vec3, incident: Vec3, reflected: Vec3) -> f32 {
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let specular = incident.reflect(normal);
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let convergence = reflected.dot(specular);
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if convergence <= 1. - self.roughness {
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return 0.;
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}
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let c = -incident.dot(normal) * reflected.dot(normal);
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if c < 0. {
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return 0.;
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}
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0.5 / (self.roughness * PI * (specular.dot(normal) * reflected.dot(normal)).sqrt())
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}
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fn reflect(&self, rgen: &mut impl rand::Rng, normal: Vec3, incident: Vec3) -> Vec3 {
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let specular = incident.reflect(normal);
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let dist_theta = Uniform::new(0., (1. - self.roughness).acos()).unwrap();
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let dist_sphere = UnitSphere;
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loop {
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let theta: f32 = dist_theta.sample(rgen);
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let (xy, z) = theta.sin_cos();
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let spherical: Vec3 = dist_sphere.sample(rgen).into();
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let off_dir = spherical.reject_from_normalized(specular).normalize();
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let reflected = xy * off_dir + z * specular;
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if reflected.dot(normal) >= 0. {
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return reflected;
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}
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}
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}
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}
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