Add ReflectiveMaterial material type
Although there's still some issues with rendering the reflections.
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@ -13,7 +13,7 @@ use std::rc::Rc;
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use vanrijn::camera::partial_render_scene;
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use vanrijn::colour::{ColourRgbF, NamedColour};
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use vanrijn::image::{ClampingToneMapper, ImageRgbF, ImageRgbU8, ToneMapper};
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use vanrijn::materials::{LambertianMaterial, PhongMaterial};
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use vanrijn::materials::{LambertianMaterial, PhongMaterial, ReflectiveMaterial};
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use vanrijn::raycasting::{Plane, Sphere};
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use vanrijn::scene::Scene;
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@ -80,9 +80,10 @@ pub fn main() -> Result<(), Box<dyn std::error::Error>> {
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Box::new(Sphere::new(
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Vector3::new(-1.25, -0.5, 6.0),
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1.0,
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Rc::new(LambertianMaterial {
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Rc::new(ReflectiveMaterial {
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colour: ColourRgbF::from_named(NamedColour::Blue),
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diffuse_strength: 0.1,
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diffuse_strength: 0.01,
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reflection_strength: 0.99,
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}),
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)),
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Box::new(Sphere::new(
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@ -1,4 +1,4 @@
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use nalgebra::{RealField, Vector3};
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use nalgebra::{convert, RealField, Vector3};
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use super::colour::{ColourRgbF, NamedColour};
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@ -68,3 +68,39 @@ impl<T: RealField> Material<T> for PhongMaterial<T> {
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)
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}
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}
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#[derive(Debug)]
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pub struct ReflectiveMaterial<T: RealField> {
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pub colour: ColourRgbF<T>,
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pub diffuse_strength: T,
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pub reflection_strength: T,
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}
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impl<T: RealField> Material<T> for ReflectiveMaterial<T> {
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fn bsdf<'a>(
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&'a self,
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) -> Box<dyn Fn(Vector3<T>, Vector3<T>, ColourRgbF<T>) -> ColourRgbF<T> + 'a> {
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Box::new(
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move |w_o: Vector3<T>, w_i: Vector3<T>, colour_in: ColourRgbF<T>| {
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if w_i.z < T::zero() || w_o.z < T::zero() {
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ColourRgbF::new(T::zero(), T::one(), T::one())
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} else {
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let reflection_vector = Vector3::new(-w_o.x, -w_o.y, w_o.z);
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let reflection_colour = colour_in * self.reflection_strength;
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let diffuse_colour = self.colour * colour_in * self.diffuse_strength;
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let sigma: T = convert(0.001);
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let two: T = convert(2.0);
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let reflection_factor = (-w_i.dot(&reflection_vector).acos().powf(two)
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/ (two * sigma * sigma))
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.exp();
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reflection_colour * reflection_factor
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+ diffuse_colour * (T::one() - reflection_factor)
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}
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},
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)
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}
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fn sample(&self, w_o: &Vector3<T>) -> Vec<Vector3<T>> {
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vec![Vector3::new(-w_o.x, -w_o.y, w_o.z)]
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}
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}
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