half of blinn

master
mitchellhansen 4 years ago
parent 5ef0ca76e6
commit 8281e26cb8

@ -39,22 +39,7 @@ struct Vector3f { x: f32, y: f32, z: f32 }
#[derive(Clone, Copy, Debug, Default)] #[derive(Clone, Copy, Debug, Default)]
struct Vector4f { x: f32, y: f32, z: f32, w: f32 } struct Vector4f { x: f32, y: f32, z: f32, w: f32 }
#[derive(Clone, Copy, Debug, Default)]
struct Lighting
{
diffuse: Vector3f,
specular: Vector3f,
}
#[derive(Clone, Copy, Debug, Default)]
struct PointLight
{
position : Vector3f,
diffuseColor : Vector3f,
diffusePower : f32,
specularColor : Vector3f,
specularPower : f32,
}
fn saturate(v: f32) -> f32 { fn saturate(v: f32) -> f32 {
f32::min(f32::max(v, 0.0), 1.0) f32::min(f32::max(v, 0.0), 1.0)
@ -174,16 +159,34 @@ fn get_surface_data(phit: Vector3f, sphere_center: Vector3f) -> (Vector2f, Vecto
}, nhit) }, nhit)
} }
#[derive(Clone, Copy, Debug, Default)]
struct Lighting
{
diffuse: Vector3f,
specular: Vector3f,
distance: f32,
}
#[derive(Clone, Copy, Debug, Default)]
struct PointLight
{
position : Vector3f,
diffuseColor : Vector3f,
diffusePower : f32,
specularColor : Vector3f,
specularPower : f32,
}
// returns the diffuse and specular
fn get_point_light(light: PointLight, pos3D: Vector3f, viewDir: Vector3f, normal: Vector3f) -> Lighting fn get_point_light(light: PointLight, pos3D: Vector3f, viewDir: Vector3f, normal: Vector3f) -> Lighting
{ {
let mut out = Lighting::default(); let mut out = Lighting::default();
if (light.diffusePower > 0.0) if (light.diffusePower > 0.0)
{ {
let lightDir = sub(light.position, pos3D); //3D position in space of the surface let lightDir = sub(light.position, pos3D); //3D position in space of the surface
let distance = len(lightDir); out.distance = len(lightDir);
let lightDir = div(lightDir, distance); // = normalize(lightDir); let lightDir = div(lightDir, out.distance); // = normalize(lightDir);
let distance = distance * distance; //This line may be optimised using Inverse square root let distance = out.distance * out.distance; //This line may be optimised using Inverse square root
//Intensity of the diffuse light. Saturate to keep within the 0-1 range. //Intensity of the diffuse light. Saturate to keep within the 0-1 range.
let NdotL = dot(normal, lightDir); let NdotL = dot(normal, lightDir);
@ -251,7 +254,7 @@ fn main() {
// Create a new ImgBuf with width: imgx and height: imgy // Create a new ImgBuf with width: imgx and height: imgy
let mut imgbuf = image::ImageBuffer::new(view_res.x as u32, view_res.y as u32); let mut imgbuf = image::ImageBuffer::new(view_res.x as u32, view_res.y as u32);
let sphere_center = Vector3f { x: -70.0, y: 20.0, z: -10.0 }; let sphere_center = Vector3f { x: -10.0, y: 0.0, z: 0.0 };
let sphere_color = Vector3f { let sphere_color = Vector3f {
x: 78.0, x: 78.0,
y: 22.0, y: 22.0,
@ -292,8 +295,24 @@ fn main() {
z: -dir.z, z: -dir.z,
}; };
let light = PointLight {
position : Vector3f{x:0.0,y:0.0,z:0.0},
diffuseColor : Vector3f{x:255.0,y:255.0,z:255.0},
diffusePower : 100.0,
specularColor : Vector3f{x:255.0,y:255.0,z:255.0},
specularPower : 70.0,
};
let red = Vector3f {x:255.0, y:0.0, z:0.0};
let color2 = Vector3f {x:200.0, y:90.0, z:120.0};
let lighting = get_point_light(light, add(phit, sphere_center), dir, nhit);
let mut hit_color = add(lighting.diffuse, lighting.specular);
let hit_color = mult(mix(sphere_color, mult(sphere_color, 0.8), f32::max(0.0, dot(nhit, ndir))), pattern); println!("{:?}", hit_color);
println!("{:?}", add(nhit, sphere_center));
// println!("{:?}", lighting);
*pixel = image::Rgb([hit_color.x as u8, hit_color.y as u8, hit_color.z as u8]); *pixel = image::Rgb([hit_color.x as u8, hit_color.y as u8, hit_color.z as u8]);
} }
}; };

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