euv_engine/lighting/impl.rs
1use super::*;
2
3/// Implements factory constructors and shading for [`Light`], [`Material`],
4/// and [`LightingUniforms`].
5impl Light {
6 /// Creates a new directional light pointing in `direction` with `color`.
7 ///
8 /// The `direction` is normalized internally; intensity defaults to 1.0.
9 /// Falloff and spot half-angle are unused for directional lights.
10 ///
11 /// # Arguments
12 ///
13 /// - `Vector3D` - The unit direction toward the light source.
14 /// - `Vector3D` - The RGB intensity multiplier.
15 ///
16 /// # Returns
17 ///
18 /// - `Light` - The new directional light.
19 pub fn new_directional(direction: Vector3D, color: Vector3D) -> Light {
20 Light::new(
21 LightType::Directional,
22 Vector3D::zero(),
23 direction.normalized(),
24 color,
25 1.0,
26 0.0,
27 0.0,
28 )
29 }
30
31 /// Creates a new point light at `position` with `color` and `intensity`.
32 ///
33 /// Falloff defaults to 1.0 (inverse-square). The `direction` field is
34 /// unused for point lights and is set to the zero vector.
35 ///
36 /// # Arguments
37 ///
38 /// - `Vector3D` - The world-space position of the light.
39 /// - `Vector3D` - The RGB intensity multiplier.
40 /// - `f64` - The intensity scalar.
41 ///
42 /// # Returns
43 ///
44 /// - `Light` - The new point light.
45 pub fn new_point(position: Vector3D, color: Vector3D, intensity: f64) -> Light {
46 Light::new(
47 LightType::Point,
48 position,
49 Vector3D::zero(),
50 color,
51 intensity,
52 1.0,
53 0.0,
54 )
55 }
56
57 /// Creates a new spotlight at `position` shining in `direction`.
58 ///
59 /// The cone is defined by `half_angle_rad`; the cosine of that angle
60 /// is stored for fast cone-test comparisons during shading.
61 ///
62 /// # Arguments
63 ///
64 /// - `Vector3D` - The world-space position of the light.
65 /// - `Vector3D` - The unit direction the cone opens along.
66 /// - `Vector3D` - The RGB intensity multiplier.
67 /// - `f64` - The intensity scalar.
68 /// - `f64` - The half-angle of the cone in radians.
69 ///
70 /// # Returns
71 ///
72 /// - `Light` - The new spotlight.
73 pub fn new_spot(
74 position: Vector3D,
75 direction: Vector3D,
76 color: Vector3D,
77 intensity: f64,
78 half_angle_rad: f64,
79 ) -> Light {
80 Light::new(
81 LightType::Spot,
82 position,
83 direction.normalized(),
84 color,
85 intensity,
86 1.0,
87 half_angle_rad.cos(),
88 )
89 }
90}
91
92/// Implements factory constructors for [`Material`].
93impl Material {
94 /// Creates a pure-Lambert material with the given albedo.
95 ///
96 /// # Arguments
97 ///
98 /// - `Vector3D` - The diffuse albedo color.
99 ///
100 /// # Returns
101 ///
102 /// - `Material` - A Lambertian material.
103 pub fn lambert(albedo: Vector3D) -> Material {
104 Material::new(
105 MaterialKind::Lambert,
106 albedo,
107 0.0,
108 LIGHTING_DEFAULT_SHININESS,
109 Vector3D::zero(),
110 )
111 }
112
113 /// Creates a Blinn-Phong material with the given albedo, specular
114 /// strength, and specular exponent.
115 ///
116 /// # Arguments
117 ///
118 /// - `Vector3D` - The diffuse albedo color.
119 /// - `f64` - The specular intensity in the range 0.0..=1.0.
120 /// - `f64` - The Phong specular exponent.
121 ///
122 /// # Returns
123 ///
124 /// - `Material` - A Phong material.
125 pub fn phong(albedo: Vector3D, specular: f64, shininess: f64) -> Material {
126 Material::new(
127 MaterialKind::Phong,
128 albedo,
129 specular,
130 shininess,
131 Vector3D::zero(),
132 )
133 }
134
135 /// Creates a purely emissive material (light source with no shading).
136 ///
137 /// # Arguments
138 ///
139 /// - `Vector3D` - The self-illumination color.
140 ///
141 /// # Returns
142 ///
143 /// - `Material` - An emissive material.
144 pub fn emissive(color: Vector3D) -> Material {
145 Material::new(MaterialKind::Lambert, Vector3D::zero(), 0.0, 0.0, color)
146 }
147}
148
149/// Implements [`LightingUniforms`] builders and the [`LightingUniforms::shade`]
150/// entry point used by the ray tracer.
151impl LightingUniforms {
152 /// Creates a uniform set with an empty light list, default ambient,
153 /// and the supplied eye position.
154 ///
155 /// # Arguments
156 ///
157 /// - `Vector3D` - The view position used for specular calculations.
158 ///
159 /// # Returns
160 ///
161 /// - `LightingUniforms` - The new uniform set.
162 pub fn with_eye(eye: Vector3D) -> LightingUniforms {
163 LightingUniforms::new(Vec::new(), LIGHTING_DEFAULT_AMBIENT, eye)
164 }
165
166 /// Adds a light to the uniform set.
167 ///
168 /// # Arguments
169 ///
170 /// - `Light` - The light to append.
171 pub fn add_light(&mut self, light: Light) {
172 self.get_mut_lights().push(light);
173 }
174
175 /// Shades a surface point by summing ambient, per-light Lambertian, and
176 /// per-light Phong contributions, gated by a soft shadow factor.
177 ///
178 /// # Arguments
179 ///
180 /// - `Vector3D` - The world-space position of the shaded point.
181 /// - `Vector3D` - The surface normal (unit length).
182 /// - `&Material` - The material at the shaded point.
183 /// - `&[(Vector3D, f64)]` - `(center, radius)` occluder tuples used by
184 /// [`soft_shadow_factor`].
185 ///
186 /// # Returns
187 ///
188 /// - `Vector3D` - The final shaded color.
189 pub fn shade(
190 &self,
191 position: Vector3D,
192 normal: Vector3D,
193 material: &Material,
194 occluders: &[(Vector3D, f64)],
195 ) -> Vector3D {
196 let mut color: Vector3D = self.get_ambient();
197 let eye: Vector3D = self.get_eye();
198 let to_eye: Vector3D = eye - position;
199 let view_dist: f64 = to_eye.magnitude();
200 let view_dir: Vector3D = if view_dist > EPSILON {
201 to_eye.scaled(1.0 / view_dist)
202 } else {
203 Vector3D::zero()
204 };
205 for light in self.get_lights().iter() {
206 let kind: LightType = light.get_kind();
207 let shadow: f64 = match kind {
208 LightType::Directional => 1.0,
209 LightType::Point | LightType::Spot => {
210 soft_shadow_factor(position, light.get_position(), occluders)
211 }
212 };
213 if shadow <= 0.0 {
214 continue;
215 }
216 let mut lambert_input: Light = light.clone();
217 match kind {
218 LightType::Directional => {}
219 LightType::Point | LightType::Spot => {
220 let to_light: Vector3D = light.get_position() - position;
221 let dist: f64 = to_light.magnitude().max(LIGHTING_POINT_LIGHT_MIN_DISTANCE);
222 let dir: Vector3D = to_light.scaled(1.0 / dist);
223 lambert_input.set_direction(dir);
224 }
225 }
226 let diffuse: Vector3D = compute_lambert(&lambert_input, normal, material);
227 let mut spec_input: Light = lambert_input.clone();
228 spec_input.set_intensity(
229 light.get_intensity() * apply_falloff(view_dist, light.get_falloff()),
230 );
231 let specular: Vector3D = compute_phong(&spec_input, normal, view_dir, material);
232 let mut contribution: Vector3D = diffuse + specular;
233 contribution = contribution.scaled(shadow);
234 color += contribution;
235 }
236 let emissive: Vector3D = material.get_emissive();
237 color += emissive;
238 color
239 }
240}