195 lines
6 KiB
Rust
195 lines
6 KiB
Rust
use crate::materials::*;
|
|
use enum_dispatch::enum_dispatch;
|
|
use std::ops::Deref;
|
|
|
|
use crate::Float;
|
|
use crate::bxdfs::{
|
|
CoatedConductorBxDF, CoatedDiffuseBxDF, ConductorBxDF, DielectricBxDF, DiffuseBxDF,
|
|
};
|
|
use crate::core::bsdf::BSDF;
|
|
use crate::core::bssrdf::BSSRDF;
|
|
use crate::core::bxdf::BxDF;
|
|
use crate::core::geometry::{Frame, Normal3f, Point2f, Point3f, Vector2f, Vector3f, VectorLike};
|
|
use crate::core::image::{DeviceImage, WrapMode, WrapMode2D};
|
|
use crate::core::interaction::{Interaction, InteractionTrait, ShadingGeom, SurfaceInteraction};
|
|
use crate::core::scattering::TrowbridgeReitzDistribution;
|
|
use crate::core::spectrum::{Spectrum, SpectrumTrait};
|
|
use crate::core::texture::{
|
|
GPUFloatTexture, GPUSpectrumTexture, TextureEvalContext, TextureEvaluator,
|
|
};
|
|
use crate::materials::*;
|
|
use crate::spectra::{SampledSpectrum, SampledWavelengths};
|
|
use crate::utils::Ptr;
|
|
use crate::utils::hash::hash_float;
|
|
use crate::utils::math::clamp;
|
|
|
|
#[repr(C)]
|
|
#[derive(Clone, Debug, Copy)]
|
|
pub struct MaterialEvalContext {
|
|
pub texture: TextureEvalContext,
|
|
pub wo: Vector3f,
|
|
pub ns: Normal3f,
|
|
pub dpdus: Vector3f,
|
|
}
|
|
|
|
impl Deref for MaterialEvalContext {
|
|
type Target = TextureEvalContext;
|
|
|
|
fn deref(&self) -> &Self::Target {
|
|
&self.texture
|
|
}
|
|
}
|
|
|
|
impl From<&SurfaceInteraction> for MaterialEvalContext {
|
|
fn from(si: &SurfaceInteraction) -> Self {
|
|
Self {
|
|
texture: TextureEvalContext::from(si),
|
|
wo: si.common.wo,
|
|
ns: si.shading.n,
|
|
dpdus: si.shading.dpdu,
|
|
}
|
|
}
|
|
}
|
|
|
|
#[repr(C)]
|
|
#[derive(Clone, Debug, Default)]
|
|
pub struct NormalBumpEvalContext {
|
|
pub p: Point3f,
|
|
pub uv: Point2f,
|
|
pub n: Normal3f,
|
|
pub shading: ShadingGeom,
|
|
pub dpdx: Vector3f,
|
|
pub dpdy: Vector3f,
|
|
// All 0
|
|
pub dudx: Float,
|
|
pub dudy: Float,
|
|
pub dvdx: Float,
|
|
pub dvdy: Float,
|
|
pub face_index: i32,
|
|
}
|
|
|
|
impl From<&SurfaceInteraction> for NormalBumpEvalContext {
|
|
fn from(si: &SurfaceInteraction) -> Self {
|
|
Self {
|
|
p: si.p(),
|
|
uv: si.common.uv,
|
|
n: si.n(),
|
|
shading: si.shading.clone(),
|
|
dudx: si.dudx,
|
|
dudy: si.dudy,
|
|
dvdx: si.dvdx,
|
|
dvdy: si.dvdy,
|
|
dpdx: si.dpdx,
|
|
dpdy: si.dpdy,
|
|
face_index: si.face_index,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl From<&NormalBumpEvalContext> for TextureEvalContext {
|
|
fn from(ctx: &NormalBumpEvalContext) -> Self {
|
|
Self {
|
|
p: ctx.p,
|
|
uv: ctx.uv,
|
|
n: ctx.n,
|
|
dpdx: ctx.dpdx,
|
|
dpdy: ctx.dpdy,
|
|
dudx: ctx.dudx,
|
|
dudy: ctx.dudy,
|
|
dvdx: ctx.dvdx,
|
|
dvdy: ctx.dvdy,
|
|
face_index: ctx.face_index,
|
|
}
|
|
}
|
|
}
|
|
|
|
pub fn normal_map(normal_map: &DeviceImage, ctx: &NormalBumpEvalContext) -> (Vector3f, Vector3f) {
|
|
let wrap = WrapMode2D::from(WrapMode::Repeat);
|
|
let uv = Point2f::new(ctx.uv[0], 1. - ctx.uv[1]);
|
|
let r = normal_map.bilerp_channel_with_wrap(uv, 0, wrap);
|
|
let g = normal_map.bilerp_channel_with_wrap(uv, 1, wrap);
|
|
let b = normal_map.bilerp_channel_with_wrap(uv, 2, wrap);
|
|
let mut ns = Vector3f::new(2.0 * r - 1.0, 2.0 * g - 1.0, 2.0 * b - 1.0);
|
|
ns = ns.normalize();
|
|
let frame = Frame::from_xz(ctx.shading.dpdu.normalize(), Vector3f::from(ctx.shading.n));
|
|
ns = frame.from_local(ns);
|
|
let ulen = ctx.shading.dpdu.norm();
|
|
let vlen = ctx.shading.dpdv.norm();
|
|
let dpdu = ctx.shading.dpdu.gram_schmidt(ns).normalize() * ulen;
|
|
let dpdv = ctx.shading.dpdu.cross(dpdu).normalize() * vlen;
|
|
(dpdu, dpdv)
|
|
}
|
|
|
|
pub fn bump_map<T: TextureEvaluator>(
|
|
tex_eval: &T,
|
|
displacement: &GPUFloatTexture,
|
|
ctx: &NormalBumpEvalContext,
|
|
) -> (Vector3f, Vector3f) {
|
|
debug_assert!(tex_eval.can_evaluate(&[Ptr::from(displacement)], &[]));
|
|
let mut du = 0.5 * (ctx.dudx.abs() + ctx.dudy.abs());
|
|
if du == 0.0 {
|
|
du = 0.0005;
|
|
}
|
|
|
|
let mut dv = 0.5 * (ctx.dvdx.abs() + ctx.dvdy.abs());
|
|
if dv == 0.0 {
|
|
dv = 0.0005;
|
|
}
|
|
let mut shifted_ctx = TextureEvalContext::from(ctx);
|
|
shifted_ctx.p = ctx.p + ctx.shading.dpdu * du;
|
|
shifted_ctx.uv = ctx.uv + Vector2f::new(du, 0.0);
|
|
let u_displace = tex_eval.evaluate_float(displacement, &shifted_ctx);
|
|
shifted_ctx.p = ctx.p + ctx.shading.dpdv * dv;
|
|
shifted_ctx.uv = ctx.uv + Vector2f::new(0.0, dv);
|
|
let v_displace = tex_eval.evaluate_float(displacement, &shifted_ctx);
|
|
let center_ctx = TextureEvalContext::from(ctx);
|
|
let displace = tex_eval.evaluate_float(displacement, ¢er_ctx);
|
|
|
|
let d_displace_du = (u_displace - displace) / du;
|
|
let d_displace_dv = (v_displace - displace) / dv;
|
|
let n_vec = Vector3f::from(ctx.shading.n);
|
|
let dndu_vec = Vector3f::from(ctx.shading.dndu);
|
|
let dndv_vec = Vector3f::from(ctx.shading.dndv);
|
|
|
|
let dpdu = ctx.shading.dpdu + n_vec * d_displace_du + dndu_vec * displace;
|
|
let dpdv = ctx.shading.dpdv + n_vec * d_displace_dv + dndv_vec * displace;
|
|
(dpdu, dpdv)
|
|
}
|
|
|
|
#[enum_dispatch]
|
|
pub trait MaterialTrait {
|
|
fn get_bsdf<T: TextureEvaluator>(
|
|
&self,
|
|
tex_eval: &T,
|
|
ctx: &MaterialEvalContext,
|
|
lambda: &SampledWavelengths,
|
|
) -> BSDF;
|
|
|
|
fn get_bssrdf<T: TextureEvaluator>(
|
|
&self,
|
|
tex_eval: &T,
|
|
ctx: &MaterialEvalContext,
|
|
lambda: &SampledWavelengths,
|
|
) -> Option<BSSRDF>;
|
|
|
|
fn can_evaluate_textures(&self, tex_eval: &dyn TextureEvaluator) -> bool;
|
|
fn get_normal_map(&self) -> Option<&DeviceImage>;
|
|
fn get_displacement(&self) -> Ptr<GPUFloatTexture>;
|
|
fn has_subsurface_scattering(&self) -> bool;
|
|
}
|
|
|
|
#[derive(Clone, Copy, Debug)]
|
|
#[enum_dispatch(MaterialTrait)]
|
|
pub enum Material {
|
|
CoatedDiffuse(CoatedDiffuseMaterial),
|
|
CoatedConductor(CoatedConductorMaterial),
|
|
Conductor(ConductorMaterial),
|
|
Dielectric(DielectricMaterial),
|
|
Diffuse(DiffuseMaterial),
|
|
DiffuseTransmission(DiffuseTransmissionMaterial),
|
|
Hair(HairMaterial),
|
|
Measured(MeasuredMaterial),
|
|
Subsurface(SubsurfaceMaterial),
|
|
ThinDielectric(ThinDielectricMaterial),
|
|
Mix(MixMaterial),
|
|
}
|