pbrt/shared/src/core/material.rs
2026-01-22 14:18:57 +00:00

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, &center_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),
}