ray-tracing2/ray-tracing-core/src/renderer.rs

138 lines
2.9 KiB
Rust

use std::marker::PhantomData;
use crate::{camera::Camera, prelude::*, scene::Scene};
use rand::Rng;
pub trait ClassicalRenderer<R: Rng> {
fn render_pixel(&self, x: u32, y: u32, rng: &mut R) -> Color;
fn width(&self) -> u32;
fn height(&self) -> u32;
}
pub struct PathTracer<S, C, R>
where
S: Scene<R>,
C: Camera<R>,
R: Rng,
{
scene: S,
camera: C,
rng: PhantomData<R>,
}
impl<S, C, R> PathTracer<S, C, R>
where
S: Scene<R>,
C: Camera<R>,
R: Rng,
{
pub fn new(scene: S, camera: C) -> Self {
Self {
scene,
camera,
rng: PhantomData {},
}
}
}
impl<S, C, R> ClassicalRenderer<R> for PathTracer<S, C, R>
where
S: Scene<R>,
C: Camera<R>,
R: Rng,
{
fn render_pixel(&self, x: u32, y: u32, rng: &mut R) -> Color {
let mut sum = Color::black();
let mut alpha = Color::white();
let mut r = self.camera.forward(x, y, rng);
let mut count = 0;
while let Some(i) = self.scene.intersect(r, 0.001, Float::INFINITY) {
let frame = i.tangent_frame();
let w_in = frame.to_frame(-r.dir());
let w_out = Dir3::generate_uniform_hemisphere(rng);
if let Some(light) = i.light() {
sum += alpha * light.emit(w_in, rng) * w_out.y();
}
if let Some(material) = i.material() {
alpha *= material.eval(w_in, w_out, rng) * w_out.y();
} else {
return sum;
}
r = Ray::new(r.at(i.t()), frame.to_world(w_out), r.time());
count += 1;
if count > 4 {
break;
}
}
sum
}
fn width(&self) -> u32 {
self.camera.width()
}
fn height(&self) -> u32 {
self.camera.height()
}
}
pub struct DepthRenderer<S, C, R>
where
S: Scene<R>,
C: Camera<R>,
R: Rng,
{
scene: S,
camera: C,
rng: PhantomData<R>,
}
impl<S, C, R> DepthRenderer<S, C, R>
where
S: Scene<R>,
C: Camera<R>,
R: Rng,
{
pub fn new(scene: S, camera: C) -> Self {
Self {
scene,
camera,
rng: PhantomData {},
}
}
}
impl<S, C, R> ClassicalRenderer<R> for DepthRenderer<S, C, R>
where
S: Scene<R>,
C: Camera<R>,
R: Rng,
{
fn render_pixel(&self, x: u32, y: u32, rng: &mut R) -> Color {
let r = self.camera.forward(x, y, rng);
if let Some(i) = self.scene.intersect(r, 0.0, Float::INFINITY) {
// Color::gray(1.0 / i.t())
let c = 0.5 * (i.normal() + Dir3::new(1.0, 1.0, 1.0));
// let c = i.normal();
Color::new(c.x, c.y, c.z)
} else {
Color::black()
}
}
fn width(&self) -> u32 {
self.camera.width()
}
fn height(&self) -> u32 {
self.camera.height()
}
}