//! Implements the main render loop //! //! This is not a final design use crate::camera::film::FilmTile; use crate::camera::Camera; use crate::scene::Scene; use crate::trace::Tracer; use crate::sample::Sampler; use crate::core::{Vector2f, Spectrum}; use crate::Float; pub struct RenderTask { pub tile: Box, samples: u32, } pub struct RenderContext<'a> { pub scn: &'a Scene, pub cam: &'a Camera, pub trc: &'a Tracer, } impl RenderTask { pub fn new(tile: Box, samples: u32) -> Self { Self { tile, samples } } fn render_at(&mut self, ctx: &RenderContext, x: i32, y: i32, sampler: &mut dyn Sampler) { let corner = Vector2f::new_xy(x as Float, y as Float); for _ in 0..self.samples { let p = corner + sampler.get_sample_2d(); // Create a ray let (r, _) = ctx.cam.generate_ray(&p); self.tile.add_sample(&p, ctx.trc.trace(ctx.scn, &r)); } } pub fn render(&mut self, ctx: &RenderContext, sampler: &mut dyn Sampler) { let b = self.tile.bounds.clone(); for x in b.min.x .. b.max.x { for y in b.min.y .. b.max.y { self.render_at(ctx, x, y, sampler); } } } }