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//! 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::core::{Vector2f, Spectrum};
use crate::Float;
const HALF_PIXEL: Vector2f = Vector2f {x: 0.5, y: 0.5 };
pub struct RenderTask {
pub tile: Box<FilmTile>,
samples: u32,
}
pub struct RenderContext<'a> {
pub scn: &'a Scene,
pub cam: &'a Camera,
}
impl RenderTask {
pub fn new(tile: Box<FilmTile>, samples: u32) -> Self {
Self { tile, samples }
}
fn render_at(&self, ctx: &RenderContext, x: i32, y: i32) -> Spectrum {
// Create a ray
let (r, _) = ctx.cam.generate_ray(&Vector2f::new_xy(x as Float, y as Float));
// Trace ray
if let Some(_) = ctx.scn.intersect(r) {
return Spectrum::new_rgb(0.5, 0.5, 0.0);
}
Spectrum::new_rgb(0.0, 0.0, 0.0)
}
pub fn render(&mut self, ctx: &RenderContext) {
let b = self.tile.bounds.clone();
for x in b.min.x .. b.max.x {
for y in b.min.y .. b.max.y {
let p = Vector2f::new_xy(x as Float, y as Float);
self.tile.add_sample(&p, self.render_at(ctx, x, y))
}
}
}
}
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