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use crate::world::{Hittable, Scene};
use crate::core::{Ray, Spectrum};
use crate::sample::Sampler;
use crate::material::{Lambertian, Material};
use super::Tracer;
pub struct PathTracer<'a> {
depth: i32,
scn: &'a Scene,
default_mat: Box<dyn Material>,
}
impl PathTracer<'_> {
pub fn new(scn: &Scene, depth: Option<i32>) -> PathTracer {
let depth = depth.unwrap_or(-1);
PathTracer {
depth,
scn,
default_mat: Box::new(Lambertian::new(Spectrum::ZERO)),
}
}
pub fn trace_recur(&self, sampler: &mut dyn Sampler, ray: &Ray, depth: i32) -> Spectrum {
if depth == 0 {
return Spectrum::ZERO;
}
if let Some(i) = self.scn.intersect(ray) {
if let Some((scalar, nray)) = i.m.unwrap_or(self.default_mat.as_ref()).scatter(ray, &i, sampler) {
return self.trace_recur(sampler, &nray, depth-1) * scalar;
} else {
return Spectrum::ZERO;
}
}
// Simulates a sky
let t = (ray.direction.norm().y + 1.0) * 0.5;
Spectrum::new_rgb(1.0, 1.0, 1.0) * (1.0-t) + Spectrum::new_rgb(0.5, 0.7, 1.0) * t
}
}
impl Tracer for PathTracer<'_> {
fn trace(&self, sampler: &mut dyn Sampler, ray: &Ray) -> Spectrum {
self.trace_recur(sampler, ray, self.depth)
}
}
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