Finished getting rid of the LightPath struct.
Also misc cleanup of related code.
This commit is contained in:
parent
6ccd4e306d
commit
72b8397e9d
402
src/renderer.rs
402
src/renderer.rs
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@ -334,25 +334,31 @@ fn trace_camera_light_path(
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const BOUNCE_COUNT: usize = 3;
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let mut ray = camera_ray;
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let mut ray_pdf = 1.0; // PDF from generating the ray.
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let mut ray_pdf = 1.0; // PDF from generating the camera/bounce ray.
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let mut acc_color = Float4::splat(0.0); // Accumulated color.
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let mut attenuation = Float4::splat(1.0); // Color attenuation along the path so far.
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let mut sampling_seed = seed + 1;
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for _ in 0..BOUNCE_COUNT {
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let isect = tracer.trace(&mut ray);
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for bounce in 0..BOUNCE_COUNT {
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let isect = tracer.trace(ray);
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if let SurfaceIntersection::Hit {
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intersection_data: idata,
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closure,
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} = &isect
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{
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// Hit something! Do the stuff
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// If it's an emission closure, handle specially:
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// - Collect light from the emission.
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// - Terminate the path.
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if let SurfaceClosure::Emit(color) = *closure {
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let mis_pdf = power_heuristic(ray_pdf, idata.sample_pdf);
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let mis_pdf = if bounce == 0 {
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// The camera doesn't do light sampling, so there's
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// no valid light sampling pdf to do MIS with.
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1.0
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} else {
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power_heuristic(ray_pdf, idata.sample_pdf)
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};
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acc_color += color.to_spectral_sample(ray.wavelength).e * attenuation / mis_pdf;
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break;
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@ -377,25 +383,11 @@ fn trace_camera_light_path(
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&isect,
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);
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if !light_info.is_none() && light_info.pdf() > 0.0 && light_info.selection_pdf() > 0.0 {
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let light_pdf = light_info.pdf();
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let light_sel_pdf = light_info.selection_pdf();
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// Calculate the shadow ray and surface closure stuff.
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let (light_attenuation, closure_pdf, mut shadow_ray) = match light_info {
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let shadow_ray = match light_info {
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SceneLightSample::None => unreachable!(),
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// Distant light
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SceneLightSample::Distant { direction, .. } => {
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let (light_attenuation, closure_pdf) = closure.evaluate(
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ray.dir,
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direction,
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idata.nor,
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idata.nor_g,
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ray.wavelength,
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);
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let shadow_ray = {
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// Calculate the shadow ray for testing if the light is
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// in shadow or not.
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let offset_pos = robust_ray_origin(
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idata.pos,
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idata.pos_err,
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@ -410,18 +402,11 @@ fn trace_camera_light_path(
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std::f32::INFINITY,
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true,
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)
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};
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(light_attenuation, closure_pdf, shadow_ray)
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}
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// Surface light
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SceneLightSample::Surface { sample_geo, .. } => {
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let dir = sample_geo.0 - idata.pos;
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let (light_attenuation, closure_pdf) =
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closure.evaluate(ray.dir, dir, idata.nor, idata.nor_g, ray.wavelength);
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let shadow_ray = {
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// Calculate the shadow ray for testing if the light is
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// in shadow or not.
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let offset_pos = robust_ray_origin(
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idata.pos,
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idata.pos_err,
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@ -442,20 +427,25 @@ fn trace_camera_light_path(
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1.0,
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true,
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)
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};
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(light_attenuation, closure_pdf, shadow_ray)
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}
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};
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let (closure_attenuation, closure_pdf) = closure.evaluate(
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ray.dir,
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shadow_ray.dir,
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idata.nor,
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idata.nor_g,
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ray.wavelength,
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);
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// If there's any possible contribution, shoot a shadow
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// ray to see if we can reach it.
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if light_attenuation.e.max_element() > 0.0 {
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if let SurfaceIntersection::Occlude = tracer.trace(&mut shadow_ray) {
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// Calculate and store the light that will be contributed
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// to the film plane if the light is not in shadow.
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let light_mis_pdf = power_heuristic(light_pdf, closure_pdf);
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acc_color += light_info.color().e * light_attenuation.e * attenuation
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/ (light_mis_pdf * light_sel_pdf);
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if closure_attenuation.e.max_element() > 0.0 {
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if let SurfaceIntersection::Miss = tracer.trace(shadow_ray) {
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// Calculate the light contribution.
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let light_mis_pdf = power_heuristic(light_info.pdf(), closure_pdf);
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acc_color += light_info.color().e * closure_attenuation.e * attenuation
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/ (light_mis_pdf * light_info.selection_pdf());
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}
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}
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}
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@ -480,7 +470,7 @@ fn trace_camera_light_path(
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// Check if pdf is zero, to avoid NaN's.
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if (pdf > 0.0) && (filter.e.max_element() > 0.0) {
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// Account for the additional light attenuation from
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// this bounce
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// this bounce.
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attenuation *= filter.e;
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ray_pdf = pdf;
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@ -498,334 +488,26 @@ fn trace_camera_light_path(
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} else {
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break;
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}
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} else {
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// Ray missed. Add sky color.
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// TODO: once sky sampling is a thing, do MIS here.
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// let mis_pdf = power_heuristic(ray_pdf, idata.sample_pdf);
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let mis_pdf = ray_pdf;
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acc_color += scene
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.world
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.background_color
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.to_spectral_sample(ray.wavelength)
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.e
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* mis_pdf;
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break;
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}
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}
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SpectralSample::from_parts(acc_color, ray.wavelength)
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}
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// #[derive(Debug)]
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// enum LightPathEvent {
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// CameraRay,
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// BounceRay,
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// ShadowRay,
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// }
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// #[derive(Debug)]
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// pub struct LightPath {
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// event: LightPathEvent,
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// bounce_count: u32,
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// sampling_seed: u32,
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// pixel_co: (u32, u32),
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// sample_number: u32, // Which sample in the LDS sequence this is.
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// dim_offset: u32,
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// time: f32,
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// wavelength: f32,
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// next_bounce_ray: Option<Ray>,
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// next_attenuation_fac: Float4,
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// closure_sample_pdf: f32,
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// light_attenuation: Float4,
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// pending_color_addition: Float4,
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// color: Float4,
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// }
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// #[allow(clippy::new_ret_no_self)]
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// impl LightPath {
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// fn new(
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// scene: &Scene,
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// sampling_seed: u32,
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// pixel_co: (u32, u32),
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// image_plane_co: (f32, f32),
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// lens_uv: (f32, f32),
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// time: f32,
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// wavelength: f32,
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// sample_number: u32,
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// ) -> (LightPath, Ray) {
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// (
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// LightPath {
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// event: LightPathEvent::CameraRay,
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// bounce_count: 0,
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// sampling_seed: sampling_seed ^ 0x40d4682b,
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// pixel_co: pixel_co,
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// sample_number: sample_number,
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// dim_offset: 0,
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// time: time,
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// wavelength: wavelength,
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// next_bounce_ray: None,
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// next_attenuation_fac: Float4::splat(1.0),
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// closure_sample_pdf: 1.0,
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// light_attenuation: Float4::splat(1.0),
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// pending_color_addition: Float4::splat(0.0),
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// color: Float4::splat(0.0),
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// },
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// scene.camera.generate_ray(
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// image_plane_co.0,
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// image_plane_co.1,
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// time,
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// wavelength,
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// lens_uv.0,
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// lens_uv.1,
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// ),
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// )
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// }
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// fn next_lds_sequence(&mut self) {
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// self.dim_offset = 0;
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// self.sampling_seed += 1;
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// }
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// fn next_lds_samp(&mut self) -> (f32, f32, f32, f32) {
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// let dimension = self.dim_offset;
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// self.dim_offset += 1;
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// get_sample_4d(self.sample_number, dimension, self.sampling_seed)
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// }
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// fn next(&mut self, scene: &Scene, isect: &surface::SurfaceIntersection, ray: &mut Ray) -> bool {
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// match self.event {
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// //--------------------------------------------------------------------
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// // Result of Camera or bounce ray, prepare next bounce and light rays
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// LightPathEvent::CameraRay | LightPathEvent::BounceRay => {
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// if let surface::SurfaceIntersection::Hit {
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// intersection_data: ref idata,
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// ref closure,
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// } = *isect
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// {
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// // Hit something! Do the stuff
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// // If it's an emission closure, handle specially:
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// // - Collect light from the emission.
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// // - Terminate the path.
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// use crate::shading::surface_closure::SurfaceClosure;
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// if let SurfaceClosure::Emit(color) = *closure {
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// let color = color.to_spectral_sample(self.wavelength).e;
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// if let LightPathEvent::CameraRay = self.event {
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// self.color += color;
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// } else {
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// let mis_pdf =
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// power_heuristic(self.closure_sample_pdf, idata.sample_pdf);
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// self.color += color * self.light_attenuation / mis_pdf;
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// };
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// return false;
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// }
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// // Roll the previous closure pdf into the attenauation
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// self.light_attenuation /= self.closure_sample_pdf;
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// // Prepare light ray
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// self.next_lds_sequence();
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// let (light_n, d2, d3, d4) = self.next_lds_samp();
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// let light_uvw = (d2, d3, d4);
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// let light_info = scene.sample_lights(
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// light_n,
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// light_uvw,
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// self.wavelength,
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// self.time,
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// &XformFull::identity(),
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// isect,
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// );
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// let found_light = if light_info.is_none()
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// || light_info.pdf() <= 0.0
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// || light_info.selection_pdf() <= 0.0
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// {
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// false
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// } else {
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// let light_pdf = light_info.pdf();
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// let light_sel_pdf = light_info.selection_pdf();
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// // Calculate the shadow ray and surface closure stuff
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// let (attenuation, closure_pdf, shadow_ray) = match light_info {
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// SceneLightSample::None => unreachable!(),
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// // Distant light
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// SceneLightSample::Distant { direction, .. } => {
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// let (attenuation, closure_pdf) = closure.evaluate(
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// ray.dir,
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// direction,
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// idata.nor,
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// idata.nor_g,
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// self.wavelength,
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// );
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// let shadow_ray = {
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// // Calculate the shadow ray for testing if the light is
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// // in shadow or not.
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// let offset_pos = robust_ray_origin(
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// idata.pos,
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// idata.pos_err,
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// idata.nor_g.normalized(),
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// direction,
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// );
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// Ray::new(
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// offset_pos,
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// direction,
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// self.time,
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// self.wavelength,
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// std::f32::INFINITY,
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// true,
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// )
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// };
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// (attenuation, closure_pdf, shadow_ray)
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// }
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// // Surface light
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// SceneLightSample::Surface { sample_geo, .. } => {
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// let dir = sample_geo.0 - idata.pos;
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// let (attenuation, closure_pdf) = closure.evaluate(
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// ray.dir,
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// dir,
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// idata.nor,
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// idata.nor_g,
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// self.wavelength,
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// );
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// let shadow_ray = {
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// // Calculate the shadow ray for testing if the light is
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// // in shadow or not.
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// let offset_pos = robust_ray_origin(
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// idata.pos,
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// idata.pos_err,
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// idata.nor_g.normalized(),
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// dir,
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// );
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// let offset_end = robust_ray_origin(
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// sample_geo.0,
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// sample_geo.2,
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// sample_geo.1.normalized(),
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// -dir,
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// );
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// Ray::new(
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// offset_pos,
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// offset_end - offset_pos,
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// self.time,
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// self.wavelength,
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// 1.0,
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// true,
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// )
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// };
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// (attenuation, closure_pdf, shadow_ray)
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// }
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// };
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// // If there's any possible contribution, set up for a
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// // light ray.
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// if attenuation.e.max_element() <= 0.0 {
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// false
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// } else {
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// // Calculate and store the light that will be contributed
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// // to the film plane if the light is not in shadow.
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// let light_mis_pdf = power_heuristic(light_pdf, closure_pdf);
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// self.pending_color_addition =
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// light_info.color().e * attenuation.e * self.light_attenuation
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// / (light_mis_pdf * light_sel_pdf);
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// *ray = shadow_ray;
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// true
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// }
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// };
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// // Prepare bounce ray
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// let do_bounce = if self.bounce_count < 2 {
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// self.bounce_count += 1;
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// // Sample closure
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// let (dir, filter, pdf) = {
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// self.next_lds_sequence();
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// let (u, v, _, _) = self.next_lds_samp();
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// closure.sample(
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// idata.incoming,
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// idata.nor,
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// idata.nor_g,
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// (u, v),
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// self.wavelength,
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// )
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// };
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// // Check if pdf is zero, to avoid NaN's.
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// if (pdf > 0.0) && (filter.e.max_element() > 0.0) {
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// // Account for the additional light attenuation from
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// // this bounce
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// self.next_attenuation_fac = filter.e;
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// self.closure_sample_pdf = pdf;
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// // Calculate the ray for this bounce
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// let offset_pos = robust_ray_origin(
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// idata.pos,
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// idata.pos_err,
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// idata.nor_g.normalized(),
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// dir,
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// );
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// self.next_bounce_ray = Some(Ray::new(
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// offset_pos,
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// dir,
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// self.time,
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// self.wavelength,
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// std::f32::INFINITY,
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// false,
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// ));
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// true
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// } else {
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// false
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// }
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// } else {
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// self.next_bounce_ray = None;
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// false
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// };
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// // Book keeping for next event
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// if found_light {
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// self.event = LightPathEvent::ShadowRay;
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// return true;
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// } else if do_bounce {
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// *ray = self.next_bounce_ray.unwrap();
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// self.event = LightPathEvent::BounceRay;
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// self.light_attenuation *= self.next_attenuation_fac;
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// return true;
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// } else {
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// return false;
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// }
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// } else {
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// // Didn't hit anything, so background color
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// self.color += scene
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// .world
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// .background_color
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// .to_spectral_sample(self.wavelength)
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// .e
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// * self.light_attenuation
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// / self.closure_sample_pdf;
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// return false;
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// }
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// }
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// //--------------------------------------------------------------------
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// // Result of shadow ray from sampling a light
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// LightPathEvent::ShadowRay => {
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// // If the light was not in shadow, add it's light to the film
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// // plane.
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// if let surface::SurfaceIntersection::Miss = *isect {
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// self.color += self.pending_color_addition;
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// }
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// // Set up for the next bounce, if any
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// if let Some(ref nbr) = self.next_bounce_ray {
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// *ray = *nbr;
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// self.light_attenuation *= self.next_attenuation_fac;
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// self.event = LightPathEvent::BounceRay;
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// return true;
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// } else {
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// return false;
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// }
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// }
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// }
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// }
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// }
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/// Gets a sample, using LDS samples for lower dimensions,
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/// and switching to random samples at higher dimensions where
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/// LDS samples aren't available.
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|
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@ -25,14 +25,14 @@ impl<'a> Tracer<'a> {
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self.ray_trace_count
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}
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pub fn trace(&mut self, ray: &mut Ray) -> SurfaceIntersection {
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pub fn trace(&mut self, mut ray: Ray) -> SurfaceIntersection {
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self.ray_trace_count += 1;
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let local_ray = ray.to_local();
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let space = XformFull::identity();
|
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let mut isect = SurfaceIntersection::Miss;
|
||||
|
||||
self.trace_assembly(self.root, ray, &local_ray, &space, &mut isect);
|
||||
self.trace_assembly(self.root, &mut ray, &local_ray, &space, &mut isect);
|
||||
|
||||
isect
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue
Block a user