use crate::{ color::Color, lerp::lerp_slice, math::XformFull, ray::{LocalRay, Ray}, scene::{Assembly, InstanceType, Object}, shading::{SimpleSurfaceShader, SurfaceShader}, surface::SurfaceIntersection, }; pub struct Tracer<'a> { root: &'a Assembly<'a>, ray_trace_count: u64, } impl<'a> Tracer<'a> { pub fn from_assembly(assembly: &'a Assembly) -> Tracer<'a> { Tracer { root: assembly, ray_trace_count: 0, } } pub fn rays_traced(&self) -> u64 { self.ray_trace_count } pub fn trace(&mut self, mut ray: Ray) -> SurfaceIntersection { self.ray_trace_count += 1; let local_ray = ray.to_local(); let space = XformFull::identity(); let mut isect = SurfaceIntersection::Miss; self.trace_assembly(self.root, &mut ray, &local_ray, &space, &mut isect); isect } fn trace_assembly( &mut self, assembly: &Assembly, ray: &mut Ray, local_ray: &LocalRay, space: &XformFull, isect: &mut SurfaceIntersection, ) { assembly .object_accel .traverse(ray, local_ray, |idx_range, ray| { for inst_idx in idx_range { let inst = &assembly.instances[inst_idx]; // Handle transforms if needed. let (local_space, local_ray) = if let Some((xstart, xend)) = inst.transform_indices { let instance_xform = lerp_slice(&assembly.xforms[xstart..xend], ray.time); let combined_xform = instance_xform.compose(&space.fwd); if let Some(xform) = combined_xform.to_full() { (xform, ray.to_local_xform(&xform)) } else { // Invalid transform, so skip traversing into this instance. continue; } } else { (*space, *local_ray) }; // Trace ray. match inst.instance_type { InstanceType::Object => { self.trace_object( &assembly.objects[inst.data_index], inst.surface_shader_index .map(|i| assembly.surface_shaders[i]), ray, &local_ray, &local_space, isect, ); } InstanceType::Assembly => { self.trace_assembly( &assembly.assemblies[inst.data_index], ray, &local_ray, &local_space, isect, ); } } if ray.is_done() { return; } } }); } fn trace_object<'b>( &mut self, obj: &Object, surface_shader: Option<&dyn SurfaceShader>, ray: &mut Ray, local_ray: &LocalRay, space: &XformFull, isect: &mut SurfaceIntersection, ) { match *obj { Object::Surface(surface) => { let unassigned_shader = SimpleSurfaceShader::Emit { color: Color::new_xyz(color::rec709_to_xyz((1.0, 0.0, 1.0))), }; let shader = surface_shader.unwrap_or(&unassigned_shader); surface.intersect_ray(ray, local_ray, space, isect, shader); } Object::SurfaceLight(surface) => { // Lights don't use shaders let bogus_shader = SimpleSurfaceShader::Emit { color: Color::new_xyz(color::rec709_to_xyz((1.0, 0.0, 1.0))), }; surface.intersect_ray(ray, local_ray, space, isect, &bogus_shader); } } } }