194 lines
5.1 KiB
Rust
194 lines
5.1 KiB
Rust
#![allow(dead_code)]
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use float4::Float4;
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use crate::math::{Matrix4x4, Point, Vector};
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type FlagType = u8;
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const OCCLUSION_FLAG: FlagType = 1;
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const DONE_FLAG: FlagType = 1 << 1;
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/// A batch of rays, stored in SoA layout.
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#[derive(Debug)]
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pub struct RayBatch {
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pub orig_world: Vec<Point>,
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pub dir_world: Vec<Vector>,
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pub orig_accel: Vec<Point>,
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pub dir_inv_accel: Vec<Vector>,
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pub max_t: Vec<f32>,
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pub time: Vec<f32>,
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pub wavelength: Vec<f32>,
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pub flags: Vec<FlagType>,
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}
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impl RayBatch {
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/// Creates a new empty ray batch.
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pub fn new() -> RayBatch {
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RayBatch {
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orig_world: Vec::new(),
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dir_world: Vec::new(),
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orig_accel: Vec::new(),
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dir_inv_accel: Vec::new(),
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max_t: Vec::new(),
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time: Vec::new(),
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wavelength: Vec::new(),
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flags: Vec::new(),
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}
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}
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/// Creates a new empty ray batch, with pre-allocated capacity for
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/// `n` rays.
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pub fn with_capacity(n: usize) -> RayBatch {
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RayBatch {
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orig_world: Vec::with_capacity(n),
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dir_world: Vec::with_capacity(n),
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orig_accel: Vec::with_capacity(n),
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dir_inv_accel: Vec::with_capacity(n),
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max_t: Vec::with_capacity(n),
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time: Vec::with_capacity(n),
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wavelength: Vec::with_capacity(n),
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flags: Vec::with_capacity(n),
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}
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}
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/// Clear all rays, settings the size of the batch back to zero.
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///
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/// Capacity is maintained.
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pub fn clear(&mut self) {
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self.orig_world.clear();
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self.dir_world.clear();
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self.orig_accel.clear();
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self.dir_inv_accel.clear();
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self.max_t.clear();
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self.time.clear();
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self.wavelength.clear();
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self.flags.clear();
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}
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/// Returns whether the given ray (at index `idx`) is an occlusion ray.
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pub fn is_occlusion(&self, idx: usize) -> bool {
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(self.flags[idx] & OCCLUSION_FLAG) != 0
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}
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/// Returns whether the given ray (at index `idx`) has finished traversal.
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pub fn is_done(&self, idx: usize) -> bool {
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(self.flags[idx] & DONE_FLAG) != 0
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}
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/// Marks the given ray (at index `idx`) as an occlusion ray.
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pub fn mark_occlusion(&mut self, idx: usize) {
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self.flags[idx] |= OCCLUSION_FLAG
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}
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/// Marks the given ray (at index `idx`) as having finished traversal.
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pub fn mark_done(&mut self, idx: usize) {
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self.flags[idx] |= DONE_FLAG
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}
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/// Updates the accel data of the given ray (at index `idx`) with the
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/// given world-to-local-space transform matrix.
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///
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/// This should be called when entering (and exiting) traversal of a
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/// new transform space.
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pub fn update_accel(&mut self, idx: usize, xform: &Matrix4x4) {
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self.orig_accel[idx] = self.orig_world[idx] * *xform;
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self.dir_inv_accel[idx] = Vector {
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co: Float4::splat(1.0) / (self.dir_world[idx] * *xform).co,
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};
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}
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}
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#[derive(Debug, Copy, Clone)]
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pub struct Ray {
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pub orig: Point,
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pub dir: Vector,
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pub max_t: f32,
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pub time: f32,
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pub wavelength: f32,
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pub flags: FlagType,
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}
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impl Ray {
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pub fn new(orig: Point, dir: Vector, time: f32, wavelength: f32, is_occ: bool) -> Ray {
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if !is_occ {
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Ray {
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orig: orig,
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dir: dir,
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max_t: std::f32::INFINITY,
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time: time,
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wavelength: wavelength,
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flags: 0,
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}
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} else {
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Ray {
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orig: orig,
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dir: dir,
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max_t: 1.0,
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time: time,
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wavelength: wavelength,
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flags: OCCLUSION_FLAG,
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}
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}
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}
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pub fn transform(&mut self, mat: &Matrix4x4) {
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self.orig = self.orig * *mat;
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self.dir = self.dir * *mat;
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}
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pub fn is_occlusion(&self) -> bool {
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(self.flags & OCCLUSION_FLAG) != 0
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}
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}
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#[derive(Debug, Copy, Clone)]
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pub struct AccelRay {
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pub orig: Point,
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pub dir_inv: Vector,
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pub max_t: f32,
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pub time: f32,
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pub flags: FlagType,
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pub id: u32,
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}
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impl AccelRay {
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pub fn new(ray: &Ray, id: u32) -> AccelRay {
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AccelRay {
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orig: ray.orig,
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dir_inv: Vector {
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co: Float4::splat(1.0) / ray.dir.co,
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},
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max_t: ray.max_t,
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time: ray.time,
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flags: ray.flags,
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id: id,
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}
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}
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pub fn update_from_world_ray(&mut self, wr: &Ray) {
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self.orig = wr.orig;
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self.dir_inv = Vector {
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co: Float4::splat(1.0) / wr.dir.co,
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};
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}
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pub fn update_from_xformed_world_ray(&mut self, wr: &Ray, mat: &Matrix4x4) {
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self.orig = wr.orig * *mat;
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self.dir_inv = Vector {
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co: Float4::splat(1.0) / (wr.dir * *mat).co,
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};
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}
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pub fn is_occlusion(&self) -> bool {
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(self.flags & OCCLUSION_FLAG) != 0
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}
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pub fn is_done(&self) -> bool {
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(self.flags & DONE_FLAG) != 0
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}
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pub fn mark_done(&mut self) {
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self.flags |= DONE_FLAG;
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}
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}
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