psychopath/src/scene/scene.rs

145 lines
4.1 KiB
Rust

use accel::LightAccel;
use algorithm::weighted_choice;
use camera::Camera;
use color::SpectralSample;
use math::{Normal, Point, Vector};
use surface::SurfaceIntersection;
use transform_stack::TransformStack;
use super::Assembly;
use super::World;
#[derive(Debug)]
pub struct Scene<'a> {
pub name: Option<String>,
pub camera: Camera<'a>,
pub world: World<'a>,
pub root: Assembly<'a>,
}
impl<'a> Scene<'a> {
pub fn sample_lights(
&self,
xform_stack: &mut TransformStack,
n: f32,
uvw: (f32, f32, f32),
wavelength: f32,
time: f32,
intr: &SurfaceIntersection,
) -> SceneLightSample {
// TODO: this just selects between world lights and local lights
// with a 50/50 chance. We should do something more sophisticated
// than this, accounting for the estimated impact of the lights
// on the point being lit.
// Calculate relative probabilities of traversing into world lights
// or local lights.
let wl_energy = if self
.world
.lights
.iter()
.fold(0.0, |energy, light| energy + light.approximate_energy())
<= 0.0
{
0.0
} else {
1.0
};
let ll_energy = if self.root.light_accel.approximate_energy() <= 0.0 {
0.0
} else {
1.0
};
let tot_energy = wl_energy + ll_energy;
// Decide either world or local lights, and select and sample a light.
if tot_energy <= 0.0 {
return SceneLightSample::None;
} else {
let wl_prob = wl_energy / tot_energy;
if n < wl_prob {
// World lights
let n = n / wl_prob;
let (i, p) = weighted_choice(self.world.lights, n, |l| l.approximate_energy());
let (ss, sv, pdf) =
self.world.lights[i].sample_from_point(uvw.0, uvw.1, wavelength, time);
return SceneLightSample::Distant {
color: ss,
direction: sv,
pdf: pdf,
selection_pdf: p * wl_prob,
};
} else {
// Local lights
let n = (n - wl_prob) / (1.0 - wl_prob);
if let Some((ss, sgeo, pdf, spdf)) =
self.root
.sample_lights(xform_stack, n, uvw, wavelength, time, intr)
{
return SceneLightSample::Surface {
color: ss,
sample_geo: sgeo,
pdf: pdf,
selection_pdf: spdf * (1.0 - wl_prob),
};
} else {
return SceneLightSample::None;
}
}
}
}
}
#[derive(Debug, Copy, Clone)]
pub enum SceneLightSample {
None,
Distant {
color: SpectralSample,
direction: Vector,
pdf: f32,
selection_pdf: f32,
},
Surface {
color: SpectralSample,
sample_geo: (Point, Normal, f32),
pdf: f32,
selection_pdf: f32,
},
}
impl SceneLightSample {
pub fn is_none(&self) -> bool {
if let SceneLightSample::None = *self {
true
} else {
false
}
}
pub fn color(&self) -> SpectralSample {
match *self {
SceneLightSample::None => panic!(),
SceneLightSample::Distant { color, .. } => color,
SceneLightSample::Surface { color, .. } => color,
}
}
pub fn pdf(&self) -> f32 {
match *self {
SceneLightSample::None => panic!(),
SceneLightSample::Distant { pdf, .. } => pdf,
SceneLightSample::Surface { pdf, .. } => pdf,
}
}
pub fn selection_pdf(&self) -> f32 {
match *self {
SceneLightSample::None => panic!(),
SceneLightSample::Distant { selection_pdf, .. } => selection_pdf,
SceneLightSample::Surface { selection_pdf, .. } => selection_pdf,
}
}
}