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use crate::core::geometry::{Normal3f, Point2f, Ray, Vector3f};
use crate::core::interaction::{Interaction, InteractionCommon, SurfaceInteraction};
use crate::core::pbrt::{Float, Spectrum};
use crate::core::sampler::Sampler;
use crate::core::scene::Scene;
use crate::lights::diffuse::DiffuseAreaLight;
use crate::lights::distant::DistantLight;
use crate::lights::goniometric::GonioPhotometricLight;
use crate::lights::infinite::InfiniteAreaLight;
use crate::lights::point::PointLight;
use crate::lights::projection::ProjectionLight;
use crate::lights::spot::SpotLight;
#[repr(u8)]
pub enum LightFlags {
DeltaPosition = 1,
DeltaDirection = 2,
Area = 4,
Infinite = 8,
}
pub enum Light {
DiffuseArea(Box<DiffuseAreaLight>),
Distant(Box<DistantLight>),
GonioPhotometric(Box<GonioPhotometricLight>),
InfiniteArea(Box<InfiniteAreaLight>),
Point(Box<PointLight>),
Projection(Box<ProjectionLight>),
Spot(Box<SpotLight>),
}
impl Light {
pub fn sample_li<'a, 'b>(
&'b self,
iref: &'a InteractionCommon,
light_intr: &'b mut InteractionCommon,
u: Point2f,
wi: &mut Vector3f,
pdf: &mut Float,
vis: &mut VisibilityTester<'a, 'b>,
) -> Spectrum {
match self {
Light::DiffuseArea(light) => light.sample_li(iref, light_intr, u, wi, pdf, vis),
Light::Distant(light) => light.sample_li(iref, light_intr, u, wi, pdf, vis),
Light::GonioPhotometric(light) => light.sample_li(iref, light_intr, u, wi, pdf, vis),
Light::InfiniteArea(light) => light.sample_li(iref, light_intr, u, wi, pdf, vis),
Light::Point(light) => light.sample_li(iref, light_intr, u, wi, pdf, vis),
Light::Projection(light) => light.sample_li(iref, light_intr, u, wi, pdf, vis),
Light::Spot(light) => light.sample_li(iref, light_intr, u, wi, pdf, vis),
}
}
pub fn power(&self) -> Spectrum {
match self {
Light::DiffuseArea(light) => light.power(),
Light::Distant(light) => light.power(),
Light::GonioPhotometric(light) => light.power(),
Light::InfiniteArea(light) => light.power(),
Light::Point(light) => light.power(),
Light::Projection(light) => light.power(),
Light::Spot(light) => light.power(),
}
}
pub fn preprocess(&self, scene: &Scene) {
match self {
Light::DiffuseArea(light) => light.preprocess(scene),
Light::Distant(light) => light.preprocess(scene),
Light::GonioPhotometric(light) => light.preprocess(scene),
Light::InfiniteArea(light) => light.preprocess(scene),
Light::Point(light) => light.preprocess(scene),
Light::Projection(light) => light.preprocess(scene),
Light::Spot(light) => light.preprocess(scene),
}
}
pub fn le(&self, ray: &Ray) -> Spectrum {
match self {
Light::DiffuseArea(light) => light.le(ray),
Light::Distant(light) => light.le(ray),
Light::GonioPhotometric(light) => light.le(ray),
Light::InfiniteArea(light) => light.le(ray),
Light::Point(light) => light.le(ray),
Light::Projection(light) => light.le(ray),
Light::Spot(light) => light.le(ray),
}
}
pub fn pdf_li(&self, iref: &dyn Interaction, wi: &Vector3f) -> Float {
match self {
Light::DiffuseArea(light) => light.pdf_li(iref, &wi),
Light::Distant(light) => light.pdf_li(iref, &wi),
Light::GonioPhotometric(light) => light.pdf_li(iref, &wi),
Light::InfiniteArea(light) => light.pdf_li(iref, &wi),
Light::Point(light) => light.pdf_li(iref, &wi),
Light::Projection(light) => light.pdf_li(iref, &wi),
Light::Spot(light) => light.pdf_li(iref, &wi),
}
}
pub fn sample_le(
&self,
u1: Point2f,
u2: Point2f,
time: Float,
ray: &mut Ray,
n_light: &mut Normal3f,
pdf_pos: &mut Float,
pdf_dir: &mut Float,
) -> Spectrum {
match self {
Light::DiffuseArea(light) => {
light.sample_le(u1, u2, time, ray, n_light, pdf_pos, pdf_dir)
}
Light::Distant(light) => light.sample_le(u1, u2, time, ray, n_light, pdf_pos, pdf_dir),
Light::GonioPhotometric(light) => {
light.sample_le(u1, u2, time, ray, n_light, pdf_pos, pdf_dir)
}
Light::InfiniteArea(light) => {
light.sample_le(u1, u2, time, ray, n_light, pdf_pos, pdf_dir)
}
Light::Point(light) => light.sample_le(u1, u2, time, ray, n_light, pdf_pos, pdf_dir),
Light::Projection(light) => {
light.sample_le(u1, u2, time, ray, n_light, pdf_pos, pdf_dir)
}
Light::Spot(light) => light.sample_le(u1, u2, time, ray, n_light, pdf_pos, pdf_dir),
}
}
pub fn pdf_le(&self, ray: &Ray, n_light: &Normal3f, pdf_pos: &mut Float, pdf_dir: &mut Float) {
match self {
Light::DiffuseArea(light) => light.pdf_le(ray, n_light, pdf_pos, pdf_dir),
Light::Distant(light) => light.pdf_le(ray, n_light, pdf_pos, pdf_dir),
Light::GonioPhotometric(light) => light.pdf_le(ray, n_light, pdf_pos, pdf_dir),
Light::InfiniteArea(light) => light.pdf_le(ray, n_light, pdf_pos, pdf_dir),
Light::Point(light) => light.pdf_le(ray, n_light, pdf_pos, pdf_dir),
Light::Projection(light) => light.pdf_le(ray, n_light, pdf_pos, pdf_dir),
Light::Spot(light) => light.pdf_le(ray, n_light, pdf_pos, pdf_dir),
}
}
pub fn get_flags(&self) -> u8 {
match self {
Light::DiffuseArea(light) => light.get_flags(),
Light::Distant(light) => light.get_flags(),
Light::GonioPhotometric(light) => light.get_flags(),
Light::InfiniteArea(light) => light.get_flags(),
Light::Point(light) => light.get_flags(),
Light::Projection(light) => light.get_flags(),
Light::Spot(light) => light.get_flags(),
}
}
pub fn get_n_samples(&self) -> i32 {
match self {
Light::DiffuseArea(light) => light.get_n_samples(),
Light::Distant(light) => light.get_n_samples(),
Light::GonioPhotometric(light) => light.get_n_samples(),
Light::InfiniteArea(light) => light.get_n_samples(),
Light::Point(light) => light.get_n_samples(),
Light::Projection(light) => light.get_n_samples(),
Light::Spot(light) => light.get_n_samples(),
}
}
pub fn l(&self, intr: &InteractionCommon, w: &Vector3f) -> Spectrum {
match self {
Light::DiffuseArea(light) => light.l(intr, w),
_ => panic!("Not an area light"),
}
}
}
pub fn is_delta_light(flags: u8) -> bool {
let mut pos: bool = false;
let mut dir: bool = false;
if (flags & LightFlags::DeltaPosition as u8) > 0 {
pos = true;
}
if (flags & LightFlags::DeltaDirection as u8) > 0 {
dir = true;
}
pos || dir
}
#[derive(Default, Clone)]
pub struct VisibilityTester<'a, 'b> {
pub p0: Option<&'a InteractionCommon>,
pub p1: Option<&'b InteractionCommon>,
}
impl<'a, 'b> VisibilityTester<'a, 'b> {
pub fn unoccluded(&self, scene: &Scene) -> bool {
let mut ray: Ray = self
.p0
.as_ref()
.unwrap()
.spawn_ray_to(&self.p1.as_ref().unwrap());
!scene.intersect_p(&mut ray)
}
pub fn tr(&self, scene: &Scene, sampler: &mut Sampler) -> Spectrum {
let mut ray: Ray = self
.p0
.as_ref()
.unwrap()
.spawn_ray_to(&self.p1.as_ref().unwrap());
let mut tr: Spectrum = Spectrum::new(1.0 as Float);
loop {
let mut isect: SurfaceInteraction = SurfaceInteraction::default();
if scene.intersect(&mut ray, &mut isect) {
if let Some(primitive_raw) = isect.primitive {
let primitive = unsafe { &*primitive_raw };
if let Some(_material) = primitive.get_material() {
return Spectrum::default();
} else {
if let Some(ref medium_arc) = ray.medium {
tr *= medium_arc.tr(&ray, sampler);
}
}
}
} else {
if let Some(ref medium_arc) = ray.medium {
tr *= medium_arc.tr(&ray, sampler);
}
break;
}
ray = isect.common.spawn_ray_to(&self.p1.as_ref().unwrap());
}
tr
}
}