1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
use std::cell::Cell;
use std::f32::consts::PI;
use std::sync::RwLock;
use crate::core::geometry::vec3_coordinate_system;
use crate::core::geometry::{Bounds3f, Normal3f, Point2f, Point3f, Ray, Vector3f};
use crate::core::interaction::{Interaction, InteractionCommon};
use crate::core::light::{LightFlags, VisibilityTester};
use crate::core::medium::MediumInterface;
use crate::core::pbrt::{Float, Spectrum};
use crate::core::sampling::concentric_sample_disk;
use crate::core::scene::Scene;
use crate::core::transform::Transform;
pub struct DistantLight {
pub l: Spectrum,
pub w_light: Vector3f,
pub world_center: RwLock<Point3f>,
pub world_radius: RwLock<Float>,
pub flags: u8,
pub n_samples: i32,
pub medium_interface: MediumInterface,
pub light_to_world: Transform,
pub world_to_light: Transform,
}
impl DistantLight {
pub fn new(light_to_world: &Transform, l: &Spectrum, w_light: &Vector3f) -> Self {
DistantLight {
l: *l,
w_light: light_to_world.transform_vector(&*w_light).normalize(),
world_center: RwLock::new(Point3f::default()),
world_radius: RwLock::new(0.0),
flags: LightFlags::DeltaDirection as u8,
n_samples: 1_i32,
medium_interface: MediumInterface::default(),
light_to_world: Transform::default(),
world_to_light: Transform::default(),
}
}
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 {
*wi = self.w_light;
*pdf = 1.0 as Float;
let p_outside: Point3f =
iref.p + self.w_light * (2.0 as Float * *self.world_radius.read().unwrap());
light_intr.p = p_outside;
light_intr.time = iref.time;
vis.p0 = Some(&iref);
vis.p1 = Some(light_intr);
self.l
}
pub fn power(&self) -> Spectrum {
let world_radius: Float = *self.world_radius.read().unwrap();
self.l * PI * world_radius * world_radius
}
pub fn preprocess(&self, scene: &Scene) {
let mut world_center_ref = self.world_center.write().unwrap();
let mut world_radius_ref = self.world_radius.write().unwrap();
Bounds3f::bounding_sphere(
&scene.world_bound(),
&mut world_center_ref,
&mut world_radius_ref,
);
}
pub fn le(&self, _ray: &Ray) -> Spectrum {
Spectrum::new(0.0 as Float)
}
pub fn pdf_li(&self, _iref: &dyn Interaction, _wi: &Vector3f) -> Float {
0.0 as Float
}
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 {
let mut v1: Vector3f = Vector3f::default();
let mut v2: Vector3f = Vector3f::default();
vec3_coordinate_system(&self.w_light, &mut v1, &mut v2);
let cd: Point2f = concentric_sample_disk(&u1);
let world_center: Point3f = *self.world_center.read().unwrap();
let world_radius: Float = *self.world_radius.read().unwrap();
let p_disk: Point3f = world_center + (v1 * cd.x + v2 * cd.y) * world_radius;
*ray = Ray {
o: p_disk + self.w_light * world_radius,
d: -self.w_light,
t_max: Cell::new(std::f32::INFINITY),
time,
differential: None,
medium: None,
};
*n_light = Normal3f::from(ray.d);
*pdf_pos = 1.0 as Float / (PI * world_radius * world_radius);
*pdf_dir = 1.0 as Float;
self.l
}
pub fn pdf_le(
&self,
_ray: &Ray,
_n_light: &Normal3f,
pdf_pos: &mut Float,
pdf_dir: &mut Float,
) {
let world_radius: Float = *self.world_radius.read().unwrap();
*pdf_pos = 1.0 as Float / (PI * world_radius * world_radius);
*pdf_dir = 0.0 as Float;
}
pub fn get_flags(&self) -> u8 {
self.flags
}
pub fn get_n_samples(&self) -> i32 {
self.n_samples
}
}