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use std::cell::Cell;
use std::f32::consts::PI;
use std::sync::Arc;
use crate::core::geometry::pnt3_distance_squaredf;
use crate::core::geometry::{Normal3f, Point2f, Point3f, Ray, Vector3f};
use crate::core::interaction::{Interaction, InteractionCommon};
use crate::core::light::{LightFlags, VisibilityTester};
use crate::core::medium::{Medium, MediumInterface};
use crate::core::pbrt::{Float, Spectrum};
use crate::core::sampling::{uniform_sample_sphere, uniform_sphere_pdf};
use crate::core::scene::Scene;
use crate::core::transform::Transform;
#[derive(Clone)]
pub struct PointLight {
pub p_light: Point3f,
pub i: Spectrum,
pub flags: u8,
pub n_samples: i32,
pub medium_interface: MediumInterface,
}
impl PointLight {
pub fn new(
light_to_world: &Transform,
medium_interface: &MediumInterface,
i: &Spectrum,
) -> Self {
let mut inside: Option<Arc<Medium>> = None;
let mut outside: Option<Arc<Medium>> = None;
if let Some(ref mi_inside) = medium_interface.inside {
inside = Some(mi_inside.clone());
}
if let Some(ref mi_outside) = medium_interface.outside {
outside = Some(mi_outside.clone());
}
PointLight {
p_light: light_to_world.transform_point(&Point3f::default()),
i: *i,
flags: LightFlags::DeltaPosition as u8,
n_samples: 1_i32,
medium_interface: MediumInterface { inside, outside },
}
}
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.p_light - iref.p).normalize();
*pdf = 1.0 as Float;
light_intr.p = self.p_light;
light_intr.time = iref.time;
vis.p0 = Some(&iref);
vis.p1 = Some(light_intr);
self.i / pnt3_distance_squaredf(&self.p_light, &iref.p)
}
pub fn power(&self) -> Spectrum {
self.i * (4.0 as Float * PI)
}
pub fn preprocess(&self, _scene: &Scene) {}
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 {
*ray = Ray {
o: self.p_light,
d: uniform_sample_sphere(u1),
t_max: Cell::new(std::f32::INFINITY),
time,
differential: None,
medium: None,
};
*n_light = Normal3f::from(ray.d);
*pdf_pos = 1.0 as Float;
*pdf_dir = uniform_sphere_pdf();
self.i
}
pub fn get_flags(&self) -> u8 {
self.flags
}
pub fn get_n_samples(&self) -> i32 {
self.n_samples
}
pub fn pdf_le(
&self,
_ray: &Ray,
_n_light: &Normal3f,
pdf_pos: &mut Float,
pdf_dir: &mut Float,
) {
*pdf_pos = 0.0 as Float;
*pdf_dir = uniform_sphere_pdf();
}
}