pathtracer/pathtracer/src/render/pathtrace/pathtracer.rs
2020-05-08 12:51:25 +02:00

136 lines
4.5 KiB
Rust

use indicatif::ProgressIterator;
use rayon::prelude::*;
use super::super::utils::{buffer_to_image, sample_hemisphere};
use super::super::Renderer;
use crate::{
core::LinearColor,
material::Material,
scene::{Object, Scene},
shape::Shape,
};
use beevee::ray::Ray;
use image::RgbImage;
/// Render the [`Scene`] using Pathtracing
///
/// [`Scene`]: ../scene/scene/struct.Scene.html
pub struct Pathtracer {
#[allow(unused)]
scene: Scene,
}
impl Pathtracer {
/// Create a [`Pathtracer`] renderer with the given [`Scene`]
///
/// [`Pathtracer`]: struct.Pathtracer.html
/// [`Scene`]: ../scene/scene/struct.Scene.html
pub fn new(scene: Scene) -> Self {
Pathtracer { scene }
}
/// Render the [`Scene`] using Pathtracing.
///
/// [`Scene`]: ../scene/scene/struct.Scene.html
pub fn render(&self) -> RgbImage {
let (width, height) = (
self.scene.camera.film().width(),
self.scene.camera.film().height(),
);
let total = width * height;
let p = super::super::progress::get_passes_progressbar(self.scene.shot_rays);
// Ensure at least one round of shots
let (img_buf, _) = (0..self.scene.shot_rays.max(1))
.progress_with(p)
.map(|_| {
let mut buffer: Vec<LinearColor> = Vec::new();
buffer.resize_with(total as usize, LinearColor::black);
buffer
.par_chunks_mut(width as usize)
.enumerate()
.for_each(|(y, row)| {
for x in 0..width {
row[x as usize] += self.pixel_ray(x as f32, y as f32);
}
});
buffer
})
.fold(
{
let mut vec = Vec::new();
vec.resize_with(total as usize, LinearColor::black);
let count = 0usize;
(vec, count)
},
|(mut acc, count), buf| {
for (i, pixel) in buf.into_iter().enumerate() {
acc[i] += pixel;
}
let count = count + 1; // Because count is 0-indexed
if self.scene.steps.contains(&count) {
let image = buffer_to_image(&acc, count as u32, width, height);
image
.save(format!("{}_passes.png", count))
.expect("writing image failed!");
}
(acc, count) // Count has been updated previously
},
);
buffer_to_image(&img_buf, self.scene.shot_rays, width, height)
}
fn pixel_ray(&self, x: f32, y: f32) -> LinearColor {
let (x, y) = self.scene.camera.film().pixel_ratio(x, y);
let ray = self.scene.camera.ray_with_ratio(x, y);
self.cast_ray(ray).map_or_else(
|| self.scene.background.clone(),
|(t, obj)| self.radiance(ray, t, obj, self.scene.reflection_limit),
)
}
fn radiance(&self, ray: Ray, t: f32, obj: &Object, limit: u32) -> LinearColor {
// This doesn't look great, but it works ¯\_(ツ)_/¯
let hit_pos = ray.origin + ray.direction.as_ref() * t;
let texel = obj.shape.project_texel(&hit_pos);
let properties = obj.material.properties(texel);
// If we are the at recursion limit, return the light emitted by the object
if limit == 0 {
return properties.emitted;
};
// Get BRDF
// FIXME: what about the material's albedo ?
let brdf = properties.diffuse;
// Pick a new direction
let normal = obj.shape.normal(&hit_pos);
let (new_direction, weight) = sample_hemisphere(normal);
let cos_new_ray = new_direction.dot(&normal);
// Calculate the incoming light along the new ray
let new_ray = Ray::new(hit_pos + new_direction.as_ref() * 0.001, new_direction);
let incoming = self
.cast_ray(new_ray)
.map_or_else(LinearColor::black, |(t, obj)| {
self.radiance(new_ray, t, obj, limit - 1)
});
// Put it all together
properties.emitted + (brdf * incoming * cos_new_ray * weight)
}
fn cast_ray(&self, ray: Ray) -> Option<(f32, &Object)> {
self.scene.bvh.walk(&ray, &self.scene.objects)
}
}
impl Renderer for Pathtracer {
fn render(&self) -> RgbImage {
self.render()
}
}