split light calculations and camera rays
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parent
295037edc6
commit
722e5d4b6e
26
src/lib.rs
26
src/lib.rs
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@ -346,16 +346,13 @@ impl Core {
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hits1 = hits2;
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hits1 = hits2;
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}
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}
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}
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}
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let mut camera_ray_display: Vec<Vertex> = Vec::with_capacity(camera_rays.len());
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let light_at = {
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if args.show_light {
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let sigma2 = args.accum_sigma.powi(2);
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let sigma2 = args.accum_sigma.powi(2);
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let accum_normalizator = (2. * PI * sigma2).sqrt().recip();
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let accum_normalizator = (2. * PI * sigma2).sqrt().recip();
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for ray in camera_rays {
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let hits = &hits;
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let Some(hit) = scene.trace_ray(ray) else {
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move |hit: Hit| -> f32 {
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continue;
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};
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let mut total_cd = 0.0f32;
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let mut total_cd = 0.0f32;
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for light_hit in &hits {
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for light_hit in hits {
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let d2 = hit.incident.base.distance_squared(light_hit.incident.base);
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let d2 = hit.incident.base.distance_squared(light_hit.incident.base);
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if d2 > 9. * sigma2 {
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if d2 > 9. * sigma2 {
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continue;
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continue;
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@ -368,11 +365,22 @@ impl Core {
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assert!(hit.incident.dir.is_normalized());
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assert!(hit.incident.dir.is_normalized());
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let reflector = Lambertian;
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let reflector = Lambertian;
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let in_lm = 1.0;
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let in_lm = 1.0;
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let out_cd = in_lm * reflector.brdf(normal, light_hit.incident.dir, -ray.dir);
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let out_cd =
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in_lm * reflector.brdf(normal, light_hit.incident.dir, -hit.incident.dir);
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let weight = accum_normalizator * (-0.5 * d2 / sigma2).exp();
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let weight = accum_normalizator * (-0.5 * d2 / sigma2).exp();
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total_cd += weight * out_cd;
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total_cd += weight * out_cd;
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}
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}
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let brightness = 3. * (1. - (1. + total_cd * args.accum_scale).recip());
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total_cd * args.accum_scale
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}
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};
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let mut camera_ray_display: Vec<Vertex> = Vec::with_capacity(camera_rays.len());
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if args.show_light {
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for ray in camera_rays {
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let Some(hit) = scene.trace_ray(ray) else {
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continue;
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};
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let light = light_at(hit);
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let brightness = 3. * (1. - (1. + light).recip());
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let r = args.accum_sigma;
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let r = args.accum_sigma;
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let color = vec3(brightness, brightness - 1., brightness - 2.)
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let color = vec3(brightness, brightness - 1., brightness - 2.)
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.clamp(Vec3::splat(0.), Vec3::splat(1.));
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.clamp(Vec3::splat(0.), Vec3::splat(1.));
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