use crate::globals::get_options; use rayon::prelude::*; use shared::core::geometry::{Bounds3f, Ray, VectorLike}; use shared::core::interaction::{InteractionTrait, SurfaceInteraction}; use shared::core::material::MaterialTrait; use shared::core::primitive::{Primitive, PrimitiveTrait}; use shared::core::texture::BasicTextureEvaluator; use shared::core::texture::TextureEvaluator; use shared::wavefront::workitems::*; use shared::wavefront::WavefrontAggregate; use shared::{Float, Ptr}; pub struct CpuAggregate { pub aggregate: Primitive, } impl CpuAggregate { pub fn new(aggregate: Primitive) -> Self { Self { aggregate } } } // fn enqueue_after_intersection( // r: RayWorkItem, ray_medium: Medium, t_max: Float, intr: SurfaceInteraction, // mut medium_sample_queue: &MediumQueue, mut next_ray_queue: &RayQueue, // mut hit_area_light_queue: &HitAreaLightQueue, mut basic_eval_mtl_q: &MaterialEvalQueue, // mut universal_eval_mlt_q: MaterialEvalQueue) { // } impl WavefrontAggregate for CpuAggregate { fn bounds(&self) -> Bounds3f { self.aggregate.bounds() } fn intersect_closest( &self, max_rays: usize, ray_q: &RayQueue, escaped_ray_q: &EscapedRayQueue, hit_area_light_q: &HitAreaLightQueue, basic_eval_mtl_q: &MaterialEvalQueue, universal_eval_mtl_q: &MaterialEvalQueue, next_ray_q: &RayQueue, _pixel_sample_state: &PixelSampleState, ) { let n_rays = ray_q.size().min(max_rays as u32); // Intersect ray with the scene and enqueue resulting work (0..n_rays as usize).into_par_iter().for_each(|i| { let r = unsafe { ray_q.get(i) }; let Some(si) = self.aggregate.intersect(&r.ray, None) else { // EnqueueMiss escaped_ray_q.push(EscapedRayWorkItem { ray_o: r.ray.o, ray_d: r.ray.d, lambda: r.lambda, pixel_index: r.pixel_index, beta: r.beta, r_u: r.r_u, r_l: r.r_l, depth: r.depth, specular_bounce: r.specular_bounce != 0, prev_intr_ctx: r.prev_intr_ctx, }); return; }; let intr = &si.intr; // Medium transition if intr.material.is_null() { let mut next = r; next.ray = intr.spawn_ray(r.ray.d); next_ray_q.push(next); return; } // Area light hit if !intr.area_light.is_null() { hit_area_light_q.push(HitAreaLightWorkItem { area_light: intr.area_light, p: intr.p(), n: intr.n(), uv: intr.common.uv, wo: -r.ray.d, lambda: r.lambda, pixel_index: r.pixel_index, beta: r.beta, r_u: r.r_u, r_l: r.r_l, depth: r.depth, specular_bounce: r.specular_bounce != 0, prev_intr_ctx: r.prev_intr_ctx, }); } // Material eval queue dispatch let material = *intr.material.get().unwrap(); let eval_q = if material.can_evaluate_textures(&BasicTextureEvaluator) { basic_eval_mtl_q } else { universal_eval_mtl_q }; eval_q.push(MaterialEvalWorkItem { p: intr.pi(), n: intr.n(), ns: intr.shading.n, dpdu: intr.shading.dpdu, dpdv: intr.shading.dpdv, uv: intr.common.uv, wo: intr.wo(), time: r.ray.time, face_index: intr.face_index, material: intr.material, area_light: intr.area_light, medium_interface: intr.common.medium_interface, pixel_index: r.pixel_index, lambda: r.lambda, beta: r.beta, r_u: r.r_u, any_non_specular_bounces: r.any_non_specular_bounces != 0, depth: r.depth, eta_scale: r.eta_scale, dpdus: intr.shading.dpdu, dpdvs: intr.shading.dpdv, dndus: intr.shading.dndu, dndvs: intr.shading.dndv, }); }); } fn intersect_shadow( &self, max_rays: usize, shadow_ray_q: &ShadowRayQueue, pixel_sample_state: &PixelSampleState, ) { let n_rays = shadow_ray_q.size().min(max_rays as u32); (0..n_rays as usize).into_par_iter().for_each(|i| { let work = unsafe { shadow_ray_q.get(i) }; let ray = Ray::new(work.ray.o, work.ray.d, Some(work.ray.time), Ptr::null()); if !self.aggregate.intersect_p(&ray, Some(work.t_max)) { let pi = work.pixel_index as usize; let ld = work.l_d / (work.r_u + work.r_l).average(); let mut l = pixel_sample_state.l.get(pi); l += ld; pixel_sample_state.l.set(pi, l); } }); } fn intersect_shadow_tr( &self, max_rays: usize, shadow_ray_q: &ShadowRayQueue, pixel_sample_state: &PixelSampleState, ) { self.intersect_shadow(max_rays, shadow_ray_q, pixel_sample_state); } }