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use std::{sync::RwLock, time::Duration};
use synchronoise::SignalEvent;
use crate::{
camera::Camera,
config::{Config, Renderer as ConfigRenderer},
error::TracerError,
geometry::Hittable,
image::Image,
ray::Ray,
vec3::Color,
vec3::Vec3,
};
use self::{cpu::CpuRenderer, cpu_scaled::CpuRendererScaled};
pub mod cpu;
pub mod cpu_scaled;
fn do_cancel(cancel_event: Option<&SignalEvent>) -> bool {
match cancel_event {
Some(event) => event.wait_timeout(Duration::from_secs(0)),
None => false,
}
}
fn ray_color(scene: &dyn Hittable, ray: &Ray, depth: usize) -> Vec3 {
if depth == 0 {
return Vec3::default();
}
if let Some(rec) = scene.hit(ray, 0.001, std::f64::INFINITY) {
if let Some((scattered, attenuation)) = rec.material.scatter(ray, &rec) {
return attenuation * ray_color(scene, &scattered, depth - 1);
}
return Color::default();
}
// Sky
let first_color = Vec3::new(1.0, 1.0, 1.0);
let second_color = Vec3::new(0.5, 0.7, 1.0);
let unit_direction = ray.direction().unit_vector();
let t = 0.5 * (unit_direction.y() + 1.0);
(1.0 - t) * first_color + t * second_color
}
pub struct RenderData<'a> {
pub buffer: &'a RwLock<Vec<u32>>,
pub camera: &'a RwLock<Camera>,
pub image: &'a Image,
pub scene: &'a dyn Hittable,
pub config: &'a Config,
pub cancel_event: Option<&'a SignalEvent>,
pub buffer_updated: Option<&'a SignalEvent>,
}
pub trait Renderer: Send + Sync {
fn render(&self, render_data: RenderData) -> Result<(), TracerError>;
}
impl From<&ConfigRenderer> for &dyn Renderer {
fn from(r: &ConfigRenderer) -> Self {
match r {
ConfigRenderer::Cpu => &CpuRenderer {} as &dyn Renderer,
ConfigRenderer::CpuPreview => &CpuRendererScaled {} as &dyn Renderer,
}
}
}
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