# MiniLight Python : minimal global illumination renderer
#
# Copyright (c) 2007-2008, Harrison Ainsworth / HXA7241 and Juraj Sukop.
# http://www.hxa7241.org/
from surfacepoint import SurfacePoint
from vector3f import ZERO
class RayTracer(object):
def __init__(self, scene):
self.scene_ref = scene
def get_radiance(self, ray_origin, ray_direction, last_hit=None):
hit_ref, hit_position = self.scene_ref.get_intersection(ray_origin, ray_direction, last_hit)
if hit_ref:
surface_point = SurfacePoint(hit_ref, hit_position)
local_emission = ZERO if last_hit else surface_point.get_emission(ray_origin, -ray_direction, False)
illumination = self.sample_emitters(ray_direction, surface_point)
next_direction, color = surface_point.get_next_direction(-ray_direction)
reflection = ZERO if next_direction.is_zero() else color * self.get_radiance(surface_point.position, next_direction, surface_point.triangle_ref)
return reflection + illumination + local_emission
else:
return self.scene_ref.get_default_emission(-ray_direction)
def sample_emitters(self, ray_direction, surface_point):
emitter_position, emitter_ref = self.scene_ref.get_emitter()
if emitter_ref:
emit_direction = (emitter_position - surface_point.position).unitize()
hit_ref, p = self.scene_ref.get_intersection(surface_point.position, emit_direction, surface_point.triangle_ref)
emission_in = SurfacePoint(emitter_ref, emitter_position).get_emission(surface_point.position, -emit_direction, True) if not hit_ref or emitter_ref == hit_ref else ZERO
return surface_point.get_reflection(emit_direction, emission_in * self.scene_ref.emitters_count(), -ray_direction)
else:
return ZERO
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