很好!现在让我们开始Phase 5的实现吧!如下是Phase 5我已经写好的头文件与依赖文件(注:ray.h/cpp&hit_record.h/cpp在前面的代码中你已经实现了,现在只需要再检查一遍之前的实现是否正确即可): ### 文件:include/are/raytracer/cpu_raytracer.h ```cpp /** * @file cpu_raytracer.h * @brief CPU-based ray tracing implementation */ #ifndef ARE_INCLUDE_RAYTRACER_CPU_RAYTRACER_H #define ARE_INCLUDE_RAYTRACER_CPU_RAYTRACER_H #include #include #include #include namespace are { /** * @class CPURayTracer * @brief CPU-based ray tracing implementation * * Uses multithreading for parallel ray tracing on CPU. */ class CPURayTracer : public RayTracer { public: /** * @brief Constructor * @param config Ray tracing configuration */ explicit CPURayTracer(const RayTracingConfig& config); /** * @brief Destructor */ ~CPURayTracer() override; /** * @brief Render scene using CPU ray tracing * @param scene Scene manager * @param camera Camera * @param gbuffer G-Buffer (optional) * @param output Output texture ID */ void render(const SceneManager& scene, const Camera& camera, const GBuffer* gbuffer, uint32_t output_texture) override; /** * @brief Update BVH * @param bvh BVH reference */ void update_bvh(const BVH& bvh) override; private: /** * @brief Trace a single ray * @param ray Ray to trace * @param depth Current recursion depth * @return Ray color */ Vec3 trace_ray(const Ray& ray, int depth); /** * @brief Shade hit point * @param hit Hit record * @param ray Incident ray * @param depth Current recursion depth * @return Shaded color */ Vec3 shade(const HitRecord& hit, const Ray& ray, int depth); /** * @brief Compute direct lighting * @param hit Hit record * @return Direct lighting contribution */ Vec3 compute_direct_lighting(const HitRecord& hit); /** * @brief Compute ambient occlusion * @param hit Hit record * @return AO factor [0, 1] */ Real compute_ambient_occlusion(const HitRecord& hit); /** * @brief Check shadow ray * @param origin Shadow ray origin * @param direction Shadow ray direction * @param max_distance Maximum distance * @return true if in shadow */ bool is_in_shadow(const Vec3& origin, const Vec3& direction, Real max_distance); const BVH* bvh_; ///< BVH reference const SceneManager* scene_; ///< Scene reference std::vector framebuffer_; ///< CPU framebuffer (HDR) int width_; ///< Framebuffer width int height_; ///< Framebuffer height }; } // namespace are #endif // ARE_INCLUDE_RAYTRACER_CPU_RAYTRACER_H ``` ### 文件:include/are/raytracer/raytracer.h ```cpp /** * @file raytracer.h * @brief Ray tracing interface */ #ifndef ARE_INCLUDE_RAYTRACER_RAYTRACER_H #define ARE_INCLUDE_RAYTRACER_RAYTRACER_H #include #include namespace are { // Forward declarations class SceneManager; class Camera; class GBuffer; class BVH; /** * @class RayTracer * @brief Abstract ray tracing interface * * Base class for CPU and GPU ray tracing implementations. */ class RayTracer { public: /** * @brief Constructor * @param config Ray tracing configuration */ explicit RayTracer(const RayTracingConfig& config); /** * @brief Virtual destructor */ virtual ~RayTracer() = default; /** * @brief Render scene using ray tracing * @param scene Scene manager * @param camera Camera * @param gbuffer G-Buffer (optional, for hybrid rendering) * @param output Output texture ID */ virtual void render(const SceneManager& scene, const Camera& camera, const GBuffer* gbuffer, uint32_t output_texture) = 0; /** * @brief Update BVH * @param bvh BVH reference */ virtual void update_bvh(const BVH& bvh) = 0; /** * @brief Set configuration * @param config New configuration */ virtual void set_config(const RayTracingConfig& config); /** * @brief Get configuration * @return Current configuration */ const RayTracingConfig& get_config() const { return config_; } protected: RayTracingConfig config_; ///< Ray tracing configuration }; } // namespace are #endif // ARE_INCLUDE_RAYTRACER_RAYTRACER_H ``` 此外,你可能需要随机数模块。 ### 文件:include/utils/random.h ```cpp /** * @file random.h * @brief Random number generation utilities */ #ifndef ARE_INCLUDE_UTILS_RANDOM_H #define ARE_INCLUDE_UTILS_RANDOM_H #include #include namespace are { /** * @class RandomGenerator * @brief Thread-safe random number generator * * Uses PCG (Permuted Congruential Generator) for high-quality random numbers. */ class RandomGenerator { public: /** * @brief Constructor with optional seed * @param seed Random seed (0 = use random device) */ explicit RandomGenerator(uint64_t seed = 0); /** * @brief Generate random float in [0, 1) * @return Random float */ Real random_float(); /** * @brief Generate random float in [min, max) * @param min Minimum value * @param max Maximum value * @return Random float */ Real random_float(Real min, Real max); /** * @brief Generate random integer in [min, max] * @param min Minimum value * @param max Maximum value * @return Random integer */ int random_int(int min, int max); /** * @brief Generate random point in unit disk * @return Random point (z = 0) */ Vec3 random_in_unit_disk(); /** * @brief Generate random point in unit sphere * @return Random point */ Vec3 random_in_unit_sphere(); /** * @brief Generate random unit vector * @return Random unit vector */ Vec3 random_unit_vector(); /** * @brief Generate random vector in hemisphere * @param normal Hemisphere normal * @return Random vector in hemisphere */ Vec3 random_in_hemisphere(const Vec3 &normal); /** * @brief Generate random cosine-weighted direction * @param normal Surface normal * @return Random direction (cosine-weighted) */ Vec3 random_cosine_direction(const Vec3 &normal); /** * @brief Set seed for reproducible results * @param seed Random seed */ void set_seed(uint64_t seed); private: std::mt19937_64 rng_; ///< Random number generator std::uniform_real_distribution dist_; ///< Uniform distribution [0, 1) }; /** * @brief Get thread-local random generator * @return Reference to thread-local generator */ RandomGenerator &get_thread_random(); /** * @brief Generate random float in [0, 1) using thread-local generator * @return Random float */ inline Real random_float() { return get_thread_random().random_float(); } /** * @brief Generate random float in [min, max) using thread-local generator * @param min Minimum value * @param max Maximum value * @return Random float */ inline Real random_float(Real min, Real max) { return get_thread_random().random_float(min, max); } } // namespace are #endif // ARE_INCLUDE_UTILS_RANDOM_H ``` 同样地,如果有依赖或者需要给你的头文件/实现文件还没有给你,欢迎提出;如果已有的数学或者随机数模块需要补充,请分别给出函数声明与实现。