7.5 KiB
7.5 KiB
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
/**
* @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 <are/raytracer/raytracer.h>
#include <are/raytracer/ray.h>
#include <are/raytracer/hit_record.h>
#include <vector>
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<Vec3> 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
/**
* @file raytracer.h
* @brief Ray tracing interface
*/
#ifndef ARE_INCLUDE_RAYTRACER_RAYTRACER_H
#define ARE_INCLUDE_RAYTRACER_RAYTRACER_H
#include <are/core/types.h>
#include <are/core/config.h>
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
/**
* @file random.h
* @brief Random number generation utilities
*/
#ifndef ARE_INCLUDE_UTILS_RANDOM_H
#define ARE_INCLUDE_UTILS_RANDOM_H
#include <are/core/types.h>
#include <random>
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<Real> 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。