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euv_engine/raytracing/
fn.rs

1use super::*;
2
3/// Returns the component-wise minimum of two vectors.
4///
5/// # Arguments
6///
7/// - `Vector3D` - The first vector.
8/// - `Vector3D` - The second vector.
9///
10/// # Returns
11///
12/// - `Vector3D` - The component-wise minimum.
13fn vector3d_min(a: Vector3D, b: Vector3D) -> Vector3D {
14    Vector3D::new(
15        a.get_x().min(b.get_x()),
16        a.get_y().min(b.get_y()),
17        a.get_z().min(b.get_z()),
18    )
19}
20
21/// Returns the component-wise maximum of two vectors.
22///
23/// # Arguments
24///
25/// - `Vector3D` - The first vector.
26/// - `Vector3D` - The second vector.
27///
28/// # Returns
29///
30/// - `Vector3D` - The component-wise maximum.
31fn vector3d_max(a: Vector3D, b: Vector3D) -> Vector3D {
32    Vector3D::new(
33        a.get_x().max(b.get_x()),
34        a.get_y().max(b.get_y()),
35        a.get_z().max(b.get_z()),
36    )
37}
38
39/// Returns the inclusive parameter interval of a single AABB slab along one
40/// ray axis, or `None` when the ray runs parallel to the slab outside it.
41///
42/// A parallel axis is not rejected outright: the interval becomes
43/// `(-inf, +inf)` when the origin lies inside the slab and the caller keeps
44/// only the two axes that actually constrain the ray.
45///
46/// # Arguments
47///
48/// - `f64` - The ray origin component on this axis.
49/// - `f64` - The ray direction component on this axis.
50/// - `f64` - The slab lower bound.
51/// - `f64` - The slab upper bound.
52///
53/// # Returns
54///
55/// - `Option<(f64, f64)>` - The `(enter, exit)` parameters, or `None` when
56///   the ray is parallel to the slab and outside it.
57fn slab_interval(
58    origin_component: f64,
59    dir_component: f64,
60    lower: f64,
61    upper: f64,
62) -> Option<(f64, f64)> {
63    if dir_component.abs() < RAYTRACE_TRIANGLE_EPSILON {
64        if origin_component < lower || origin_component > upper {
65            return None;
66        }
67        return Some((f64::NEG_INFINITY, f64::INFINITY));
68    }
69    let inverse: f64 = 1.0 / dir_component;
70    let t0: f64 = (lower - origin_component) * inverse;
71    let t1: f64 = (upper - origin_component) * inverse;
72    Some((t0.min(t1), t0.max(t1)))
73}
74
75/// Reports whether the ray segment `t_min`..=`t_max` can touch the AABB
76/// spanning `lower` to `upper`.
77///
78/// This is a conservative broad-phase reject: it never discards an occluder
79/// whose exact test could report a hit inside the requested range, because
80/// the AABB fully contains the occluder and every exact hit lies inside the
81/// AABB.
82///
83/// # Arguments
84///
85/// - `Vector3D` - The ray origin.
86/// - `Vector3D` - The ray direction.
87/// - `Vector3D` - The AABB minimum corner.
88/// - `Vector3D` - The AABB maximum corner.
89/// - `f64` - The minimum ray parameter considered a valid hit.
90/// - `f64` - The maximum ray parameter considered a valid hit.
91///
92/// # Returns
93///
94/// - `bool` - `true` when the segment may touch the AABB.
95fn ray_segment_overlaps_aabb(
96    origin: Vector3D,
97    dir: Vector3D,
98    lower: Vector3D,
99    upper: Vector3D,
100    t_min: f64,
101    t_max: f64,
102) -> bool {
103    let x: Option<(f64, f64)> =
104        slab_interval(origin.get_x(), dir.get_x(), lower.get_x(), upper.get_x());
105    let y: Option<(f64, f64)> =
106        slab_interval(origin.get_y(), dir.get_y(), lower.get_y(), upper.get_y());
107    let z: Option<(f64, f64)> =
108        slab_interval(origin.get_z(), dir.get_z(), lower.get_z(), upper.get_z());
109    match (x, y, z) {
110        (Some((x0, x1)), Some((y0, y1)), Some((z0, z1))) => {
111            let t_enter: f64 = x0.max(y0).max(z0);
112            let t_exit: f64 = x1.min(y1).min(z1);
113            t_enter <= t_exit && t_exit >= t_min && t_enter <= t_max
114        }
115        _ => false,
116    }
117}
118
119/// Intersects a ray with the triangle `v0`, `v1`, `v2` using the
120/// Moller-Trumbore algorithm.
121///
122/// The test is two-sided: a hit on either face counts, and the returned
123/// normal is flipped when needed so that it always faces against the ray
124/// direction, making back-face hits usable for shading. A ray parallel to
125/// the triangle plane yields `None`. No `t_min`/`t_max` filtering is
126/// applied here; use [`Ray::intersect_triangle`] for the range-clamped
127/// variant.
128///
129/// # Arguments
130///
131/// - `Vector3D` - The ray origin.
132/// - `Vector3D` - The ray direction (expected to be unit length).
133/// - `Vector3D` - The first triangle vertex.
134/// - `Vector3D` - The second triangle vertex.
135/// - `Vector3D` - The third triangle vertex.
136///
137/// # Returns
138///
139/// - `Option<(f64, Vector3D)>` - The hit distance along the ray and the
140///   unit surface normal oriented against the ray direction, or `None` on
141///   miss.
142pub fn intersect_triangle(
143    origin: Vector3D,
144    dir: Vector3D,
145    v0: Vector3D,
146    v1: Vector3D,
147    v2: Vector3D,
148) -> Option<(f64, Vector3D)> {
149    let edge1: Vector3D = v1 - v0;
150    let edge2: Vector3D = v2 - v0;
151    let pvec: Vector3D = dir.cross(edge2);
152    let det: f64 = edge1.dot(pvec);
153    if det.abs() < RAYTRACE_TRIANGLE_EPSILON {
154        return None;
155    }
156    let inverse_det: f64 = 1.0 / det;
157    let tvec: Vector3D = origin - v0;
158    let u: f64 = tvec.dot(pvec) * inverse_det;
159    if u < 0.0 || u > 1.0 {
160        return None;
161    }
162    let qvec: Vector3D = tvec.cross(edge1);
163    let v: f64 = dir.dot(qvec) * inverse_det;
164    if v < 0.0 || u + v > 1.0 {
165        return None;
166    }
167    let t: f64 = edge2.dot(qvec) * inverse_det;
168    let geometric: Vector3D = edge1.cross(edge2).normalized();
169    let normal: Vector3D = if geometric.dot(dir) > 0.0 {
170        -geometric
171    } else {
172        geometric
173    };
174    Some((t, normal))
175}
176
177/// Returns the AABB extents `(min, max)` of an [`Occluder`].
178///
179/// For AABB occluders this is `(center, extent)`. For sphere occluders
180/// the bounding box is computed from the center and the `.x` component of
181/// `extent` (the sphere radius). For triangle occluders the bounding box
182/// is the component-wise span of the three vertices.
183///
184/// # Arguments
185///
186/// - `&Occluder` - The occluder to bound.
187///
188/// # Returns
189///
190/// - `(Vector3D, Vector3D)` - The `(min, max)` corners of the AABB.
191fn occluder_aabb_extents(occluder: &Occluder) -> (Vector3D, Vector3D) {
192    let (mn, mx): (Vector3D, Vector3D) = match occluder.get_kind() {
193        OccluderKind::Aabb => (occluder.get_center(), occluder.get_extent()),
194        OccluderKind::Sphere => {
195            let center: Vector3D = occluder.get_center();
196            let radius: f64 = occluder.get_extent().get_x();
197            let r: Vector3D = Vector3D::new(radius, radius, radius);
198            (center - r, center + r)
199        }
200        OccluderKind::Triangle => {
201            let [v0, v1, v2]: [Vector3D; 3] = occluder.get_vertices();
202            let lo: Vector3D = vector3d_min(v0, vector3d_min(v1, v2));
203            let hi: Vector3D = vector3d_max(v0, vector3d_max(v1, v2));
204            (lo, hi)
205        }
206    };
207    (vector3d_min(mn, mx), vector3d_max(mn, mx))
208}
209
210/// Flattens every occluder into `(center, radius)` sphere tuples used by
211/// [`soft_shadow_factor`].
212///
213/// For sphere occluders the tuple is `(center, radius)`. For AABB
214/// occluders a conservative bounding sphere is computed from the AABB.
215pub(crate) fn collect_occluder_points(occluders: &[Occluder]) -> Vec<(Vector3D, f64)> {
216    let mut out: Vec<(Vector3D, f64)> = Vec::new();
217    for occ in occluders.iter() {
218        let (mn, mx): (Vector3D, Vector3D) = occluder_aabb_extents(occ);
219        let cx: f64 = (mn.get_x() + mx.get_x()) * 0.5;
220        let cy: f64 = (mn.get_y() + mx.get_y()) * 0.5;
221        let cz: f64 = (mn.get_z() + mx.get_z()) * 0.5;
222        let ex: f64 = (mx.get_x() - mn.get_x()) * 0.5;
223        let ey: f64 = (mx.get_y() - mn.get_y()) * 0.5;
224        let ez: f64 = (mx.get_z() - mn.get_z()) * 0.5;
225        let r: f64 = (ex * ex + ey * ey + ez * ez).sqrt();
226        out.push((Vector3D::new(cx, cy, cz), r));
227    }
228    out
229}
230
231/// Finds the closest intersection between a ray and a list of occluders
232/// without touching any [`Material`].
233///
234/// Returns the winning occluder's index alongside the hit data so callers
235/// can borrow the material directly from the occluder list instead of
236/// cloning it per candidate. The tie-breaking rule matches the historical
237/// behavior: the first occluder achieving the minimum `t` wins.
238///
239/// Every occluder is first run through a broad-phase AABB slab test
240/// against the ray's `t_min`..=`t_max` segment; occluders whose bounds the
241/// segment provably cannot touch are skipped without any exact math. The
242/// test is conservative, so it only removes candidates that could not have
243/// produced a hit, leaving the returned hit identical to a full scan.
244///
245/// # Arguments
246///
247/// - `&Ray` - The ray to test.
248/// - `&[Occluder]` - The occluders to test against.
249///
250/// # Returns
251///
252/// - `Option<(usize, f64, Vector3D, Vector3D)>` - The occluder index, the
253///   hit distance `t`, the hit position, and the surface normal, or `None`
254///   if the ray misses.
255pub(crate) fn closest_hit_indexed(
256    ray: &Ray,
257    occluders: &[Occluder],
258) -> Option<(usize, f64, Vector3D, Vector3D)> {
259    let origin: Vector3D = ray.get_origin();
260    let dir: Vector3D = ray.get_direction();
261    let t_min: f64 = ray.get_t_min();
262    let t_max: f64 = ray.get_t_max();
263    let mut best: Option<(usize, f64, Vector3D, Vector3D)> = None;
264    for (index, occ) in occluders.iter().enumerate() {
265        let (bound_min, bound_max): (Vector3D, Vector3D) = occluder_aabb_extents(occ);
266        if !ray_segment_overlaps_aabb(origin, dir, bound_min, bound_max, t_min, t_max) {
267            continue;
268        }
269        let candidate: Option<(f64, Vector3D)> = match occ.get_kind() {
270            OccluderKind::Sphere => {
271                let center: Vector3D = occ.get_center();
272                let radius: f64 = occ.get_extent().get_x();
273                match ray_sphere_intersect(origin, dir, center, radius) {
274                    Some((t, n)) if t >= t_min && t <= t_max => Some((t, n)),
275                    _ => None,
276                }
277            }
278            OccluderKind::Aabb => match ray_aabb_intersect(origin, dir, bound_min, bound_max) {
279                Some((t_near, _t_far, n)) if t_near >= t_min && t_near <= t_max => {
280                    Some((t_near, n))
281                }
282                _ => None,
283            },
284            OccluderKind::Triangle => {
285                let [v0, v1, v2]: [Vector3D; 3] = occ.get_vertices();
286                ray.intersect_triangle(v0, v1, v2)
287            }
288        };
289        if let Some((t, n)) = candidate {
290            let keep_previous: bool = matches!(&best, Some(previous) if previous.1 <= t);
291            if !keep_previous {
292                let hit_pos: Vector3D = origin + dir.scaled(t);
293                best = Some((index, t, hit_pos, n));
294            }
295        }
296    }
297    best
298}
299
300/// Builds a reflected ray bouncing off a surface point with the given
301/// normal.
302///
303/// # Arguments
304///
305/// - `&Ray` - The incoming ray.
306/// - `Vector3D` - The world-space hit position.
307/// - `Vector3D` - The outward unit normal at the hit point.
308///
309/// # Returns
310///
311/// - `Ray` - A new ray originating at the hit point with the reflected
312///   direction, `t_min` reset to `RAYTRACE_DEFAULT_T_MIN`, `t_max` set to
313///   `RAYTRACE_DEFAULT_T_MAX`, and `depth` incremented by one.
314fn bounce_ray(ray: &Ray, position: Vector3D, normal: Vector3D) -> Ray {
315    let dir: Vector3D = ray.get_direction();
316    let dot: f64 = dir.dot(normal);
317    let reflected_dir: Vector3D = dir - normal.scaled(2.0 * dot);
318    Ray {
319        origin: position,
320        direction: reflected_dir,
321        t_min: RAYTRACE_DEFAULT_T_MIN,
322        t_max: RAYTRACE_DEFAULT_T_MAX,
323        depth: ray.get_depth() + 1,
324    }
325}
326
327/// Iteratively traces a ray against `occluders` using precomputed shadow
328/// bounding spheres, performing no heap allocation per bounce.
329///
330/// Color contributions are accumulated with a specular throughput: each
331/// bounce multiplies the throughput by the hit material's specular
332/// intensity, and a miss adds the ambient color scaled by the current
333/// throughput. The bounce loop stops when the ray misses, when `depth`
334/// reaches `max_bounces`, or when the hit material's specular intensity is
335/// not greater than [`EPSILON`], matching the behavior of the historical
336/// recursive formulation.
337///
338/// # Arguments
339///
340/// - `Ray` - The ray to trace.
341/// - `&[Occluder]` - All occluding surfaces in the scene.
342/// - `&[(Vector3D, f64)]` - Precomputed `(center, radius)` shadow bounding
343///   spheres, one per occluder.
344/// - `&LightingUniforms` - Lighting parameters used during shading.
345/// - `u32` - The maximum number of bounces allowed for this ray.
346///
347/// # Returns
348///
349/// - `Vector3D` - The final traced color.
350pub(crate) fn trace_bounces(
351    ray: Ray,
352    occluders: &[Occluder],
353    shadow_points: &[(Vector3D, f64)],
354    lights: &LightingUniforms,
355    max_bounces: u32,
356) -> Vector3D {
357    let ambient: Vector3D = lights.get_ambient();
358    let mut color: Vector3D = Vector3D::zero();
359    let mut throughput: f64 = 1.0;
360    let mut current: Ray = ray;
361    loop {
362        let (index, _t, position, normal): (usize, f64, Vector3D, Vector3D) =
363            match closest_hit_indexed(&current, occluders) {
364                None => {
365                    color += ambient.scaled(throughput);
366                    break;
367                }
368                Some(hit) => hit,
369            };
370        let material: &Material = occluders[index].get_material();
371        color += lights
372            .shade(position, normal, material, shadow_points)
373            .scaled(throughput);
374        let spec: f64 = material.get_specular();
375        if current.get_depth() >= max_bounces || spec <= EPSILON {
376            break;
377        }
378        throughput *= spec;
379        current = bounce_ray(&current, position, normal);
380    }
381    color
382}