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"Can you identify where parsing, scene description, and raytracing get
interwined in the povray source code https://github.com/POV-Ray/povray and
suggest methods to separate them?"
Here's how parsing, scene description, and raytracing are intertwined in the
POV-Ray codebase, along with suggestions for separating them into cleaner,
modular layers:
---
## 📦 Where Parsing, Scene Description & Raytracing Intersect
### 1. **Parsing Initiates Scene Construction**
- The parsing pipeline is implemented in **source/parser/**:
- `scanner.cpp` and `rawtokenizer.cpp` handle **lexical analysis**,
- `parser.cpp`, `parser_expressions.cpp`, etc., build a detailed **scene
representation** (objects, materials, lights, cameras) in memory .
### 2. **Parser Pulls in Raytracing Code**
- `parser.cpp` directly includes raytracing and rendering headers like:
```cpp
#include "core/lighting/lightsource.h"
#include "core/bounding/boundingsphere.h"
```
This indicates parsing is aware of and uses classes from the core rendering
engine .
### 3. **Scene Graph & Core Raytracing Tied Together**
- As parser builds the scene graph (objects, primitives), it instantiates core
structures like light sources and bounds, which are immediately used by the
raytracer.
- This blending makes it hard to swap or reuse the scene representation
independently of rendering.
---
## 🛠 Suggestions for Modular Separation
### A. **Isolate Parsing into a Dedicated API Layer**
- Extract parsing into a standalone module exposing a clean interface, e.g.:
```cpp
Scene *ParseScene(const std::string &filename);
```
- Internally use parser/scanner/tokenizer, but externally depend only on a
minimal scene structure.
rendering abstractions.
- Adapt parser to build this neutral graph.
- Develop adapter layers to feed core raytracer components from this graph.
### C. **Use Adapter Patterns to Insert Decoupling Layers**
1. **Parser → SceneGraph Adapter**
- Parser outputs SceneGraph objects, not `core::lightsource`.
2. **SceneGraph → Raytracer Adapter**
- Convert graph nodes into permanent raytracer types within a separate
module.
- Benefits: easier to reuse graph for other backends (e.g. viewport preview,
real-time path tracing).
### D. **Decouple Symbol Table & Expression Evaluation**
- Implement two roles:
- **Compile-time AST** building,
- **Runtime evaluator** invoked during rendering, possibly embedded in scene
description rather than renderer.
### E. **Refactor Code Responsibilities**
- Maintain clear boundaries:
- **Parser module**: handles parsing, tokenization, AST building.
- **Scene builder**: constructs neutral scene graph.
- **Raytracer**: consumes scene graph for rendering.
- Requires removal of `#include` dependencies in parser on core/light and
bounding headers.
---
## ✅ Summary of Actions
| Layer | Responsibilities | Proposed
Refactoring |
|------------------|------------------------------------------------|-----------------------|
| **Parser** | Lexing, parsing, AST construction | Outputs
to SceneGraph interface |
| **SceneGraph** | Neutral representation of objects and settings | No
rendering dependencies |
| **Adapters** | Convert SceneGraph to Core types | One
directional mapping layer |
| **Raytracer** | Rendering based on core objects | Independent
from parser |
This structure isolates parsing, scene representation, and raytracing into
---
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