feat: Thread job dispatching!

There are now two threads: The main thread (obv) and a single worker
thread to render lines. There's a render context struct to keep track of
the many, many arguments to the `render_line()` function. Jobs are
submitted through a channel to the thread, and results are returned
through another. Next up is to make a bunch of threads and collect
across them.
This commit is contained in:
2023-06-24 16:24:28 -05:00
parent 814a65859a
commit 497ea94fbf
3 changed files with 70 additions and 15 deletions

View File

@@ -16,6 +16,7 @@ use crate::degrees_to_radians;
use rand::rngs::SmallRng;
#[derive (Clone, Copy)]
pub struct Camera {
origin: Vec3,
lower_left_corner: Vec3,

View File

@@ -18,6 +18,7 @@ impl HitRecord{
}
}
#[derive (Clone)]
pub enum Hittable {
Sphere { center: Vec3, radius: f32, material: Option<Material> },
HittableList { hittables: Vec<Hittable> }

View File

@@ -3,13 +3,11 @@
mod vec3;
mod ray;
mod camera;
mod material;
mod hittable;
mod material; mod hittable;
use crate::vec3::Vec3;
use crate::ray::Ray;
use crate::hittable::Hittable;
use crate::hittable::Hittable::{HittableList, Sphere};
use crate::material::Material;
use crate::camera::Camera;
@@ -17,6 +15,9 @@ use rand::{Rng, SeedableRng};
use rand::rngs::SmallRng;
use rand::distributions::Uniform;
use std::thread;
use std::sync::mpsc;
fn main() {
// image
let aspect_ratio = 3.0 / 2.0;
@@ -30,8 +31,6 @@ fn main() {
// random generator
let mut small_rng = SmallRng::seed_from_u64(0);
// world
let world = random_scene(&mut small_rng);
@@ -51,30 +50,84 @@ fn main() {
aperture,
dist_to_focus
);
// thread messaging channels
// Render output pipe endpoints
let (render_tx, render_rx) = mpsc::sync_channel::<(i32, Vec<Vec3>)>(1); // TODO: Figure out good names for the ends of the output pipe
let (job_tx, job_rx) = mpsc::channel::<RenderCommand>();
// Threads exist for the whole duration of the (main function) program.
let thread_handle = thread::spawn(move || {
let mut srng = small_rng.clone();
while let Ok(job) = job_rx.recv() {
match job {
RenderCommand::Stop => {
break;
}
RenderCommand::Line { line_num, context } => {
let line = render_line(line_num, &mut srng, context);
let result = (line_num, line);
render_tx.send(result).unwrap();
}
}
}
});
// render
// The render loop should now be a job submission mechanism
// Iterate lines, submitting them as tasks to the thread.
println!("P3\n{} {}\n255", image.0, image.1);
let context = RenderContext {
camera: cam,
image,
max_depth,
samples_per_pixel,
world,
};
for y in (0..image.1).rev() {
eprintln!("Scanlines remaining: {}", y);
let line = render_line(y, image, samples_per_pixel, &world, max_depth, &mut small_rng, &cam);
for color in line {
eprintln!("Submitting scanline: {}", y);
let job = RenderCommand::Line { line_num: y, context: context.clone() };
job_tx.send(job).unwrap();
}
job_tx.send(RenderCommand::Stop).unwrap();
while let Ok(line) = render_rx.recv() {
//TODO: sort results once multiple threads are introduced.
let (linenum, colors) = line;
eprintln!("Received scanline: {}", linenum);
for color in colors {
println!("{}", color.print_ppm(samples_per_pixel));
}
}
thread_handle.join().unwrap();
eprintln!("Done!");
}
fn render_line(y: i32, image: (i32, i32), samples_per_pixel: u32, world: &Hittable, max_depth: u32, small_rng: &mut SmallRng, cam: &camera::Camera ) -> Vec<Vec3> {
#[derive (Clone)]
struct RenderContext{
image: (i32, i32),
samples_per_pixel: u32,
max_depth: u32,
world: Hittable,
camera: Camera,
}
enum RenderCommand{
Stop,
Line { line_num: i32, context: RenderContext },
}
fn render_line(y: i32, small_rng: &mut SmallRng, context: RenderContext ) -> Vec<Vec3> {
let distrib_zero_one = Uniform::new(0.0, 1.0);
let distrib_plusminus_one = Uniform::new(-1.0, 1.0);
let mut line = Vec::<Vec3>::new();
for x in 0..image.0 {
for x in 0..context.image.0 {
let mut color = Vec3::zero();
for _ in 0..samples_per_pixel {
let u = ((x as f32) + small_rng.sample(distrib_zero_one)) / ((image.0 - 1) as f32);
let v = ((y as f32) + small_rng.sample(distrib_zero_one)) / ((image.1 - 1) as f32);
let ray = cam.get_ray(u, v, small_rng);
color+= ray_color(ray, world, max_depth, small_rng, distrib_plusminus_one);
for _ in 0..context.samples_per_pixel {
let u = ((x as f32) + small_rng.sample(distrib_zero_one)) / ((context.image.0 - 1) as f32);
let v = ((y as f32) + small_rng.sample(distrib_zero_one)) / ((context.image.1 - 1) as f32);
let ray = context.camera.get_ray(u, v, small_rng);
color+= ray_color(ray, &context.world, context.max_depth, small_rng, distrib_plusminus_one);
}
line.push(color);
}