Renderer 2, now with 100% less threading tools
I've rewritten the renderer to see if I can make a better model the second time around. I was having a rough time untangling parts and refactoring it piece-by-piece. Next is to hook up the new rendering parts into a single-threaded build. Once the parts work again, I can look into thread pooling machinery.
This commit is contained in:
@@ -1,7 +1,7 @@
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mod primitives;
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mod renderer;
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mod scene;
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mod renderer;
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use crate::primitives::Vec3;
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use crate::scene::{
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@@ -46,11 +46,11 @@ fn main() {
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// Iterate lines, submitting them as tasks to the thread.
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println!("P3\n{} {}\n255", image.0, image.1);
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let context = renderer::RenderContext {
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camera: cam,
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camera: &scene.camera,
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image,
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max_depth,
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samples_per_pixel,
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world,
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world: scene.world,
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};
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thread::scope(|s| {
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@@ -17,6 +17,96 @@ use rand::Rng;
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use rand::rngs::SmallRng;
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use rand::distributions::Uniform;
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pub type Vec2i = Vec2<i32>;
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pub type Vec2f = Vec2<f32>;
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#[derive (Clone, Copy, PartialEq, PartialOrd, Debug)]
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pub struct Vec2<T>{
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pub x: T,
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pub y: T,
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}
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impl Vec2<f32> {
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pub fn zero() -> Vec2<f32> {
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Vec2{ x: 0.0, y: 0.0 }
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}
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pub fn ones() -> Vec2<f32> {
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Vec2{ x: 1.0, y: 1.0 }
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}
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pub fn rand(srng: &mut SmallRng, distrib: Uniform<f32>) -> Vec2<f32> {
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Vec2 { x: srng.sample(distrib), y: srng.sample(distrib) }
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}
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}
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impl <T> Vec2<T>
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where T: std::ops::Mul{
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pub fn new(x: T, y: T) -> Vec2<T> {
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Vec2{x, y}
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}
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}
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impl <T> Add for Vec2 <T>
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where T: std::ops::Add<Output = T>{
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type Output = Vec2<T>;
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fn add(self, other: Vec2<T>) -> Vec2<T> {
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Vec2 { x: self.x + other.x, y: self.y + other.y }
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}
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}
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impl <T> Mul for Vec2<T>
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where T: std::ops::Mul<Output = T>{
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type Output = Vec2<T>;
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fn mul(self, other: Vec2<T>) -> Vec2<T> {
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Vec2 {
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x: self.x * other.x,
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y: self.y * other.y
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}
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}
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}
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impl Div<f32> for Vec2<f32>{
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type Output = Vec2<f32>;
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fn div(self, other: f32) -> Vec2<f32> {
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Vec2 {
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x: 1.0/other * self.x,
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y: 1.0/other * self.y
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}
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}
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}
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impl Div<i32> for Vec2<i32>{
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type Output = Vec2<i32>;
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fn div(self, other: i32) -> Vec2<i32> {
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Vec2 {
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x: self.x / other,
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y: self.y / other
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}
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}
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}
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impl <T> Div<Vec2<T>> for Vec2<T>
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where T: std::ops::Div<Output = T>{
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type Output = Vec2<T>;
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fn div(self, other: Vec2<T>) -> Vec2<T> {
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Vec2 {
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x: self.x / other.x,
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y: self.y / other.y
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}
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}
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}
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impl <T> Display for Vec2<T>
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where T: Display { // nested type still needs to have Display
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fn fmt(&self, fmt: &mut fmt::Formatter) -> fmt::Result {
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let str = format!("{} {}", self.x, self.y);
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fmt.write_str(&str)
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}
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}
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#[derive(Copy, Clone, PartialEq, PartialOrd, Debug)]
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pub struct Vec3{
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pub x: f32,
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@@ -308,6 +398,22 @@ pub struct Rect {
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pub h: i32,
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}
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impl Rect{
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pub fn pos(&self) -> Vec2i {
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Vec2i {
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x: self.x,
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y: self.y,
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}
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}
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pub fn size(&self) -> Vec2i {
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Vec2i {
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x: self.w - self.x,
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y: self.h - self.y,
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}
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}
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}
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#[cfg(test)]
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mod test{
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use super::*;
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317
src/renderer.rs
317
src/renderer.rs
@@ -1,270 +1,121 @@
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use crate::primitives::{Vec3, Ray, Rect};
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use crate::primitives::{
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Vec2i,
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Vec2f,
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Vec3,
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Ray,
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Rect,
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};
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use crate::scene::{
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Camera,
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Hittable,
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Scene,
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};
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use core::cmp::Ordering;
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use std::thread;
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use std::sync::mpsc;
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use std::ops;
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use rand::Rng;
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use rand::rngs::SmallRng;
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use rand::distributions::Uniform;
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use itertools::Itertools;
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// =================
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// Description parts
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// =================
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const SKY_COLOR: Vec3 = Vec3 { x: 0.5, y: 0.7, z: 1.0};
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#[derive (Clone)]
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pub struct RenderContext{
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pub image: (i32, i32),
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pub samples_per_pixel: u32,
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pub max_depth: u32,
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pub world: Hittable,
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pub camera: Camera,
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struct Distrs{
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zero_one: Uniform<f32>,
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one_one: Uniform<f32>,
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}
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pub struct DistributionContianer {
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pub distrib_zero_one: Uniform<f32>,
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pub distrib_plusminus_one: Uniform<f32>,
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struct RenderProperties {
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samples: u32, // samples are averaged results over a pixel
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bounces: u32, // bounces are how far the ray will travel (in hits not total distance)
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}
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impl DistributionContianer {
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fn new() -> Self {
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DistributionContianer {
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distrib_zero_one: Uniform::new(0.0, 1.0),
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distrib_plusminus_one: Uniform::new(-1.0, 1.0),
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}
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}
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fn to_uv(coord: Vec2i, img_size: Vec2i) -> Vec2f {
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let u = (coord.x as f32) / ((img_size.x - 1) as f32);
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let v = (coord.y as f32) / ((img_size.y - 1) as f32);
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Vec2f::new(u, v)
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}
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// =============
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// Drawing Parts
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// =============
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fn render_line(y: i32, small_rng: &mut SmallRng, context: RenderContext, distr: &DistributionContianer) -> Vec<Vec3> {
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//TODO: Ensure that the compiler hoists the distribution's out as constants
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// else, do so manually
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(0..context.image.0).map(|x| {
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sample_pixel(x, y, small_rng, &context, distr)
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}).collect()
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}
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fn ray_color(r: Ray, world: &Hittable, depth: u32, srng: &mut SmallRng, distrib: Uniform<f32> ) -> Vec3 {
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// recursion depth guard
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fn ray_color(
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r: Ray, surface: &Hittable, depth: u32,
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rng: &mut SmallRng,
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distr: &Distrs,
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) -> Vec3 {
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// recursion guard
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if depth == 0 {
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return Vec3::zero();
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}
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if let Some(rec) = world.hit(r, 0.001, f32::INFINITY){
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// cast a ray, interrogate hit record
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if let Some(record) = surface.hit(r, 0.001, f32::INFINITY){
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let mut scattered = Ray {
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orig: Vec3::zero(),
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dir: Vec3::zero()
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dir: Vec3::zero(),
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};
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let mut attenuation = Vec3::zero();
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if rec.material.scatter(r, &rec, &mut attenuation, &mut scattered, srng) {
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return attenuation * ray_color(scattered, world, depth-1, srng, distrib);
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};
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}
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if record.material.scatter(
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r,
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&record,
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&mut attenuation,
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&mut scattered,
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rng
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) {
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return attenuation * ray_color(
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scattered, surface, depth-1, rng, distr
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);
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}
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} // TODO: explicit else block
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// Rust gets angry about the inner if{} block because it evaluates to ()
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// when the else path is taken. This is a problem for a function
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// that returns Vec3 and not ().
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let unitdir = Vec3::as_unit(r.dir);
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let t = 0.5 * (unitdir.y + 1.0);
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return Vec3::ones() * (1.0 - t) + Vec3::new(0.5, 0.7, 1.0) * t
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{ // when nothing is struck, return sky color
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let unitdir = Vec3::as_unit(r.dir);
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let t = 0.5 * (unitdir.y + 1.0);
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return Vec3::ones() * (1.0 - t) + SKY_COLOR * t
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}
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}
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fn sample_pixel(x: i32, y: i32, small_rng: &mut SmallRng, context: &RenderContext, distr: &DistributionContianer) -> Vec3{
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(0..context.samples_per_pixel).into_iter().fold(
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fn sample_pixel(
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coord: Vec2i, // location in image/screen space
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scene: &Scene, // scene we're drawing
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render_props: &RenderProperties,
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img_size: Vec2i,
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// Supplied by the execution environment (the thread)
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rng: &mut SmallRng,
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dist: &Distrs,
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) -> Vec3{
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(0..render_props.samples)
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.fold(
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Vec3::zero(),
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|color, _sample| {
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let u = ((x as f32) + small_rng.sample(distr.distrib_zero_one)) / ((context.image.0 - 1) as f32);
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let v = ((y as f32) + small_rng.sample(distr.distrib_zero_one)) / ((context.image.1 - 1) as f32);
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let ray = context.camera.get_ray(u, v, small_rng);
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color + ray_color(ray, &context.world, context.max_depth, small_rng, distr.distrib_plusminus_one)
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|color, _sample| -> Vec3 {
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let uv = to_uv(coord, img_size);
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let ray = scene.camera.get_ray(uv.x, uv.y, rng);
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color + ray_color(ray, &scene.world, render_props.bounces, rng, dist)
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}
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)
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}
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// ===============
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// Execution parts
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// ===============
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/* Iterable that produces pixels left-to-right, top-to-bottom.
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* `Tile`s represent the render space, not the finished image.
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* There is no internal pixel buffer
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*/
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type TileCursorIter = itertools::Product<ops::Range<i32>, ops::Range<i32>>;
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struct Tile {
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bounds: Rect,
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context: RenderContext,
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small_rng: SmallRng,
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rand_distr: DistributionContianer,
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cursor: TileCursorIter,
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pixels: Vec<Vec3>,
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}
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impl Tile{
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fn new(
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bounds: Rect,
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context: RenderContext,
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small_rng: SmallRng,
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rand_distr: DistributionContianer
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) -> Self
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{
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Tile { bounds, context, small_rng, rand_distr,
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cursor: (bounds.x..(bounds.x + bounds.w))
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.cartesian_product(bounds.y..(bounds.y + bounds.h)
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impl Tile {
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pub fn render_line(
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bounds: Rect, y: i32, // bounding rect and line
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scene: &Scene,
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properties: &RenderProperties,
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rng: &mut SmallRng, distr: &Distrs // rng utils
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) -> Self {
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let pixels = (0..bounds.w)
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.map ( |x| -> Vec3{
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sample_pixel(
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Vec2i{x, y},
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scene,
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properties,
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bounds.size(),
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rng,
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distr
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)
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}
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})
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.collect();
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Self { bounds, pixels }
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}
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}
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impl Iterator for Tile {
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type Item = Vec3;
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fn next(&mut self) -> Option<Self::Item> {
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if let Some((x, y)) = self.cursor.next(){
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Some(sample_pixel(
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x, y,
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&mut self.small_rng,
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&self.context,
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&self.rand_distr,
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))
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} else {
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None
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}
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}
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}
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#[derive (Clone)]
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pub enum RenderCommand{
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Stop,
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Line { line_num: i32, context: RenderContext },
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}
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pub struct RenderResult {
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pub line_num: i32,
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pub line: Vec<Vec3>,
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}
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impl Ord for RenderResult {
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fn cmp(&self, other: &Self) -> Ordering {
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if self.line_num > other.line_num {
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Ordering::Less
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} else if self.line_num < other.line_num {
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Ordering::Greater
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} else {
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Ordering::Equal
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}
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}
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}
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impl PartialOrd for RenderResult {
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fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
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Some(self.cmp(other))
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}
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}
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impl PartialEq for RenderResult {
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fn eq(&self, other: &Self) -> bool {
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self.line_num == other.line_num
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}
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}
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impl Eq for RenderResult {}
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/*
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* The dispatcher will hold a list of threads, and a list of command input channels to match.
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* Helper functions exist to input jobs serially, and then dispatch them to an open thread.
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*
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* Since receivers can be matched to several senders, the input end of the result channel will
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* be cloned and given to each of the threads.
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* TODO: Consider holding a copy of the render_tx end in case threads exit early and need to
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* be restored.
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*/
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pub struct Dispatcher{
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handles: Vec<thread::JoinHandle<()>>,
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command_transmitters: Vec<mpsc::SyncSender<RenderCommand>>,
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next_to_feed: usize, // gonna do a round-robin style dispatch, ig.
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}
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impl Dispatcher {
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pub fn new(srng: &SmallRng, num_threads: usize) -> (Dispatcher, mpsc::Receiver<RenderResult> ) {
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let mut handles = Vec::new();
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let mut command_transmitters = Vec::<mpsc::SyncSender<RenderCommand>>::new();
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let (render_tx, render_rx) = mpsc::sync_channel::<RenderResult>(1);
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for _ in 0..num_threads {
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// create new command tx/rx pairs. Store tx in the list, give rx to the thread.
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let (command_tx, command_rx) = mpsc::sync_channel::<RenderCommand>(1);
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// TODO: Pick appropriate command queue depth (or make it controllable, even)
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let mut srng = srng.clone();
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let threads_result_tx = render_tx.clone();
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let distribs = DistributionContianer::new();
|
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let thread_handle = thread::spawn(move || {
|
||||
while let Ok(job) = command_rx.recv() {
|
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match job {
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RenderCommand::Stop => {
|
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break;
|
||||
}
|
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RenderCommand::Line { line_num, context } => {
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let line = render_line(line_num, &mut srng, context, &distribs);
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let result = RenderResult { line_num, line };
|
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threads_result_tx.send(result).unwrap();
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
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handles.push(thread_handle);
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command_transmitters.push(command_tx);
|
||||
}
|
||||
// finally, stash everything in the Dispatcher struct and return.
|
||||
(
|
||||
Dispatcher{
|
||||
handles,
|
||||
command_transmitters,
|
||||
next_to_feed: 0,
|
||||
},
|
||||
render_rx
|
||||
)
|
||||
}
|
||||
|
||||
//TODO: Reconsider round-robin dispatch
|
||||
// When passing the message to threads which are still busy, this function
|
||||
// will block (it's a sync_channel). While blocked, other threads could
|
||||
// become available and left idle.
|
||||
pub fn submit_job(&mut self, command: RenderCommand) -> Result<(), mpsc::SendError<RenderCommand>> {
|
||||
// Stop command is special. We'll broadcast it to all threads.
|
||||
if let RenderCommand::Stop = command {
|
||||
for channel in &self.command_transmitters {
|
||||
return channel.send(command.clone());
|
||||
}
|
||||
}
|
||||
|
||||
// Check that `next_to_feed` is in-bounds, and then insert.
|
||||
// index is post-incremented with this function call.
|
||||
|
||||
// wrap when at length (0-indexed so last valid index is len-1)
|
||||
if self.next_to_feed == self.handles.len() {
|
||||
self.next_to_feed = 0;
|
||||
} else if self.next_to_feed > self.handles.len() {
|
||||
panic!("How the hell did a +=1 skip past the maximum allowed size?");
|
||||
}
|
||||
|
||||
match self.command_transmitters.get(self.next_to_feed){
|
||||
Some(target) => target.send(command).unwrap(),
|
||||
None => panic!("oh god oh fuck"),
|
||||
}
|
||||
self.next_to_feed += 1;
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -169,7 +169,6 @@ pub fn degrees_to_radians(degrees: f32) -> f32 {
|
||||
degrees * std::f32::consts::PI / 180.0
|
||||
}
|
||||
|
||||
#[derive (Clone, Copy)]
|
||||
pub struct Camera {
|
||||
origin: Vec3,
|
||||
lower_left_corner: Vec3,
|
||||
|
||||
Reference in New Issue
Block a user