Rand v0.9 made the `Uniform::new()` function fallible, but I'm going to
keep assuming these always work and just `.unwrap()` the Result.
It also renamed the distribution module, for some reason.
It's been a couple years and there are new versions of these libraries.
Bump and relax constraints (I don't need exact patch levels, that's what
a lockfile is for).
The Tile can now render a region of height > 1px!
I'm gonna rewrite the render_line() function to operate in terms of the
render_tile() function. A line is, after all, just a tile of height 1px.
The threading code is gone, now. We're back to just having a single
loop to drive the whole thing.
Along with this, I realized that the Distrs container thing wasn't
actually being used. It's a real pain to cart it around, and very few
things actually use it.
TODO: Reinstate the small wiggle done by the uv mapping routine. This
version no longer nudges the coordinate, so I expect there to be some
small visual differences.
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.
The scene is more than just a list of hittables. It's any and all
hittables (so the list, yeah), and also the camera(s!) in the world.
This doens't compile, however. More work will need to be done to
untangle the other things that could previously see these scattered
components.
Because of the mutable record being used in the loop, the previous
version had a somewhat obscured way to track the nearest collision.
Switching to an optional (so I can have a non-optional Material in it)
means I'm not interrogating that value.... So it gets to be explicit
again.
I'll refactor the entire for-loop into an iterator with the min()
adapter at some point. For now: Material lifetimes!
It looks like I messed up the preference for the HitRecords. The
geometry bounces correctly, but the record that sticks is not
necessarily the one closest to the camera.
After nearly a month of not touching the project, I've finally finished
collecting the scene parts. :l
With that, the rearrange is complete. On to the next thing!
All the rendering bits together... except for the ones I missed. Never
mind those. This one has section headers so I can try to stay organized.
I'm gonna need to actually *do* things in this file going forward.
There's the rectangle!
Also the tests. Cargo doesn't complain, but my YcmCompleter (so
rust-analyze, I think) does. The tests are all one big slab again.
Group the informational types together. `vec3.rs` was renamed, and
the Ray implementation was copied into it. The Rect (and possibly a
Point) struct will be moved in, next. It's bad to have a `misc` or
`util` section, but "primitives" doesn't really do it for me, either.
My thought is that the sections will be:
- Primitives
- Renderer
- Scene Components
The renderer section would cover the image description and generation.
Image size and pixel sample count, but also things like the tile size,
render command dispatching, and file write-out. Anything to do with
producing the render.
The scene components section covers anything that goes in the render.
Obvious parts are the spheres and their materials, but this will also
include the camera. After all, it exists "in the world", and there could
be multiple.
Quickly sweeping up a few bits and pieces that got left around. This
seems like an okay way to load the codebase into my brain before doing
the big rearranging.
Iterators are turning my brain to mush. I'm trying far too hard to
leverage existing iterator tooling. The closures all over the place make
saying the type names basically impossible. For chaining in the middle
of a function, this is fine. But I need to stick it in a `struct Tile{}`
and move it between threads.
This commit is a save point for my own sanity, more than anything else.
The tile struct exists and compiles. The only changed part is the
extraction of the pixel sampling loop into a named function (instead of
an nameless closuuuruurreeee)
I wanted to make the Uniform's into `const`s that live at the global
scope. Rust can do global const, but the `Uniform::new()` function
can't be used in that context.
As an intermediate to a *helpful* solution, I've just pushed them into a
struct. One less parameter to name even though it's the same stuff. The
compiler should be smart enough to hoist the initialization outside the
function and leave them around, but maybe not. After all, the function
isn't defined to work in such a way with the `const` keyword :v
The many, many nested for loops don't feel right in a language that lets
you `let x = for...` to assign the results of the loop directly to a
variable. The logic hasn't changed (and I'm pretty sure the compiler
emits the same code), but it feels better now.
I'm now equipped to go over the rest of the project and rewrite the
loops. Hopefully a more ergonomic way to dispatch to the threads arises
as a result. I shall see.
The Stop command will be handled specially by the Dispatcher to act as a
sort of broadcast into the thread pool. Instead of asking the caller to
feed in the appropriate number of stop commands, a single one will queue
up a stop for all threads. Important for the ergonomics of having a
variable number of threads (instead of the earlier magic constant).
Moreover, it's necessary if the dispatcher stops using the round-robin
style assignment.
The pool size is specifiable as an argument to Dispatcher::new().
As results come from the dispatcher('s return channel) they are pushed
into a vector to be reordered. They're sorted in reverse-order so that
they can be popped from the vector. Upon receipt and buffering of a
scanline, a loop checks the tail of the buffer to see if it's the
next-to-write element. Since the tail is popped off, this loop can run
until this condition is not met.
Saving for reference more than anything. The threads take ownership of
the data (the closures do, but whatever). Moving the return channel out
of the dispatcher means the dispatcher can't be moved into the feeder
thread.
I see a few solutions from here:
1. Proxy the return channel with another channel. Give the whole
dispatcher to the feeder thread and hook up another output channel.
Have the feeder unload the return and pass it through.
2. Rewrite the dispatcher constructor to pass a tuple of the dispatcher
minus it's return channel, and the return channel now as a separate
object. This could let them have independent lifetimes and then I can
pass them around like I'm trying to do.
3. Have main do all the job feeding, result unloading, and
recompositing. Don't have a feeder and collector thread, and just
have main bounce between loading a few, and unloading a few.
The job dispatcher has been hooked up and four threads are rendering the
scene. There's a super important caveat, though: The job submission is
blocking and will prevent the main thread from continuing to the result
collection. The threads will be unable to contiinue without having
output space, though. Since the buffers are only size 1, this will cause
4 scanlines to be rendered, and then nothing else to be done. Deadlock.
Bumping the input buffer to 100 lets the submission loop fill up the
workload and then move on to collecting.
There's also no scanline sorting, so everything gets <<wiggly>>.
It's getting fiddly and awful keeping all the thread control pieces all
over the place. Existing ThreadPool implementations seem a little weird,
and this is a learning experience. I'll just make my own!
The dispatcher constructor only creates the threads and sets up their IO
channels. It has another method for serial submission of jobs.
The job allocation follows a round-robin selection, but I have some
concerns about starvation doing this -- consider a long running scanline
render. It would make the submission call block and other threads could
become available for that job. But they'll be ignored, since the
round-robin assignment doesn't have any skip mechanisms.
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.
I hit an issue implementing the threading where the use of trait objects
got real angry about lifetimes. The variants of geometry could be
described as a runtime variable (thus requiring dynamic dispatch), but
I'm not gonna do that. Instead: Enums!
I had been carrying the distributions around with the SmallRng object so
that I can provide whatever bounds needed. It turns out that the book
only takes advantage of this a couple of times.
The functions accepting a Uniform struct no longer do. They instead
construct their own temporary one -- hopefully the optimizer can see
through the loops and construct it just once. :l
The change exposed all the uses of the distributions (duh!) and now they
are correct. The effect is most pronounced on the dielectric spheres.
Final render! The world is pseudorandomly generated. The glass ball in
the middle doens't come out quite right, though. I think there are bad
random ranges being passed around. Things are using (-1,1) when they
should be [0,1). Bug fix incoming.
I found the fucker. The rays were bouncing incorrectly because I wasn't
holding a value the way I should have. I thought I was being clever and
using Rusts's ability to redeclare variables. But, no. That value is
meant to be modified when the first conditional passes. The outcomes are
3 possibilities, where one is an early return. Shadowing the value that
way meant I was giving back garbage.
I don't know why this didn't have any obviously bad effects prior to
making the dielectric material.
The Vec3::as_unit() function accepts input by reference. It passes back
out a copy, however, and some inputs are even temporaries. I bet the
optimizer can see through this game and will do the right thing if I
give it a value instead. It should perform copy elision as appropriate,
even if I'm missing out on Rust's move semantics here.
Remove some old, unused, and unuseable functions.
Dielectric material matching Raytracing in a Weekend book chapter 10.2.
But it isn't right. The spheres turn into solid black holes.
As I'm making the commit, I've found the problem. I'm separating it out
so I can tag it and explore the code a bit more. See the step-by-step
changes, and such.
Segfaults and stack overflows. I get overflows when running in either
debug or release. Segmentation faults when hooked up to GDB. I think it
may be related to the copying of uninitialized trait objects, but I
don't know.
I've decided the trait-based interface just isn't worth this. I'll
rearrange the materials into an Enum and a big match block.
I get lazy with commits when following guided material. There's a design
challenge to approach, now. I'm saving here so I can revert changes in
case it goes sideways.
Materials are proving to be a little complicated in Rust semantics. The
Ray Tracing in a Weekend book uses shared_ptr's, but Rust doesn't really
like that. I'm doing references with lifetime annotations. Hopefully I
can get that the right way around to work out.
The materials themselves look like reasonable candidates for describing
as Enums. This takes away the ability to add new ones by simply impl'ing
a trait, but that was never gonna happen anyway. The code would be
modified and recompiled. There's no difference in maintenance cost if
that's a new struct impl'ing a trait, or adding enum members.