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10 Commits
497ea94fbf
...
fc8f9e0e15
| Author | SHA1 | Date | |
|---|---|---|---|
| fc8f9e0e15 | |||
| 601beb10a0 | |||
| 4430b7c0bf | |||
| adaf277cba | |||
| 9873c5596d | |||
| 995cfdf391 | |||
| 65185c7996 | |||
| a4a389c10d | |||
| d77655af12 | |||
| 1d7f075e0d |
@@ -7,4 +7,4 @@ edition = "2021"
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[dependencies]
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rand = { version = "0.8.5", features = ["small_rng"] }
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itertools = { version = "0.11.0" }
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233
src/main.rs
233
src/main.rs
@@ -3,27 +3,33 @@
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mod vec3;
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mod ray;
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mod camera;
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mod material; mod hittable;
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mod material;
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mod hittable;
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mod thread_utils;
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use crate::vec3::Vec3;
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use crate::ray::Ray;
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use crate::hittable::Hittable;
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use crate::material::Material;
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use crate::camera::Camera;
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use crate::thread_utils::RenderCommand;
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use rand::{Rng, SeedableRng};
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use rand::rngs::SmallRng;
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use rand::distributions::Uniform;
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use itertools;
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use itertools::Itertools;
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use std::ops;
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use std::thread;
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use std::sync::mpsc;
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fn main() {
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// image
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let aspect_ratio = 3.0 / 2.0;
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let image = (
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400,
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(400.0 / aspect_ratio) as i32
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1920,
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(1920.0 / aspect_ratio) as i32
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);
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let samples_per_pixel: u32 = 10;
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let max_depth = 50;
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@@ -50,28 +56,6 @@ fn main() {
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aperture,
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dist_to_focus
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);
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// thread messaging channels
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// Render output pipe endpoints
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let (render_tx, render_rx) = mpsc::sync_channel::<(i32, Vec<Vec3>)>(1); // TODO: Figure out good names for the ends of the output pipe
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let (job_tx, job_rx) = mpsc::channel::<RenderCommand>();
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// Threads exist for the whole duration of the (main function) program.
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let thread_handle = thread::spawn(move || {
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let mut srng = small_rng.clone();
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while let Ok(job) = job_rx.recv() {
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match job {
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RenderCommand::Stop => {
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break;
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}
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RenderCommand::Line { line_num, context } => {
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let line = render_line(line_num, &mut srng, context);
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let result = (line_num, line);
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render_tx.send(result).unwrap();
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}
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}
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}
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});
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// render
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// The render loop should now be a job submission mechanism
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@@ -84,27 +68,82 @@ fn main() {
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samples_per_pixel,
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world,
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};
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for y in (0..image.1).rev() {
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eprintln!("Submitting scanline: {}", y);
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let job = RenderCommand::Line { line_num: y, context: context.clone() };
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job_tx.send(job).unwrap();
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}
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job_tx.send(RenderCommand::Stop).unwrap();
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while let Ok(line) = render_rx.recv() {
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//TODO: sort results once multiple threads are introduced.
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let (linenum, colors) = line;
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eprintln!("Received scanline: {}", linenum);
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for color in colors {
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println!("{}", color.print_ppm(samples_per_pixel));
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thread::scope(|s| {
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let (mut dispatcher, scanline_receiver) = thread_utils::Dispatcher::new(&small_rng, 12);
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s.spawn(move || {
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for y in (0..image.1).rev() {
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eprintln!("Submitting scanline: {}", y);
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let job = RenderCommand::Line { line_num: y, context: context.clone() };
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dispatcher.submit_job(job).unwrap();
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}
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dispatcher.submit_job(RenderCommand::Stop).unwrap();
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// ... also I happen to know there are 4 threads.
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});
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/*
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* Store received results in the segments buffer.
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* Some will land before their previous segments and will need to be held
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* until the next-to-write arrives.
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*
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* Elements are sorted in reverse order so that they can be popped from the
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* Vec quickly.
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*
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* The queue is scanned every single time a new item is received. In the
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* happy path where the received item is next-up, it'll be buffered, checked
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* and then printed. In the case where it isn't, it'll get buffered and
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* stick around for more loops. When the next-to-write finally lands, it
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* means the n+1 element is up, now. If that element is already in the buffer
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* we want to write it out. Hence the loop that scans the whole buffer each
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* receive.
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*
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* TODO: There could be an up-front conditional that checks to see if the
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* received item *is* the next-to-write and skip the buffering step.
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* But I need to make the concept work at all, first.
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*/
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let mut raster_segments = Vec::<thread_utils::RenderResult>::new();
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let mut sl_output_index = image.1-1; // scanlines count down, start at image height.
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while let Ok(scanline) = scanline_receiver.recv() {
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eprintln!("Received scanline: {}", scanline.line_num);
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raster_segments.push(scanline);
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raster_segments.sort_by( |a, b| b.cmp(a) );
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loop {
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if raster_segments.len() == 0 { break; } // can this ever happen? Not while every
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// single element gets pushed to the
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// buffer first. With the happy path
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// short-circuit noted above, it could.
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let last_ind = raster_segments.len() - 1;
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if raster_segments[last_ind].line_num == sl_output_index{
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let scanline = raster_segments.pop().unwrap();
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print_scanline(scanline, samples_per_pixel);
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sl_output_index -= 1;
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} else {
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break;
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}
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}
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}
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}
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thread_handle.join().unwrap();
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eprintln!("Size of raster_segments at finish: {}", raster_segments.len());
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});
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// TODO: Dispatcher shutdown mechanism. Right now, we might technically be leaking threads.
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eprintln!("Done!");
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}
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fn print_scanline(scanline: thread_utils::RenderResult, samples_per_pixel: u32){
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eprintln!("Printing scanline num: {}", scanline.line_num);
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for color in &scanline.line {
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println!("{}", color.print_ppm(samples_per_pixel));
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}
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}
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#[derive (Clone)]
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struct RenderContext{
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pub struct RenderContext{
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image: (i32, i32),
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samples_per_pixel: u32,
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max_depth: u32,
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@@ -112,26 +151,104 @@ struct RenderContext{
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camera: Camera,
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}
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enum RenderCommand{
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Stop,
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Line { line_num: i32, context: RenderContext },
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pub struct DistributionContianer {
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distrib_zero_one: Uniform<f32>,
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distrib_plusminus_one: Uniform<f32>,
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}
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fn render_line(y: i32, small_rng: &mut SmallRng, context: RenderContext ) -> Vec<Vec3> {
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let distrib_zero_one = Uniform::new(0.0, 1.0);
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let distrib_plusminus_one = Uniform::new(-1.0, 1.0);
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let mut line = Vec::<Vec3>::new();
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for x in 0..context.image.0 {
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let mut color = Vec3::zero();
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for _ in 0..context.samples_per_pixel {
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let u = ((x as f32) + small_rng.sample(distrib_zero_one)) / ((context.image.0 - 1) as f32);
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let v = ((y as f32) + small_rng.sample(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, distrib_plusminus_one);
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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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}
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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 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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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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}
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)
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}
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fn range2d(bounds: (i32, i32, i32, i32)) -> impl Iterator<Item = (i32, i32)> {
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let rheight = bounds.1..(bounds.1+bounds.3);
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rheight.flat_map(move |y| {
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let rwidth = bounds.0..(bounds.0+bounds.2);
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rwidth.map( move |x| {
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(x, y)
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})
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})
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}
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#[derive (Copy, Clone)]
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struct Rect {
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x: i32,
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y: i32,
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w: i32,
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h: i32,
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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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}
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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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)
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}
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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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line.push(color);
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}
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return line;
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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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138
src/thread_utils.rs
Normal file
138
src/thread_utils.rs
Normal file
@@ -0,0 +1,138 @@
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use crate::RenderContext;
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use crate::Vec3;
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use crate::{render_line, DistributionContianer};
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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 rand::rngs::SmallRng;
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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 || {
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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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}
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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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}
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}
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}
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});
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handles.push(thread_handle);
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command_transmitters.push(command_tx);
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}
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// finally, stash everything in the Dispatcher struct and return.
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(
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Dispatcher{
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handles,
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command_transmitters,
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next_to_feed: 0,
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},
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render_rx
|
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)
|
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}
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|
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//TODO: Reconsider round-robin dispatch
|
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// When passing the message to threads which are still busy, this function
|
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// will block (it's a sync_channel). While blocked, other threads could
|
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// become available and left idle.
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pub fn submit_job(&mut self, command: RenderCommand) -> Result<(), mpsc::SendError<RenderCommand>> {
|
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// Stop command is special. We'll broadcast it to all threads.
|
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if let RenderCommand::Stop = command {
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for channel in &self.command_transmitters {
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return channel.send(command.clone());
|
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}
|
||||
}
|
||||
|
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// Check that `next_to_feed` is in-bounds, and then insert.
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// index is post-incremented with this function call.
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|
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// wrap when at length (0-indexed so last valid index is len-1)
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if self.next_to_feed == self.handles.len() {
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self.next_to_feed = 0;
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} else if self.next_to_feed > self.handles.len() {
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panic!("How the hell did a +=1 skip past the maximum allowed size?");
|
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}
|
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|
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match self.command_transmitters.get(self.next_to_feed){
|
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Some(target) => target.send(command).unwrap(),
|
||||
None => panic!("oh god oh fuck"),
|
||||
}
|
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self.next_to_feed += 1;
|
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Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user