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wasm-port
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| a701b9407b | |||
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| 4be7ba54bb | |||
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| 76233f82a4 | |||
| 9badea407d | |||
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| 809d7b678b |
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hitrecord_misordering.png
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hitrecord_misordering.png
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@@ -1,76 +0,0 @@
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/*
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* let viewport = (aspect_ratio * 2.0, 2.0);
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let focal_length = 1.0;
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let origin = Vec3::new(0.0, 0.0, 0.0);
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let horizontal = Vec3::new(viewport.0, 0.0, 0.0);
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let vertical = Vec3::new(0.0, viewport.1, 0.0);
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let lower_left_corner = origin - horizontal/2.0 - vertical/2.0 - Vec3::new(0.0, 0.0, focal_length);
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*/
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use crate::vec3::Vec3;
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use crate::ray::Ray;
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use crate::degrees_to_radians;
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use rand::rngs::SmallRng;
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#[derive (Clone, Copy)]
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pub struct Camera {
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origin: Vec3,
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lower_left_corner: Vec3,
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horizontal: Vec3,
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vertical: Vec3,
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u: Vec3, v: Vec3, /*w: Vec3,*/
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lens_radius: f32,
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}
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impl Camera {
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pub fn new(
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lookfrom: Vec3,
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lookat: Vec3,
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vup: Vec3,
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vfov: f32,
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aspect_ratio: f32,
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aperture: f32,
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focus_dist: f32
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) -> Camera {
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let theta = degrees_to_radians(vfov);
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let h = (theta / 2.0).tan();
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let vp_height = 2.0 * h;
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let vp_width = aspect_ratio * vp_height;
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let w = Vec3::as_unit(lookfrom - lookat);
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let u = Vec3::as_unit(Vec3::cross(vup, w));
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let v = Vec3::cross(w, u);
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let orig = lookfrom;
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let horiz = u * vp_width * focus_dist;
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let verti = v * vp_height * focus_dist;
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let lower_left_corner = orig - horiz / 2.0 - verti / 2.0 - w * focus_dist;
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Camera{
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origin: orig,
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lower_left_corner,
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horizontal: horiz,
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vertical: verti,
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u, v, /* w,*/
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lens_radius: aperture / 2.0,
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}
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}
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pub fn get_ray(&self, s: f32, t: f32, srng: &mut SmallRng) -> Ray {
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let rd = Vec3::rand_in_unit_disk(srng) * self.lens_radius;
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let offset = self.u * rd.x + self.v * rd.y;
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let dir = self.lower_left_corner
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+ self.horizontal * s
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+ self.vertical * t
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- self.origin - offset;
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Ray{
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orig: self.origin + offset,
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dir,
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}
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}
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}
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@@ -1,90 +0,0 @@
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use crate::vec3::Vec3;
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use crate::ray::Ray;
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use crate::material::Material;
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pub struct HitRecord{
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pub p: Vec3,
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pub normal: Vec3,
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pub material: Option<Material>,
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pub t: f32,
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pub front_face: bool,
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}
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impl HitRecord{
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pub fn set_face_normal(&mut self, r: Ray, outward_normal: Vec3) -> (){
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self.front_face = Vec3::dot(r.dir, outward_normal) < 0.0;
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self.normal = if self.front_face { outward_normal } else { -outward_normal };
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}
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}
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#[derive (Clone)]
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pub enum Hittable {
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Sphere { center: Vec3, radius: f32, material: Option<Material> },
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HittableList { hittables: Vec<Hittable> }
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}
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impl Hittable {
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pub fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> Option<HitRecord> {
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match self {
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Hittable::HittableList { hittables } => {
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let mut might_return = HitRecord {
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p: Vec3::zero(),
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normal: Vec3::zero(),
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material: None,
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t: t_max,
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front_face: false,
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};
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let mut hit_anything = false;
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for item in hittables {
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if let Some(record) = item.hit(r, t_min, might_return.t){
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hit_anything = true;
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might_return = record;
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}
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}
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if hit_anything{
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return Some(might_return);
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} else { return None; }
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}
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Hittable::Sphere { center, radius, material } => {
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let oc = r.orig - *center;
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let a = r.dir.length_squared();
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let half_b = Vec3::dot(oc, r.dir);
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let c = oc.length_squared() - radius * radius;
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let discriminant = half_b*half_b - a*c;
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if discriminant < 0.0 {
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return None;
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}
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let sqrtd = discriminant.sqrt();
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// nearest root that lies within tolerance
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let mut root = (-half_b - sqrtd) / a;
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if root < t_min || root > t_max {
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root = (-half_b + sqrtd) / a;
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if root < t_min || root > t_max {
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return None;
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}
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}
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let mut record = HitRecord{
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p: r.at(root),
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normal: (r.at(root) - *center) / *radius,
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material: *material,
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t: root,
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front_face: false,
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};
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let outward_normal = (record.p - *center) / *radius;
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record.set_face_normal(r, outward_normal);
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Some(record)
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}
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}
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}
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pub fn push(&mut self, item: Hittable) {
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if let Hittable::HittableList { hittables } = self {
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hittables.push(item);
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}
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}
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}
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404
src/main.rs
404
src/main.rs
@@ -1,367 +1,79 @@
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mod primitives;
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mod scene;
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mod renderer;
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mod vec3;
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mod ray;
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mod camera;
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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::primitives::{
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Vec2i,
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Vec3,
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};
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use crate::scene::{
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Camera,
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Scene
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};
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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 crate::renderer::{
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Tile,
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RenderProperties,
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};
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use rand::{Rng, SeedableRng};
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use rand::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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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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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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let image = Vec2i {
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x: 400,
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y: (400.0 / aspect_ratio) as i32
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};
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let render_config = RenderProperties {
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samples: 10,
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bounces: 50
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};
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// random generator
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let mut small_rng = SmallRng::seed_from_u64(0);
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// world
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let world = random_scene(&mut small_rng);
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// camera
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let lookfrom = Vec3::new(13.0, 2.0, 3.0);
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let lookat = Vec3::zero();
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let vup = Vec3::new(0.0, 1.0, 0.0);
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let dist_to_focus = 10.0;
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let aperture = 0.1;
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let cam = Camera::new(
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lookfrom,
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lookat,
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vup,
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20.0,
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aspect_ratio,
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aperture,
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dist_to_focus
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);
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// Scene (now includes camera)
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let scene = Scene {
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camera: Camera::new(
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Vec3::new(13.0, 2.0, 3.0), // lookfrom
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Vec3::zero(), // lookat
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Vec3::new(0.0, 1.0, 0.0), // vup
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20.0,
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aspect_ratio,
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0.1, // aperture
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10.0, // dist_to_focus
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),
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world: Scene::random_world(&mut small_rng)
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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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// 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 = RenderContext {
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camera: cam,
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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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};
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println!("P3\n{} {}\n255", image.x, image.y);
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// TILE BASED RENDERER
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// let tile = Tile::render_tile(
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// Rect { x: 0, y: 0, w: image.x, h: image.y },
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// image,
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// &scene,
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// &render_config,
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// &mut small_rng
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// );
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// for pixel in tile.pixels.iter().rev() {
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// println!("{}", pixel.print_ppm(render_config.samples));
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// }
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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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// LINE BASED RENDERER
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for row in (0..image.y).rev() {
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let tile = Tile::render_line(row, image, &scene, &render_config, &mut small_rng);
|
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eprintln!("Printing scanline #{}", row);
|
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for pixel in tile.pixels {
|
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println!("{}", pixel.print_ppm(render_config.samples))
|
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}
|
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eprintln!("Size of raster_segments at finish: {}", raster_segments.len());
|
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});
|
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|
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|
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// TODO: Dispatcher shutdown mechanism. Right now, we might technically be leaking threads.
|
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}
|
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eprintln!("Done!");
|
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}
|
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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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|
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#[derive (Clone)]
|
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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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world: Hittable,
|
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camera: Camera,
|
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}
|
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|
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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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impl DistributionContianer {
|
||||
fn new() -> Self {
|
||||
DistributionContianer {
|
||||
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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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)
|
||||
}).collect()
|
||||
}
|
||||
|
||||
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(
|
||||
Vec3::zero(),
|
||||
|color, _sample| {
|
||||
let u = ((x as f32) + small_rng.sample(distr.distrib_zero_one)) / ((context.image.0 - 1) as f32);
|
||||
let v = ((y as f32) + small_rng.sample(distr.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, distr.distrib_plusminus_one)
|
||||
}
|
||||
)
|
||||
}
|
||||
|
||||
fn range2d(bounds: (i32, i32, i32, i32)) -> impl Iterator<Item = (i32, i32)> {
|
||||
let rheight = bounds.1..(bounds.1+bounds.3);
|
||||
rheight.flat_map(move |y| {
|
||||
let rwidth = bounds.0..(bounds.0+bounds.2);
|
||||
rwidth.map( move |x| {
|
||||
(x, y)
|
||||
})
|
||||
})
|
||||
}
|
||||
|
||||
#[derive (Copy, Clone)]
|
||||
struct Rect {
|
||||
x: i32,
|
||||
y: i32,
|
||||
w: i32,
|
||||
h: i32,
|
||||
}
|
||||
|
||||
/* Iterable that produces pixels left-to-right, top-to-bottom.
|
||||
* `Tile`s represent the render space, not the finished image.
|
||||
* There is no internal pixel buffer
|
||||
*/
|
||||
|
||||
type TileCursorIter = itertools::Product<ops::Range<i32>, ops::Range<i32>>;
|
||||
|
||||
struct Tile {
|
||||
bounds: Rect,
|
||||
context: RenderContext,
|
||||
small_rng: SmallRng,
|
||||
rand_distr: DistributionContianer,
|
||||
cursor: TileCursorIter,
|
||||
}
|
||||
|
||||
impl Tile{
|
||||
fn new(
|
||||
bounds: Rect,
|
||||
context: RenderContext,
|
||||
small_rng: SmallRng,
|
||||
rand_distr: DistributionContianer
|
||||
) -> Self
|
||||
{
|
||||
Tile { bounds, context, small_rng, rand_distr,
|
||||
cursor: (bounds.x..(bounds.x + bounds.w))
|
||||
.cartesian_product(bounds.y..(bounds.y + bounds.h)
|
||||
)
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
impl Iterator for Tile {
|
||||
type Item = Vec3;
|
||||
fn next(&mut self) -> Option<Self::Item> {
|
||||
if let Some((x, y)) = self.cursor.next(){
|
||||
Some(sample_pixel(
|
||||
x, y,
|
||||
&mut self.small_rng,
|
||||
&self.context,
|
||||
&self.rand_distr,
|
||||
))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn ray_color(r: Ray, world: &Hittable, depth: u32, srng: &mut SmallRng, distrib: Uniform<f32> ) -> Vec3 {
|
||||
// recursion depth guard
|
||||
if depth == 0 {
|
||||
return Vec3::zero();
|
||||
}
|
||||
|
||||
if let Some(rec) = world.hit(r, 0.001, f32::INFINITY){
|
||||
let mut scattered = Ray {
|
||||
orig: Vec3::zero(),
|
||||
dir: Vec3::zero()
|
||||
};
|
||||
let mut attenuation = Vec3::zero();
|
||||
match rec.material {
|
||||
Some(mat) => {
|
||||
if mat.scatter(r, rec, &mut attenuation, &mut scattered, srng) {
|
||||
return attenuation * ray_color(scattered, world, depth-1, srng, distrib);
|
||||
};
|
||||
},
|
||||
None => return Vec3::zero(),
|
||||
}
|
||||
}
|
||||
|
||||
let unitdir = Vec3::as_unit(r.dir);
|
||||
let t = 0.5 * (unitdir.y + 1.0);
|
||||
return Vec3::ones() * (1.0 - t) + Vec3::new(0.5, 0.7, 1.0) * t
|
||||
}
|
||||
|
||||
fn random_scene(srng: &mut SmallRng) -> Hittable {
|
||||
let mat_ground = Material::Lambertian { albedo: Vec3::new(0.5, 0.5, 0.5) };
|
||||
let mut world = Hittable::HittableList { hittables : Vec::<Hittable>::new() };
|
||||
|
||||
world.push( Hittable::Sphere { center: Vec3::new(0.0, -1000.0, 0.0), radius: 1000.0, material: Some(mat_ground) });
|
||||
|
||||
let distrib_zero_one = Uniform::new(0.0, 1.0);
|
||||
for a in -11..11 {
|
||||
for b in -11..11 {
|
||||
let choose_mat = srng.sample(distrib_zero_one);
|
||||
let center = Vec3 {
|
||||
x: a as f32 + 0.9 * srng.sample(distrib_zero_one),
|
||||
y: 0.2,
|
||||
z: b as f32 + 0.9 * srng.sample(distrib_zero_one),
|
||||
};
|
||||
if (center - Vec3::new(4.0, 0.2, 0.0)).length() > 0.9 {
|
||||
|
||||
if choose_mat < 0.8 {
|
||||
// diffuse
|
||||
let albedo = Vec3::rand(srng, distrib_zero_one) * Vec3::rand(srng, distrib_zero_one);
|
||||
let sphere_material = Material::Lambertian { albedo };
|
||||
world.push(
|
||||
Hittable::Sphere {
|
||||
center,
|
||||
radius: 0.2,
|
||||
material: Some(sphere_material),
|
||||
}
|
||||
);
|
||||
} else if choose_mat < 0.95 {
|
||||
// metal
|
||||
let distr_albedo = Uniform::new(0.5, 1.0);
|
||||
let distr_fuzz = Uniform::new(0.0, 0.5);
|
||||
|
||||
let albedo = Vec3::rand(srng, distr_albedo);
|
||||
let fuzz = srng.sample(distr_fuzz);
|
||||
let material = Material::Metal { albedo, fuzz };
|
||||
world.push(
|
||||
Hittable::Sphere {
|
||||
center,
|
||||
radius: 0.2,
|
||||
material: Some(material),
|
||||
}
|
||||
);
|
||||
} else {
|
||||
// glass
|
||||
let material = Material::Dielectric { index_refraction: 1.5 };
|
||||
world.push(
|
||||
Hittable::Sphere{
|
||||
center,
|
||||
radius: 0.2,
|
||||
material: Some(material),
|
||||
}
|
||||
);
|
||||
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let material1 = Material::Dielectric { index_refraction: 1.5 };
|
||||
world.push( Hittable::Sphere{
|
||||
center: Vec3::new(0.0, 1.0, 0.0),
|
||||
radius: 1.0,
|
||||
material: Some(material1)
|
||||
});
|
||||
|
||||
let material2 = Material::Lambertian { albedo: Vec3::new(0.4, 0.2, 0.1) };
|
||||
world.push( Hittable::Sphere {
|
||||
center: Vec3::new(-4.0, 1.0, 0.0),
|
||||
radius: 1.0,
|
||||
material: Some(material2)
|
||||
});
|
||||
|
||||
let material3 = Material::Metal { albedo: Vec3::new(0.7, 0.6, 0.5), fuzz: 0.0 };
|
||||
world.push( Hittable::Sphere {
|
||||
center: Vec3::new(4.0, 1.0, 0.0),
|
||||
radius: 1.0,
|
||||
material: Some(material3)
|
||||
});
|
||||
|
||||
return world;
|
||||
}
|
||||
|
||||
pub fn degrees_to_radians(degrees: f32) -> f32 {
|
||||
degrees * std::f32::consts::PI / 180.0
|
||||
}
|
||||
|
||||
|
||||
@@ -1,92 +0,0 @@
|
||||
|
||||
use crate::ray::Ray;
|
||||
use crate::hittable::HitRecord;
|
||||
use crate::vec3;
|
||||
use crate::vec3::Vec3;
|
||||
|
||||
use rand::Rng;
|
||||
use rand::rngs::SmallRng;
|
||||
use rand::distributions::Uniform;
|
||||
|
||||
|
||||
|
||||
#[derive(Copy, Clone, Debug)]
|
||||
pub enum Material{
|
||||
Lambertian { albedo: Vec3 },
|
||||
Metal { albedo:Vec3, fuzz: f32 },
|
||||
Dielectric { index_refraction: f32 },
|
||||
}
|
||||
|
||||
impl Material {
|
||||
pub fn scatter(
|
||||
&self,
|
||||
ray_in: Ray,
|
||||
rec: HitRecord,
|
||||
attenuation: &mut Vec3,
|
||||
scattered: &mut Ray,
|
||||
srng: &mut SmallRng,
|
||||
) -> bool {
|
||||
match self {
|
||||
Material::Lambertian { albedo } => {
|
||||
let scatter_dir = rec.normal + Vec3::rand_unit_vector(srng);
|
||||
// The compiler might be smart enough to compute this ^^^ just once. In which case,
|
||||
// I don't need to do this weird dance. Oh well. It'll work.
|
||||
let scatter_dir = if scatter_dir.near_zero() { // if near zero,
|
||||
rec.normal // replace with normal
|
||||
} else {
|
||||
scatter_dir // else preserve current
|
||||
};
|
||||
|
||||
//TODO: Revisit this out-parameter pattern
|
||||
// It's a side effect of C++'s obtuse move semantics (and the RTIOW author not
|
||||
// using them at all)
|
||||
*scattered = Ray{
|
||||
orig: rec.p,
|
||||
dir: scatter_dir
|
||||
};
|
||||
*attenuation = *albedo; // deref on both sides? Wacky
|
||||
return true;
|
||||
},
|
||||
Material::Metal { albedo, fuzz } => {
|
||||
let reflected = Vec3::reflect(
|
||||
Vec3::as_unit(ray_in.dir),
|
||||
rec.normal
|
||||
);
|
||||
*scattered = Ray{
|
||||
orig: rec.p,
|
||||
dir: reflected + Vec3::rand_in_unit_sphere(srng) * *fuzz,
|
||||
};
|
||||
*attenuation = *albedo;
|
||||
return Vec3::dot(scattered.dir, rec.normal) > 0.0;
|
||||
},
|
||||
Material::Dielectric { index_refraction } => {
|
||||
*attenuation = Vec3::ones();
|
||||
let refraction_ratio = if rec.front_face { 1.0 / index_refraction } else { *index_refraction };
|
||||
|
||||
let unit_direction = Vec3::as_unit(ray_in.dir);
|
||||
let cos_theta = vec3::min(Vec3::dot(-unit_direction, rec.normal), 1.0);
|
||||
let sin_theta = (1.0 - cos_theta * cos_theta).sqrt();
|
||||
|
||||
let cannot_refract = refraction_ratio * sin_theta > 1.0;
|
||||
let distrib_zero_one = Uniform::new(0.0, 1.0);
|
||||
let direction = if cannot_refract || Material::reflectance(cos_theta, refraction_ratio) > srng.sample(distrib_zero_one) {
|
||||
Vec3::reflect(unit_direction, rec.normal)
|
||||
} else {
|
||||
Vec3::refract(unit_direction, rec.normal, refraction_ratio)
|
||||
};
|
||||
*scattered = Ray {
|
||||
orig: rec.p,
|
||||
dir: direction
|
||||
};
|
||||
return true;
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
fn reflectance(cosine: f32, ref_idx: f32) -> f32 {
|
||||
// Schlick's approximation for reflectance.
|
||||
let r0 = (1.0 - ref_idx) / (1.0 + ref_idx);
|
||||
let r0 = r0 * r0;
|
||||
return r0 + (1.0 - r0) * (1.0 - cosine).powf(5.0);
|
||||
}
|
||||
}
|
||||
@@ -17,6 +17,96 @@ use rand::Rng;
|
||||
use rand::rngs::SmallRng;
|
||||
use rand::distributions::Uniform;
|
||||
|
||||
pub type Vec2i = Vec2<i32>;
|
||||
pub type Vec2f = Vec2<f32>;
|
||||
|
||||
#[derive (Clone, Copy, PartialEq, PartialOrd, Debug)]
|
||||
pub struct Vec2<T>{
|
||||
pub x: T,
|
||||
pub y: T,
|
||||
}
|
||||
|
||||
|
||||
impl Vec2<f32> {
|
||||
pub fn zero() -> Vec2<f32> {
|
||||
Vec2{ x: 0.0, y: 0.0 }
|
||||
}
|
||||
|
||||
pub fn ones() -> Vec2<f32> {
|
||||
Vec2{ x: 1.0, y: 1.0 }
|
||||
}
|
||||
|
||||
pub fn rand(srng: &mut SmallRng, distrib: Uniform<f32>) -> Vec2<f32> {
|
||||
Vec2 { x: srng.sample(distrib), y: srng.sample(distrib) }
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
impl <T> Vec2<T>
|
||||
where T: std::ops::Mul{
|
||||
pub fn new(x: T, y: T) -> Vec2<T> {
|
||||
Vec2{x, y}
|
||||
}
|
||||
}
|
||||
|
||||
impl <T> Add for Vec2 <T>
|
||||
where T: std::ops::Add<Output = T>{
|
||||
type Output = Vec2<T>;
|
||||
fn add(self, other: Vec2<T>) -> Vec2<T> {
|
||||
Vec2 { x: self.x + other.x, y: self.y + other.y }
|
||||
}
|
||||
}
|
||||
|
||||
impl <T> Mul for Vec2<T>
|
||||
where T: std::ops::Mul<Output = T>{
|
||||
type Output = Vec2<T>;
|
||||
fn mul(self, other: Vec2<T>) -> Vec2<T> {
|
||||
Vec2 {
|
||||
x: self.x * other.x,
|
||||
y: self.y * other.y
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Div<f32> for Vec2<f32>{
|
||||
type Output = Vec2<f32>;
|
||||
fn div(self, other: f32) -> Vec2<f32> {
|
||||
Vec2 {
|
||||
x: 1.0/other * self.x,
|
||||
y: 1.0/other * self.y
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Div<i32> for Vec2<i32>{
|
||||
type Output = Vec2<i32>;
|
||||
fn div(self, other: i32) -> Vec2<i32> {
|
||||
Vec2 {
|
||||
x: self.x / other,
|
||||
y: self.y / other
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl <T> Div<Vec2<T>> for Vec2<T>
|
||||
where T: std::ops::Div<Output = T>{
|
||||
type Output = Vec2<T>;
|
||||
fn div(self, other: Vec2<T>) -> Vec2<T> {
|
||||
Vec2 {
|
||||
x: self.x / other.x,
|
||||
y: self.y / other.y
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl <T> Display for Vec2<T>
|
||||
where T: Display { // nested type still needs to have Display
|
||||
fn fmt(&self, fmt: &mut fmt::Formatter) -> fmt::Result {
|
||||
let str = format!("{} {}", self.x, self.y);
|
||||
fmt.write_str(&str)
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Copy, Clone, PartialEq, PartialOrd, Debug)]
|
||||
pub struct Vec3{
|
||||
pub x: f32,
|
||||
@@ -97,9 +187,9 @@ impl Vec3{
|
||||
let g = (self.y * scale).sqrt();
|
||||
let b = (self.z * scale).sqrt();
|
||||
|
||||
let ir = (clamp(r, 0.0, 0.999) * 256.0) as i32;
|
||||
let ig = (clamp(g, 0.0, 0.999) * 256.0) as i32;
|
||||
let ib = (clamp(b, 0.0, 0.999) * 256.0) as i32;
|
||||
let ir = (r.clamp( 0.0, 0.999) * 256.0) as i32;
|
||||
let ig = (g.clamp( 0.0, 0.999) * 256.0) as i32;
|
||||
let ib = (b.clamp( 0.0, 0.999) * 256.0) as i32;
|
||||
format!("{} {} {}", ir, ig, ib)
|
||||
}
|
||||
|
||||
@@ -116,7 +206,7 @@ impl Vec3{
|
||||
}
|
||||
|
||||
pub fn refract(uv: Vec3, n: Vec3, etai_over_etat: f32) -> Vec3 {
|
||||
let cos_theta = min(Vec3::dot(-uv, n), 1.0);
|
||||
let cos_theta = Vec3::dot(-uv, n).min(1.0);
|
||||
let r_out_perp = (uv + n * cos_theta) * etai_over_etat;
|
||||
let r_out_parallel = n * -(1.0 - r_out_perp.length_squared()).abs().sqrt();
|
||||
r_out_perp + r_out_parallel
|
||||
@@ -288,16 +378,40 @@ impl Display for Vec3 {
|
||||
}
|
||||
}
|
||||
|
||||
pub fn clamp(input: f32, lower: f32, upper: f32) -> f32 {
|
||||
min(max(input, lower), upper)
|
||||
#[derive(Copy, Clone)]
|
||||
pub struct Ray{
|
||||
pub orig: Vec3,
|
||||
pub dir: Vec3,
|
||||
}
|
||||
|
||||
pub fn min(a: f32, b: f32) -> f32 {
|
||||
if a < b { a } else { b }
|
||||
impl Ray{
|
||||
pub fn at(&self, t: f32) -> Vec3 {
|
||||
self.orig + self.dir*t
|
||||
}
|
||||
}
|
||||
|
||||
pub fn max(a: f32, b: f32) -> f32 {
|
||||
if a > b { a } else { b }
|
||||
#[derive (Copy, Clone)]
|
||||
pub struct Rect {
|
||||
pub x: i32,
|
||||
pub y: i32,
|
||||
pub w: i32,
|
||||
pub h: i32,
|
||||
}
|
||||
|
||||
impl Rect{
|
||||
pub fn pos(&self) -> Vec2i {
|
||||
Vec2i {
|
||||
x: self.x,
|
||||
y: self.y,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn size(&self) -> Vec2i {
|
||||
Vec2i {
|
||||
x: self.w - self.x,
|
||||
y: self.h - self.y,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
@@ -559,5 +673,17 @@ mod test{
|
||||
eprintln!("Diff: {}", diff);
|
||||
assert!(Vec3::near_zero(&diff));
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn check_lerp(){
|
||||
let ray = Ray{
|
||||
orig: Vec3::new(0.0, 0.0, 0.0),
|
||||
dir: Vec3::new(1.0, 1.0, 0.0)
|
||||
};
|
||||
let half = ray.at(0.5);
|
||||
assert_eq!(
|
||||
half,
|
||||
Vec3::new(0.5, 0.5, 0.0)
|
||||
);
|
||||
}
|
||||
}
|
||||
32
src/ray.rs
32
src/ray.rs
@@ -1,32 +0,0 @@
|
||||
|
||||
use crate::vec3::Vec3;
|
||||
|
||||
#[derive(Copy, Clone)]
|
||||
pub struct Ray{
|
||||
pub orig: Vec3,
|
||||
pub dir: Vec3,
|
||||
}
|
||||
|
||||
impl Ray{
|
||||
pub fn at(&self, t: f32) -> Vec3 {
|
||||
self.orig + self.dir*t
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod test{
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn check_lerp(){
|
||||
let ray = Ray{
|
||||
orig: Vec3::new(0.0, 0.0, 0.0),
|
||||
dir: Vec3::new(1.0, 1.0, 0.0)
|
||||
};
|
||||
let half = ray.at(0.5);
|
||||
assert_eq!(
|
||||
half,
|
||||
Vec3::new(0.5, 0.5, 0.0)
|
||||
);
|
||||
}
|
||||
}
|
||||
138
src/renderer.rs
Normal file
138
src/renderer.rs
Normal file
@@ -0,0 +1,138 @@
|
||||
|
||||
use crate::primitives::{
|
||||
Vec2i,
|
||||
Vec2f,
|
||||
Vec3,
|
||||
Ray,
|
||||
Rect,
|
||||
};
|
||||
use crate::scene::{
|
||||
Hittable,
|
||||
Scene,
|
||||
};
|
||||
|
||||
use rand::rngs::SmallRng;
|
||||
|
||||
use itertools::{self, Itertools};
|
||||
|
||||
const SKY_COLOR: Vec3 = Vec3 { x: 0.5, y: 0.7, z: 1.0};
|
||||
|
||||
pub struct RenderProperties {
|
||||
pub samples: u32, // samples are averaged results over a pixel
|
||||
pub bounces: u32, // bounces are how far the ray will travel (in hits not total distance)
|
||||
}
|
||||
|
||||
fn to_uv(coord: Vec2i, img_size: Vec2i) -> Vec2f {
|
||||
let u = (coord.x as f32) / ((img_size.x - 1) as f32);
|
||||
let v = (coord.y as f32) / ((img_size.y - 1) as f32);
|
||||
Vec2f::new(u, v)
|
||||
}
|
||||
|
||||
fn ray_color(
|
||||
r: Ray, surface: &Hittable, depth: u32,
|
||||
rng: &mut SmallRng,
|
||||
) -> Vec3 {
|
||||
// recursion guard
|
||||
if depth == 0 {
|
||||
return Vec3::zero();
|
||||
}
|
||||
|
||||
// cast a ray, interrogate hit record
|
||||
if let Some(record) = surface.hit(r, 0.001, f32::INFINITY){
|
||||
let mut scattered = Ray {
|
||||
orig: Vec3::zero(),
|
||||
dir: Vec3::zero(),
|
||||
};
|
||||
let mut attenuation = Vec3::zero();
|
||||
if record.material.scatter(
|
||||
r,
|
||||
&record,
|
||||
&mut attenuation,
|
||||
&mut scattered,
|
||||
rng
|
||||
) {
|
||||
return attenuation * ray_color(
|
||||
scattered, surface, depth-1, rng
|
||||
);
|
||||
}
|
||||
} // TODO: explicit else block
|
||||
// Rust gets angry about the inner if{} block because it evaluates to ()
|
||||
// when the else path is taken. This is a problem for a function
|
||||
// that returns Vec3 and not ().
|
||||
|
||||
{ // when nothing is struck, return sky color
|
||||
let unitdir = Vec3::as_unit(r.dir);
|
||||
let t = 0.5 * (unitdir.y + 1.0);
|
||||
return Vec3::ones() * (1.0 - t) + SKY_COLOR * t
|
||||
}
|
||||
}
|
||||
|
||||
fn sample_pixel(
|
||||
coord: Vec2i, // location in image/screen space
|
||||
scene: &Scene, // scene we're drawing
|
||||
render_props: &RenderProperties,
|
||||
img_size: Vec2i,
|
||||
// Supplied by the execution environment (the thread)
|
||||
rng: &mut SmallRng,
|
||||
) -> Vec3{
|
||||
(0..render_props.samples)
|
||||
.fold(
|
||||
Vec3::zero(),
|
||||
|color, _sample| -> Vec3 {
|
||||
let uv = to_uv(coord, img_size);
|
||||
let ray = scene.camera.get_ray(uv.x, uv.y, rng);
|
||||
if ray.dir.x.is_nan() {
|
||||
panic!("Ray dir.x is NAN");
|
||||
}
|
||||
color + ray_color(ray, &scene.world, render_props.bounces, rng)
|
||||
}
|
||||
)
|
||||
}
|
||||
|
||||
pub struct Tile {
|
||||
_bounds: Rect,
|
||||
pub pixels: Vec<Vec3>,
|
||||
}
|
||||
|
||||
impl Tile {
|
||||
pub fn render_tile(
|
||||
bounds: Rect, // bounds of the region to render
|
||||
img_size: Vec2i, // final image resolution (needed for proper UV mapping)
|
||||
scene: &Scene,
|
||||
properties: &RenderProperties, // TODO: Place image size in render properties?
|
||||
rng: &mut SmallRng,
|
||||
) -> Self {
|
||||
let pixel_iter = (bounds.y..(bounds.y + bounds.h))
|
||||
.cartesian_product( bounds.x..(bounds.x + bounds.w));
|
||||
let pixels = pixel_iter.map(
|
||||
|coord| -> Vec3 {
|
||||
sample_pixel(
|
||||
Vec2i{x: coord.1, y: coord.0},
|
||||
scene,
|
||||
properties,
|
||||
img_size,
|
||||
rng,
|
||||
)
|
||||
}
|
||||
).collect();
|
||||
Self {
|
||||
_bounds: bounds,
|
||||
pixels
|
||||
}
|
||||
}
|
||||
pub fn render_line(
|
||||
y: i32, // bounding rect and line
|
||||
img_size: Vec2i,
|
||||
scene: &Scene,
|
||||
properties: &RenderProperties,
|
||||
rng: &mut SmallRng, // rng utils
|
||||
) -> Self {
|
||||
Tile::render_tile(
|
||||
Rect{ x: 0, y, w: img_size.x, h: 1 },
|
||||
img_size,
|
||||
scene,
|
||||
properties,
|
||||
rng
|
||||
)
|
||||
}
|
||||
}
|
||||
318
src/scene.rs
Normal file
318
src/scene.rs
Normal file
@@ -0,0 +1,318 @@
|
||||
|
||||
use crate::primitives::{Vec3, Ray};
|
||||
|
||||
use rand::Rng;
|
||||
use rand::rngs::SmallRng;
|
||||
use rand::distributions::Uniform;
|
||||
|
||||
pub struct HitRecord{
|
||||
pub p: Vec3,
|
||||
pub normal: Vec3,
|
||||
pub material: Material,
|
||||
pub t: f32,
|
||||
pub front_face: bool,
|
||||
}
|
||||
|
||||
impl HitRecord{
|
||||
pub fn set_face_normal(&mut self, r: Ray, outward_normal: Vec3) -> (){
|
||||
self.front_face = Vec3::dot(r.dir, outward_normal) < 0.0;
|
||||
self.normal = if self.front_face { outward_normal } else { -outward_normal };
|
||||
}
|
||||
}
|
||||
|
||||
#[derive (Clone)]
|
||||
pub enum Hittable {
|
||||
Sphere { center: Vec3, radius: f32, material: Material },
|
||||
HittableList { hittables: Vec<Hittable> }
|
||||
}
|
||||
|
||||
impl Hittable {
|
||||
pub fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> Option<HitRecord> {
|
||||
match self {
|
||||
Hittable::HittableList { hittables } => {
|
||||
hittables.iter()
|
||||
.map( |obj| -> Option<HitRecord> {
|
||||
obj.hit(r, t_min, t_max)
|
||||
}).filter(|obj| obj.is_some())
|
||||
.min_by(|lhs, rhs| {
|
||||
let lhs = lhs.as_ref().unwrap();
|
||||
let rhs = rhs.as_ref().unwrap();
|
||||
lhs.t.partial_cmp(&rhs.t).expect("Couldn't compare??")
|
||||
}).unwrap_or(None)
|
||||
}
|
||||
|
||||
Hittable::Sphere { center, radius, material } => {
|
||||
let oc = r.orig - *center;
|
||||
let a = r.dir.length_squared();
|
||||
let half_b = Vec3::dot(oc, r.dir);
|
||||
let c = oc.length_squared() - radius * radius;
|
||||
let discriminant = half_b*half_b - a*c;
|
||||
|
||||
if discriminant < 0.0 {
|
||||
return None;
|
||||
}
|
||||
let sqrtd = discriminant.sqrt();
|
||||
|
||||
// nearest root that lies within tolerance
|
||||
let mut root = (-half_b - sqrtd) / a;
|
||||
if root < t_min || root > t_max {
|
||||
root = (-half_b + sqrtd) / a;
|
||||
if root < t_min || root > t_max {
|
||||
return None;
|
||||
}
|
||||
}
|
||||
let mut record = HitRecord{
|
||||
p: r.at(root),
|
||||
normal: (r.at(root) - *center) / *radius,
|
||||
material: *material,
|
||||
t: root,
|
||||
front_face: false,
|
||||
};
|
||||
let outward_normal = (record.p - *center) / *radius;
|
||||
record.set_face_normal(r, outward_normal);
|
||||
Some(record)
|
||||
}
|
||||
}
|
||||
}
|
||||
pub fn push(&mut self, item: Hittable) {
|
||||
if let Hittable::HittableList { hittables } = self {
|
||||
hittables.push(item);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#[derive(Copy, Clone, Debug)]
|
||||
pub enum Material{
|
||||
Lambertian { albedo: Vec3 },
|
||||
Metal { albedo:Vec3, fuzz: f32 },
|
||||
Dielectric { index_refraction: f32 },
|
||||
}
|
||||
|
||||
impl Material {
|
||||
pub fn scatter(
|
||||
&self,
|
||||
ray_in: Ray,
|
||||
rec: &HitRecord,
|
||||
attenuation: &mut Vec3,
|
||||
scattered: &mut Ray,
|
||||
srng: &mut SmallRng,
|
||||
) -> bool {
|
||||
match self {
|
||||
Material::Lambertian { albedo } => {
|
||||
let scatter_dir = rec.normal + Vec3::rand_unit_vector(srng);
|
||||
// The compiler might be smart enough to compute this ^^^ just once. In which case,
|
||||
// I don't need to do this weird dance. Oh well. It'll work.
|
||||
let scatter_dir = if scatter_dir.near_zero() { // if near zero,
|
||||
rec.normal // replace with normal
|
||||
} else {
|
||||
scatter_dir // else preserve current
|
||||
};
|
||||
|
||||
//TODO: Revisit this out-parameter pattern
|
||||
// It's a side effect of C++'s obtuse move semantics (and the RTIOW author not
|
||||
// using them at all)
|
||||
*scattered = Ray{
|
||||
orig: rec.p,
|
||||
dir: scatter_dir
|
||||
};
|
||||
*attenuation = *albedo; // deref on both sides? Wacky
|
||||
return true;
|
||||
},
|
||||
Material::Metal { albedo, fuzz } => {
|
||||
let reflected = Vec3::reflect(
|
||||
Vec3::as_unit(ray_in.dir),
|
||||
rec.normal
|
||||
);
|
||||
*scattered = Ray{
|
||||
orig: rec.p,
|
||||
dir: reflected + Vec3::rand_in_unit_sphere(srng) * *fuzz,
|
||||
};
|
||||
*attenuation = *albedo;
|
||||
return Vec3::dot(scattered.dir, rec.normal) > 0.0;
|
||||
},
|
||||
Material::Dielectric { index_refraction } => {
|
||||
*attenuation = Vec3::ones();
|
||||
let refraction_ratio = if rec.front_face { 1.0 / index_refraction } else { *index_refraction };
|
||||
|
||||
let unit_direction = Vec3::as_unit(ray_in.dir);
|
||||
let cos_theta = Vec3::dot(-unit_direction, rec.normal).min(1.0);
|
||||
let sin_theta = (1.0 - cos_theta * cos_theta).sqrt();
|
||||
|
||||
let cannot_refract = refraction_ratio * sin_theta > 1.0;
|
||||
let distrib_zero_one = Uniform::new(0.0, 1.0);
|
||||
let direction = if cannot_refract || Material::reflectance(cos_theta, refraction_ratio) > srng.sample(distrib_zero_one) {
|
||||
Vec3::reflect(unit_direction, rec.normal)
|
||||
} else {
|
||||
Vec3::refract(unit_direction, rec.normal, refraction_ratio)
|
||||
};
|
||||
*scattered = Ray {
|
||||
orig: rec.p,
|
||||
dir: direction
|
||||
};
|
||||
return true;
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
fn reflectance(cosine: f32, ref_idx: f32) -> f32 {
|
||||
// Schlick's approximation for reflectance.
|
||||
let r0 = (1.0 - ref_idx) / (1.0 + ref_idx);
|
||||
let r0 = r0 * r0;
|
||||
return r0 + (1.0 - r0) * (1.0 - cosine).powf(5.0);
|
||||
}
|
||||
}
|
||||
|
||||
// Camera
|
||||
|
||||
pub fn degrees_to_radians(degrees: f32) -> f32 {
|
||||
degrees * std::f32::consts::PI / 180.0
|
||||
}
|
||||
|
||||
pub struct Camera {
|
||||
origin: Vec3,
|
||||
lower_left_corner: Vec3,
|
||||
horizontal: Vec3,
|
||||
vertical: Vec3,
|
||||
u: Vec3, v: Vec3, /*w: Vec3,*/
|
||||
lens_radius: f32,
|
||||
}
|
||||
|
||||
impl Camera {
|
||||
pub fn new(
|
||||
lookfrom: Vec3,
|
||||
lookat: Vec3,
|
||||
vup: Vec3,
|
||||
vfov: f32,
|
||||
aspect_ratio: f32,
|
||||
aperture: f32,
|
||||
focus_dist: f32
|
||||
) -> Camera {
|
||||
let theta = degrees_to_radians(vfov);
|
||||
let h = (theta / 2.0).tan();
|
||||
let vp_height = 2.0 * h;
|
||||
let vp_width = aspect_ratio * vp_height;
|
||||
|
||||
let w = Vec3::as_unit(lookfrom - lookat);
|
||||
let u = Vec3::as_unit(Vec3::cross(vup, w));
|
||||
let v = Vec3::cross(w, u);
|
||||
|
||||
let orig = lookfrom;
|
||||
let horiz = u * vp_width * focus_dist;
|
||||
let verti = v * vp_height * focus_dist;
|
||||
let lower_left_corner = orig - horiz / 2.0 - verti / 2.0 - w * focus_dist;
|
||||
|
||||
Camera{
|
||||
origin: orig,
|
||||
lower_left_corner,
|
||||
horizontal: horiz,
|
||||
vertical: verti,
|
||||
u, v, /* w,*/
|
||||
lens_radius: aperture / 2.0,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_ray(&self, s: f32, t: f32, srng: &mut SmallRng) -> Ray {
|
||||
let rd = Vec3::rand_in_unit_disk(srng) * self.lens_radius;
|
||||
let offset = self.u * rd.x + self.v * rd.y;
|
||||
|
||||
let dir = self.lower_left_corner
|
||||
+ self.horizontal * s
|
||||
+ self.vertical * t
|
||||
- self.origin - offset;
|
||||
Ray{
|
||||
orig: self.origin + offset,
|
||||
dir,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
pub struct Scene {
|
||||
pub camera: Camera,
|
||||
pub world: Hittable,
|
||||
}
|
||||
|
||||
impl Scene {
|
||||
pub fn random_world(srng: &mut SmallRng) -> Hittable {
|
||||
let mat_ground = Material::Lambertian { albedo: Vec3::new(0.5, 0.5, 0.5) };
|
||||
let mut world = Hittable::HittableList { hittables : Vec::<Hittable>::new() };
|
||||
|
||||
world.push( Hittable::Sphere { center: Vec3::new(0.0, -1000.0, 0.0), radius: 1000.0, material: mat_ground });
|
||||
|
||||
let distrib_zero_one = Uniform::new(0.0, 1.0);
|
||||
for a in -11..11 {
|
||||
for b in -11..11 {
|
||||
let choose_mat = srng.sample(distrib_zero_one);
|
||||
let center = Vec3 {
|
||||
x: a as f32 + 0.9 * srng.sample(distrib_zero_one),
|
||||
y: 0.2,
|
||||
z: b as f32 + 0.9 * srng.sample(distrib_zero_one),
|
||||
};
|
||||
if (center - Vec3::new(4.0, 0.2, 0.0)).length() > 0.9 {
|
||||
|
||||
if choose_mat < 0.8 {
|
||||
// diffuse
|
||||
let albedo = Vec3::rand(srng, distrib_zero_one) * Vec3::rand(srng, distrib_zero_one);
|
||||
let sphere_material = Material::Lambertian { albedo };
|
||||
world.push(
|
||||
Hittable::Sphere {
|
||||
center,
|
||||
radius: 0.2,
|
||||
material: sphere_material,
|
||||
}
|
||||
);
|
||||
} else if choose_mat < 0.95 {
|
||||
// metal
|
||||
let distr_albedo = Uniform::new(0.5, 1.0);
|
||||
let distr_fuzz = Uniform::new(0.0, 0.5);
|
||||
|
||||
let albedo = Vec3::rand(srng, distr_albedo);
|
||||
let fuzz = srng.sample(distr_fuzz);
|
||||
let material = Material::Metal { albedo, fuzz };
|
||||
world.push(
|
||||
Hittable::Sphere {
|
||||
center,
|
||||
radius: 0.2,
|
||||
material: material,
|
||||
}
|
||||
);
|
||||
} else {
|
||||
// glass
|
||||
let material = Material::Dielectric { index_refraction: 1.5 };
|
||||
world.push(
|
||||
Hittable::Sphere{
|
||||
center,
|
||||
radius: 0.2,
|
||||
material: material,
|
||||
}
|
||||
);
|
||||
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let material1 = Material::Dielectric { index_refraction: 1.5 };
|
||||
world.push( Hittable::Sphere{
|
||||
center: Vec3::new(0.0, 1.0, 0.0),
|
||||
radius: 1.0,
|
||||
material: material1
|
||||
});
|
||||
|
||||
let material2 = Material::Lambertian { albedo: Vec3::new(0.4, 0.2, 0.1) };
|
||||
world.push( Hittable::Sphere {
|
||||
center: Vec3::new(-4.0, 1.0, 0.0),
|
||||
radius: 1.0,
|
||||
material: material2
|
||||
});
|
||||
|
||||
let material3 = Material::Metal { albedo: Vec3::new(0.7, 0.6, 0.5), fuzz: 0.0 };
|
||||
world.push( Hittable::Sphere {
|
||||
center: Vec3::new(4.0, 1.0, 0.0),
|
||||
radius: 1.0,
|
||||
material: material3
|
||||
});
|
||||
world
|
||||
}
|
||||
}
|
||||
@@ -1,138 +0,0 @@
|
||||
|
||||
use crate::RenderContext;
|
||||
use crate::Vec3;
|
||||
use crate::{render_line, DistributionContianer};
|
||||
|
||||
use core::cmp::Ordering;
|
||||
use std::thread;
|
||||
use std::sync::mpsc;
|
||||
use rand::rngs::SmallRng;
|
||||
|
||||
|
||||
#[derive (Clone)]
|
||||
pub enum RenderCommand{
|
||||
Stop,
|
||||
Line { line_num: i32, context: RenderContext },
|
||||
}
|
||||
|
||||
pub struct RenderResult {
|
||||
pub line_num: i32,
|
||||
pub line: Vec<Vec3>,
|
||||
}
|
||||
|
||||
impl Ord for RenderResult {
|
||||
fn cmp(&self, other: &Self) -> Ordering {
|
||||
if self.line_num > other.line_num {
|
||||
Ordering::Less
|
||||
} else if self.line_num < other.line_num {
|
||||
Ordering::Greater
|
||||
} else {
|
||||
Ordering::Equal
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl PartialOrd for RenderResult {
|
||||
fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
|
||||
Some(self.cmp(other))
|
||||
}
|
||||
}
|
||||
|
||||
impl PartialEq for RenderResult {
|
||||
fn eq(&self, other: &Self) -> bool {
|
||||
self.line_num == other.line_num
|
||||
}
|
||||
}
|
||||
|
||||
impl Eq for RenderResult {}
|
||||
|
||||
/*
|
||||
* The dispatcher will hold a list of threads, and a list of command input channels to match.
|
||||
* Helper functions exist to input jobs serially, and then dispatch them to an open thread.
|
||||
*
|
||||
* Since receivers can be matched to several senders, the input end of the result channel will
|
||||
* be cloned and given to each of the threads.
|
||||
* TODO: Consider holding a copy of the render_tx end in case threads exit early and need to
|
||||
* be restored.
|
||||
*/
|
||||
pub struct Dispatcher{
|
||||
handles: Vec<thread::JoinHandle<()>>,
|
||||
command_transmitters: Vec<mpsc::SyncSender<RenderCommand>>,
|
||||
next_to_feed: usize, // gonna do a round-robin style dispatch, ig.
|
||||
}
|
||||
|
||||
impl Dispatcher {
|
||||
pub fn new(srng: &SmallRng, num_threads: usize) -> (Dispatcher, mpsc::Receiver<RenderResult> ) {
|
||||
let mut handles = Vec::new();
|
||||
let mut command_transmitters = Vec::<mpsc::SyncSender<RenderCommand>>::new();
|
||||
|
||||
let (render_tx, render_rx) = mpsc::sync_channel::<RenderResult>(1);
|
||||
|
||||
for _ in 0..num_threads {
|
||||
// create new command tx/rx pairs. Store tx in the list, give rx to the thread.
|
||||
let (command_tx, command_rx) = mpsc::sync_channel::<RenderCommand>(1);
|
||||
// TODO: Pick appropriate command queue depth (or make it controllable, even)
|
||||
|
||||
|
||||
let mut srng = srng.clone();
|
||||
let threads_result_tx = render_tx.clone();
|
||||
let distribs = DistributionContianer::new();
|
||||
let thread_handle = thread::spawn(move || {
|
||||
while let Ok(job) = command_rx.recv() {
|
||||
match job {
|
||||
RenderCommand::Stop => {
|
||||
break;
|
||||
}
|
||||
RenderCommand::Line { line_num, context } => {
|
||||
let line = render_line(line_num, &mut srng, context, &distribs);
|
||||
let result = RenderResult { line_num, line };
|
||||
threads_result_tx.send(result).unwrap();
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
handles.push(thread_handle);
|
||||
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(())
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user