Perform per-pixel parallelism instead of per frame.
This sets up the renderer to have other sampling algorithms. Progress bar is now percentage based.
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@ -177,21 +177,38 @@ fn trace_pixel(x: usize, y: usize, scene: &Scene) -> Vec3 {
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)
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}
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struct PixelRequest {
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x: usize,
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y: usize,
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}
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struct PixelResponse {
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x: usize,
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y: usize,
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pixel: Vec3,
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}
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fn render_worker(
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tid: usize,
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scene: &Scene,
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input_chan: channel::Receiver<usize>,
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output_chan: &channel::Sender<(usize, Vec<Vec3>)>,
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input_chan: channel::Receiver<PixelRequest>,
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output_chan: &channel::Sender<PixelResponse>,
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) {
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for subsample in input_chan {
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let mut pixel_data: Vec<Vec3> = Vec::with_capacity(scene.width * scene.height);
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for y in 0..scene.height {
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for x in 0..scene.width {
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let p = trace_pixel(x, y, scene);
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pixel_data.push(p);
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}
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for req in input_chan {
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let mut pixel: Vec3 = Default::default();
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for _ in 0..scene.subsamples {
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pixel = pixel + trace_pixel(req.x, req.y, scene);
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}
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output_chan.send((subsample, pixel_data));
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pixel = pixel / scene.subsamples as f32;
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// Gamma correct, use gamma 2 correction, which is 1/gamma where gamma=2 which is 1/2 or
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// sqrt.
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let pixel = Vec3::new(pixel[0].sqrt(), pixel[1].sqrt(), pixel[2].sqrt());
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output_chan.send(PixelResponse {
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x: req.x,
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y: req.y,
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pixel,
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});
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}
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trace!(target: "renderer", "Shutting down worker {}", tid);
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}
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@ -201,65 +218,52 @@ pub fn render(
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output_dir: &Path,
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store_intermediate: bool,
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) -> std::result::Result<(), std::io::Error> {
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let (seq_tx, seq_rx) = channel::unbounded();
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let (pixel_data_tx, pixel_data_rx) = channel::unbounded();
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let (pixel_req_tx, pixel_req_rx) = channel::unbounded();
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let (pixel_resp_tx, pixel_resp_rx) = channel::unbounded();
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let scene = sync::Arc::new(scene);
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for i in 0..num_cpus::get() {
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let s = sync::Arc::clone(&scene);
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let seq_rx = seq_rx.clone();
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let pixel_data_tx = pixel_data_tx.clone();
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let pixel_req_rx = pixel_req_rx.clone();
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let pixel_resp_tx = pixel_resp_tx.clone();
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thread::spawn(move || {
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render_worker(i, &s, seq_rx, &pixel_data_tx);
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render_worker(i, &s, pixel_req_rx, &pixel_resp_tx);
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});
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}
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drop(seq_rx);
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drop(pixel_data_tx);
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drop(pixel_req_rx);
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drop(pixel_resp_tx);
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(1..=scene.subsamples).for_each(|idx| seq_tx.send(idx));
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drop(seq_tx);
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let mut acc_count = 0;
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let mut acc: Vec<Vec3> = Vec::with_capacity(scene.width * scene.height);
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for _ in 0..(scene.width * scene.height) {
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acc.push(Default::default());
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for y in 0..scene.height {
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for x in 0..scene.width {
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pixel_req_tx.send(PixelRequest { x, y });
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}
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}
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drop(pixel_req_tx);
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println!("Rendering with {} subsamples", scene.subsamples);
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let mut img = RgbImage::new(scene.width as u32, scene.height as u32);
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for (_subsample, pixel_data) in pixel_data_rx {
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acc_count += 1;
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pixel_data.iter().enumerate().for_each(|(idx, p)| {
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let x = idx % scene.width;
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let y = idx / scene.width;
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let y_inv = scene.height - y - 1;
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acc[idx] = acc[idx] + *p;
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// Gamma correct, use gamma 2 correction, which is 1/gamma where gamma=2 which is 1/2 or
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// sqrt.
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let col = acc[idx] / acc_count as f32;
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let col = Vec3::new(col[0].sqrt(), col[1].sqrt(), col[2].sqrt());
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img.put_pixel(
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x as u32,
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y_inv as u32,
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image::Rgb([
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(col[0] * 255.).min(255.) as u8,
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(col[1] * 255.).min(255.) as u8,
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(col[2] * 255.).min(255.) as u8,
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]),
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);
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});
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if acc_count % 10 == 0 {
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print!("{}", acc_count);
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} else {
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print!(".");
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}
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io::stdout().flush().unwrap();
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if store_intermediate {
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let path = output_dir.join(format!("iteration{:05}.png", acc_count));
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trace!(target: "renderer", "Saving {}", path.display());
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img.save(&path)
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.unwrap_or_else(|_| panic!("Failed save {}", path.display()));
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let total = scene.width * scene.height;
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let mut last_progress = 1000;
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for (i, resp) in pixel_resp_rx.enumerate() {
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let y_inv = scene.height - resp.y - 1;
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img.put_pixel(
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resp.x as u32,
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y_inv as u32,
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image::Rgb([
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(resp.pixel[0] * 255.).min(255.) as u8,
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(resp.pixel[1] * 255.).min(255.) as u8,
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(resp.pixel[2] * 255.).min(255.) as u8,
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]),
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);
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let progress = 100 * i / total;
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if progress != last_progress {
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last_progress = progress;
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if progress % 10 == 0 {
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print!("{}%", progress);
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} else {
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print!(".");
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}
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io::stdout().flush().unwrap();
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}
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}
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println!();
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