Broke render job out into its own method.
The left-drift of having it inline was getting cumbersome.
This commit is contained in:
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922e33ec3f
commit
322627641a
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@ -21,9 +21,7 @@ pub fn lerp<T: Lerp>(a: T, b: T, alpha: f32) -> T {
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/// Interpolates a slice of data as if each adjecent pair of elements
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/// represent a linear segment.
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pub fn lerp_slice<T: Lerp + Copy>(s: &[T], alpha: f32) -> T {
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debug_assert!(
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s.len() > 0,
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);
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debug_assert!(s.len() > 0);
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debug_assert!(alpha >= 0.0);
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debug_assert!(alpha <= 1.0);
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@ -43,9 +41,7 @@ pub fn lerp_slice_with<T, F>(s: &[T], alpha: f32, f: F) -> T
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where T: Copy,
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F: Fn(T, T, f32) -> T
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{
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debug_assert!(
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s.len() > 0,
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);
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debug_assert!(s.len() > 0);
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debug_assert!(alpha >= 0.0);
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debug_assert!(alpha <= 1.0);
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270
src/renderer.rs
270
src/renderer.rs
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@ -78,23 +78,11 @@ impl<'a> Renderer<'a> {
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let collective_stats = RwLock::new(RenderStats::new());
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// Pre-calculate some useful values related to the image plane
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let cmpx = 1.0 / self.resolution.0 as f32;
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let cmpy = 1.0 / self.resolution.1 as f32;
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let min_x = -1.0;
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let max_x = 1.0;
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let min_y = -(self.resolution.1 as f32 / self.resolution.0 as f32);
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let max_y = self.resolution.1 as f32 / self.resolution.0 as f32;
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let x_extent = max_x - min_x;
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let y_extent = max_y - min_y;
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// Set up job queue
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let job_queue = MsQueue::new();
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// For printing render progress
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let total_pixels = self.resolution.0 * self.resolution.1;
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let pixels_rendered = Mutex::new(Cell::new(0));
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let pixrenref = &pixels_rendered;
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// Render
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tpool.scoped(
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@ -105,128 +93,8 @@ impl<'a> Renderer<'a> {
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let ajq = &all_jobs_queued;
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let img = ℑ
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let cstats = &collective_stats;
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scope.execute(
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move || {
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let mut stats = RenderStats::new();
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let mut timer = Timer::new();
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let mut total_timer = Timer::new();
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let mut paths = Vec::new();
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let mut rays = Vec::new();
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let mut tracer = Tracer::from_assembly(&self.scene.root);
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let mut xform_stack = TransformStack::new();
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'render_loop: loop {
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paths.clear();
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rays.clear();
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// Get bucket, or exit if no more jobs left
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let bucket: BucketJob;
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loop {
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if let Some(b) = jq.try_pop() {
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bucket = b;
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break;
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} else {
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if *ajq.read().unwrap() == true {
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break 'render_loop;
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}
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}
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}
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timer.tick();
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// Generate light paths and initial rays
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for y in bucket.y..(bucket.y + bucket.h) {
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for x in bucket.x..(bucket.x + bucket.w) {
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let offset = hash_u32(((x as u32) << 16) ^ (y as u32), self.seed);
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for si in 0..self.spp {
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// Calculate image plane x and y coordinates
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let (img_x, img_y) = {
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let filter_x = fast_logit(halton::sample(4, offset + si as u32), 1.5) + 0.5;
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let filter_y = fast_logit(halton::sample(5, offset + si as u32), 1.5) + 0.5;
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let samp_x = (filter_x + x as f32) * cmpx;
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let samp_y = (filter_y + y as f32) * cmpy;
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((samp_x - 0.5) * x_extent, (0.5 - samp_y) * y_extent)
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};
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// Create the light path and initial ray for this sample
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let (path, ray) = LightPath::new(
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&self.scene,
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(x, y),
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(img_x, img_y),
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(halton::sample(0, offset + si as u32), halton::sample(1, offset + si as u32)),
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halton::sample(2, offset + si as u32),
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map_0_1_to_wavelength(halton::sample(3, offset + si as u32)),
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offset + si as u32,
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);
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paths.push(path);
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rays.push(ray);
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}
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}
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}
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stats.initial_ray_generation_time += timer.tick() as f64;
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// Trace the paths!
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let mut pi = paths.len();
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while pi > 0 {
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// Test rays against scene
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let isects = tracer.trace(&rays);
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stats.trace_time += timer.tick() as f64;
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// Determine next rays to shoot based on result
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pi = partition_pair(
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&mut paths[..pi],
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&mut rays[..pi],
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|i, path, ray| path.next(&mut xform_stack, &self.scene, &isects[i], &mut *ray),
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);
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stats.ray_generation_time += timer.tick() as f64;
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}
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// Calculate color based on ray hits and save to image
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{
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let min = (bucket.x, bucket.y);
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let max = (bucket.x + bucket.w, bucket.y + bucket.h);
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let mut img_bucket = img.get_bucket(min, max);
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for path in paths.iter() {
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let path_col = SpectralSample::from_parts(path.color, path.wavelength);
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let mut col = img_bucket.get(path.pixel_co.0, path.pixel_co.1);
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col += XYZ::from_spectral_sample(&path_col) / self.spp as f32;
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img_bucket.set(path.pixel_co.0, path.pixel_co.1, col);
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}
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stats.sample_writing_time += timer.tick() as f64;
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}
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// Print render progress
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{
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let guard = pixrenref.lock().unwrap();
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let mut pr = (*guard).get();
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let percentage_old = pr as f64 / total_pixels as f64 * 100.0;
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pr += bucket.w as usize * bucket.h as usize;
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(*guard).set(pr);
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let percentage_new = pr as f64 / total_pixels as f64 * 100.0;
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let old_string = format!("{:.2}%", percentage_old);
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let new_string = format!("{:.2}%", percentage_new);
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if new_string != old_string {
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print!("\r{}", new_string);
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let _ = io::stdout().flush();
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}
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}
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}
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stats.total_time += total_timer.tick() as f64;
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ACCEL_TRAV_TIME.with(
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|att| {
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stats.accel_traversal_time = att.get();
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att.set(0.0);
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}
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);
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// Collect stats
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cstats.write().unwrap().collect(stats);
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}
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);
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let pixrenref = &pixels_rendered;
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scope.execute(move || self.render_job(jq, ajq, img, cstats, pixrenref));
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}
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// Print initial 0.00% progress
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@ -294,6 +162,140 @@ impl<'a> Renderer<'a> {
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// Return the rendered image and stats
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return (image, *collective_stats.read().unwrap());
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}
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/// Waits for buckets in the job queue to render and renders them when available.
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fn render_job(&self, job_queue: &MsQueue<BucketJob>, all_jobs_queued: &RwLock<bool>, image: &Image, collected_stats: &RwLock<RenderStats>, pixels_rendered: &Mutex<Cell<usize>>) {
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let mut stats = RenderStats::new();
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let mut timer = Timer::new();
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let mut total_timer = Timer::new();
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let mut paths = Vec::new();
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let mut rays = Vec::new();
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let mut tracer = Tracer::from_assembly(&self.scene.root);
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let mut xform_stack = TransformStack::new();
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// Pre-calculate some useful values related to the image plane
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let cmpx = 1.0 / self.resolution.0 as f32;
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let cmpy = 1.0 / self.resolution.1 as f32;
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let min_x = -1.0;
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let max_x = 1.0;
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let min_y = -(self.resolution.1 as f32 / self.resolution.0 as f32);
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let max_y = self.resolution.1 as f32 / self.resolution.0 as f32;
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let x_extent = max_x - min_x;
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let y_extent = max_y - min_y;
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let total_pixels = self.resolution.0 * self.resolution.1;
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// Render
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'render_loop: loop {
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paths.clear();
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rays.clear();
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// Get bucket, or exit if no more jobs left
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let bucket: BucketJob;
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loop {
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if let Some(b) = job_queue.try_pop() {
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bucket = b;
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break;
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} else {
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if *all_jobs_queued.read().unwrap() == true {
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break 'render_loop;
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}
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}
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}
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timer.tick();
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// Generate light paths and initial rays
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for y in bucket.y..(bucket.y + bucket.h) {
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for x in bucket.x..(bucket.x + bucket.w) {
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let offset = hash_u32(((x as u32) << 16) ^ (y as u32), self.seed);
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for si in 0..self.spp {
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// Calculate image plane x and y coordinates
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let (img_x, img_y) = {
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let filter_x = fast_logit(halton::sample(4, offset + si as u32), 1.5) + 0.5;
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let filter_y = fast_logit(halton::sample(5, offset + si as u32), 1.5) + 0.5;
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let samp_x = (filter_x + x as f32) * cmpx;
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let samp_y = (filter_y + y as f32) * cmpy;
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((samp_x - 0.5) * x_extent, (0.5 - samp_y) * y_extent)
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};
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// Create the light path and initial ray for this sample
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let (path, ray) = LightPath::new(
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&self.scene,
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(x, y),
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(img_x, img_y),
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(halton::sample(0, offset + si as u32), halton::sample(1, offset + si as u32)),
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halton::sample(2, offset + si as u32),
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map_0_1_to_wavelength(halton::sample(3, offset + si as u32)),
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offset + si as u32,
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);
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paths.push(path);
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rays.push(ray);
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}
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}
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}
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stats.initial_ray_generation_time += timer.tick() as f64;
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// Trace the paths!
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let mut pi = paths.len();
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while pi > 0 {
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// Test rays against scene
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let isects = tracer.trace(&rays);
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stats.trace_time += timer.tick() as f64;
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// Determine next rays to shoot based on result
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pi = partition_pair(
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&mut paths[..pi],
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&mut rays[..pi],
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|i, path, ray| path.next(&mut xform_stack, &self.scene, &isects[i], &mut *ray),
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);
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stats.ray_generation_time += timer.tick() as f64;
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}
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// Calculate color based on ray hits and save to image
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{
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let min = (bucket.x, bucket.y);
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let max = (bucket.x + bucket.w, bucket.y + bucket.h);
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let mut img_bucket = image.get_bucket(min, max);
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for path in paths.iter() {
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let path_col = SpectralSample::from_parts(path.color, path.wavelength);
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let mut col = img_bucket.get(path.pixel_co.0, path.pixel_co.1);
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col += XYZ::from_spectral_sample(&path_col) / self.spp as f32;
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img_bucket.set(path.pixel_co.0, path.pixel_co.1, col);
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}
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stats.sample_writing_time += timer.tick() as f64;
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}
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// Print render progress
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{
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let guard = pixels_rendered.lock().unwrap();
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let mut pr = (*guard).get();
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let percentage_old = pr as f64 / total_pixels as f64 * 100.0;
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pr += bucket.w as usize * bucket.h as usize;
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(*guard).set(pr);
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let percentage_new = pr as f64 / total_pixels as f64 * 100.0;
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let old_string = format!("{:.2}%", percentage_old);
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let new_string = format!("{:.2}%", percentage_new);
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if new_string != old_string {
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print!("\r{}", new_string);
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let _ = io::stdout().flush();
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}
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}
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}
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stats.total_time += total_timer.tick() as f64;
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ACCEL_TRAV_TIME.with(
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|att| {
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stats.accel_traversal_time = att.get();
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att.set(0.0);
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}
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);
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// Collect stats
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collected_stats.write().unwrap().collect(stats);
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}
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}
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