Refactored some parts of Renderer to take up less memory and be faster.
Specifically, LightPath is now significantly smaller, and resultingly faster to process. Also finally fixed the bug where without light sources the light from the sky wouldn't affect surfaces.
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a3a19e53ef
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129
src/renderer.rs
129
src/renderer.rs
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@ -293,15 +293,27 @@ impl<'a> Renderer<'a> {
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}
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#[derive(Debug)]
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enum LightPathEvent {
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CameraRay,
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BounceRay,
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ShadowRay,
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}
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#[derive(Debug)]
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pub struct LightPath {
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event: LightPathEvent,
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bounce_count: u32,
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pixel_co: (u32, u32),
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lds_offset: u32,
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dim_offset: Cell<u32>,
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round: u32,
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time: f32,
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wavelength: f32,
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interaction: surface::SurfaceIntersection,
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next_bounce_ray: Option<Ray>,
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next_attentuation_fac: Float4,
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light_attenuation: Float4,
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pending_color_addition: Float4,
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color: Float4,
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@ -317,13 +329,18 @@ impl LightPath {
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lds_offset: u32)
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-> (LightPath, Ray) {
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(LightPath {
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event: LightPathEvent::CameraRay,
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bounce_count: 0,
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pixel_co: pixel_co,
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lds_offset: lds_offset,
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dim_offset: Cell::new(6),
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round: 0,
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time: time,
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wavelength: wavelength,
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interaction: surface::SurfaceIntersection::Miss,
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next_bounce_ray: None,
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next_attentuation_fac: Float4::splat(1.0),
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light_attenuation: Float4::splat(1.0),
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pending_color_addition: Float4::splat(0.0),
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color: Float4::splat(0.0),
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@ -349,20 +366,25 @@ impl LightPath {
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isect: &surface::SurfaceIntersection,
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ray: &mut Ray)
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-> bool {
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self.round += 1;
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// Result of shading ray, prepare light ray
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if self.round % 2 == 1 {
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match self.event {
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//--------------------------------------------------------------------
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// Result of Camera or bounce ray, prepare next bounce and light rays
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LightPathEvent::CameraRay |
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LightPathEvent::BounceRay => {
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if let &surface::SurfaceIntersection::Hit { intersection_data: ref idata,
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ref closure } = isect {
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// Hit something! Do the stuff
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self.interaction = *isect; // Store interaction for use in next phase
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// Prepare light ray
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let light_n = self.next_lds_samp();
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let light_uvw = (self.next_lds_samp(), self.next_lds_samp(), self.next_lds_samp());
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let light_uvw =
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(self.next_lds_samp(), self.next_lds_samp(), self.next_lds_samp());
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xform_stack.clear();
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if let Some((light_color, shadow_vec, light_pdf, light_sel_pdf, is_infinite)) =
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let found_light = if let Some((light_color,
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shadow_vec,
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light_pdf,
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light_sel_pdf,
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is_infinite)) =
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scene.sample_lights(xform_stack,
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light_n,
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light_uvw,
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@ -373,8 +395,10 @@ impl LightPath {
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// to the film plane if the light is not in shadow.
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self.pending_color_addition = {
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let material = closure.as_surface_closure();
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let la = material.evaluate(ray.dir, shadow_vec, idata.nor, self.wavelength);
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light_color.e * la.e * self.light_attenuation / (light_pdf * light_sel_pdf)
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let la =
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material.evaluate(ray.dir, shadow_vec, idata.nor, self.wavelength);
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light_color.e * la.e * self.light_attenuation /
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(light_pdf * light_sel_pdf)
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};
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// Calculate the shadow ray for testing if the light is
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@ -391,29 +415,15 @@ impl LightPath {
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ray.max_t = std::f32::INFINITY;
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}
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return true;
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true
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} else {
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return false;
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}
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} else {
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// Didn't hit anything, so background color
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self.color += scene.world.background_color.to_spectral_sample(self.wavelength).e *
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self.light_attenuation;
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return false;
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}
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}
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// Result of light ray, prepare shading ray
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else if self.round % 2 == 0 {
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// If the light was not in shadow, add it's light to the film
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// plane.
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if let &surface::SurfaceIntersection::Miss = isect {
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self.color += self.pending_color_addition;
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}
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false
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};
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// Prepare bounce ray
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let do_bounce = if self.bounce_count < 2 {
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self.bounce_count += 1;
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// Calculate bounced lighting!
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if self.round < 6 {
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if let surface::SurfaceIntersection::Hit { intersection_data: ref idata,
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ref closure } = self.interaction {
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// Sample material
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let (dir, filter, pdf) = {
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let material = closure.as_surface_closure();
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@ -424,21 +434,64 @@ impl LightPath {
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// Account for the additional light attenuation from
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// this bounce
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self.light_attenuation *= filter.e / pdf;
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self.next_attentuation_fac = filter.e / pdf;
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// Calculate the ray for this bounce
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*ray = Ray::new(idata.pos + dir.normalized() * 0.0001, dir, self.time, false);
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self.next_bounce_ray = Some(Ray::new(idata.pos +
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dir.normalized() * 0.0001,
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dir,
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self.time,
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false));
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true
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} else {
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self.next_bounce_ray = None;
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false
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};
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// Book keeping for next event
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if found_light && do_bounce {
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self.event = LightPathEvent::ShadowRay;
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return true;
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} else if found_light {
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self.event = LightPathEvent::ShadowRay;
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return true;
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} else if do_bounce {
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*ray = self.next_bounce_ray.unwrap();
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self.event = LightPathEvent::BounceRay;
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self.light_attenuation *= self.next_attentuation_fac;
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return true;
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} else {
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return false;
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}
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} else {
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// Didn't hit anything, so background color
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self.color +=
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scene.world.background_color.to_spectral_sample(self.wavelength).e *
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self.light_attenuation;
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return false;
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}
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}
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//--------------------------------------------------------------------
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// Result of shadow ray from sampling a light
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LightPathEvent::ShadowRay => {
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// If the light was not in shadow, add it's light to the film
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// plane.
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if let &surface::SurfaceIntersection::Miss = isect {
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self.color += self.pending_color_addition;
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}
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// Set up for the next bounce, if any
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if let Some(ref nbr) = self.next_bounce_ray {
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*ray = *nbr;
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self.light_attenuation *= self.next_attentuation_fac;
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self.event = LightPathEvent::BounceRay;
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return true;
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} else {
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// TODO
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unimplemented!()
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return false;
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}
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}
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}
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}
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}
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