Implement multithreading

This commit is contained in:
Max Nuding 2022-07-02 18:17:03 +02:00
parent 2903c9b0b9
commit 4b8b556ea3
Signed by: phlaym
GPG Key ID: 0AAD39863E09DC48
4 changed files with 164 additions and 25 deletions

122
Cargo.lock generated
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@ -2,12 +2,69 @@
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@ -19,12 +76,46 @@ dependencies = [
"wasi",
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@ -61,13 +152,44 @@ dependencies = [
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@ -7,3 +7,4 @@ edition = "2021"
[dependencies]
rand = "0.8.5"
rayon = "1.5.3"

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@ -1,9 +1,13 @@
use std::sync::Mutex;
use std::time::Instant;
use crate::camera::Camera;
use crate::hittable::{Hittable, Sphere};
use crate::output::{Output, P3};
use crate::ray::Ray;
use crate::vec3::{Color, Point3, Vec3};
use rand::distributions::{Distribution, Uniform};
use rayon::iter::{IntoParallelIterator, ParallelIterator};
use crate::material::{Dielectric, Lambertian, Material, Metal};
mod vec3;
@ -13,8 +17,8 @@ mod material;
mod camera;
mod output;
fn random_scene() -> Vec<Box<dyn Hittable>> {
let mut world:Vec<Box<dyn Hittable>> = Vec::new();
fn random_scene() -> Vec<Box<dyn Hittable + Sync>> {
let mut world:Vec<Box<dyn Hittable + Sync>> = Vec::new();
let material_ground = Material::Lambertian(Lambertian::new(Color::new(0.5, 0.5, 0.5)));
let ground = Sphere {
@ -82,8 +86,9 @@ fn main() {
const ASPECT_RATIO: f64 = 3.0 / 2.0;
const IMAGE_WIDTH: usize = 1200;
const IMAGE_HEIGHT: usize = (IMAGE_WIDTH as f64 / ASPECT_RATIO) as usize;
const SAMPLES_PER_PIXEL: i32 = 100;
const SAMPLES_PER_PIXEL: i32 = 500;
const MAX_DEPTH: i32 = 50;
let hh = IMAGE_HEIGHT;
let look_from = Point3::new(13.0, 2.0, 3.0);
let look_at = Point3::new(0.0, 0.0, 0.0);
@ -101,27 +106,38 @@ fn main() {
// World
let world= random_scene();
//println!("P3\n{} {}\n255", IMAGE_WIDTH, IMAGE_HEIGHT);
let between = Uniform::from(0.0..1.0);
let mut pixels = Vec::<u8>::new();
let mut rng = rand::thread_rng();
for j in (0..IMAGE_HEIGHT).rev() {
eprint!("\rScanlines remaining: {} ", j);
for i in 0..IMAGE_WIDTH {
let mut color = Color::default();
(0..SAMPLES_PER_PIXEL).for_each(|_s| {
let random_number = between.sample(&mut rng);
let u = (i as f64 + random_number) / (IMAGE_WIDTH - 1) as f64;
let v = (j as f64 + random_number) / (IMAGE_HEIGHT - 1) as f64;
let ray = cam.get_ray(u, v);
color += ray.pixel_color(&world, MAX_DEPTH);
});
pixels.append(&mut color.into_bytes(SAMPLES_PER_PIXEL));
//color.write_color(SAMPLES_PER_PIXEL);
let start = Instant::now();
let mut pixels = vec![0; IMAGE_WIDTH * IMAGE_HEIGHT * 3];
let bands: Vec<(usize, &mut [u8])> = pixels.chunks_mut(3).enumerate().collect();
let count = Mutex::new(0);
bands.into_par_iter().for_each(|(i, pixel)| {
let row = IMAGE_HEIGHT - (i / IMAGE_WIDTH) - 1;
let col = i % IMAGE_WIDTH;
let mut rng = rand::thread_rng();
let mut color = Color::default();
(0..SAMPLES_PER_PIXEL).for_each(|_s| {
let random_number = between.sample(&mut rng);
let u = (col as f64 + random_number) / (IMAGE_WIDTH - 1) as f64;
let v = (row as f64 + random_number) / (IMAGE_HEIGHT - 1) as f64;
let ray = cam.get_ray(u, v);
color += ray.pixel_color(&world, MAX_DEPTH);
});
let bytes = color.into_bytes(SAMPLES_PER_PIXEL);
pixel[0] = bytes[0];
pixel[1] = bytes[1];
pixel[2] = bytes[2];
if i % 100 == 0 {
let mut rem = count.lock().unwrap();
let percent_done_before = 100 * *rem / (IMAGE_WIDTH * IMAGE_HEIGHT);
*rem += 100;
let percent_done_after = 100 * *rem / (IMAGE_WIDTH * IMAGE_HEIGHT);
if percent_done_before != percent_done_after {
eprint!("\rProgress: {}% ", percent_done_after);
}
}
}
P3::write("i.ppm", &pixels, IMAGE_WIDTH, IMAGE_HEIGHT).expect("Error writing image: {}");
eprintln!("\nDone");
});
P3::write("imc.ppm", &pixels, IMAGE_WIDTH, IMAGE_HEIGHT).expect("Error writing image: {}");
eprintln!("\nDone. Time: {}ms", start.elapsed().as_millis());
}

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@ -23,7 +23,7 @@ impl Ray {
}
pub fn direction(&self) -> Vec3 { self.direction }
pub fn origin(&self) -> Point3 { self.origin }
pub fn pixel_color(&self, world: &Vec<Box<dyn Hittable>>, depth: i32) -> Color {
pub fn pixel_color(&self, world: &Vec<Box<dyn Hittable + Sync>>, depth: i32) -> Color {
if depth <= 0 {
return Color::default();
}
@ -50,7 +50,7 @@ impl Ray {
}
fn hit_world<'material>(
&self,
world: &'material Vec<Box<dyn Hittable>>,
world: &'material Vec<Box<dyn Hittable + Sync>>,
t_min: f64,
t_max: f64,
) -> Option<HitRecord<'material>> {