pbrt/src/wavefront/aggregate.rs

202 lines
7.1 KiB
Rust

use crate::globals::get_options;
use log::debug;
use std::sync::atomic::{AtomicU32, Ordering};
pub static DIAG_SHADOW_UNOCCLUDED: AtomicU32 = AtomicU32::new(0);
use rayon::prelude::*;
use shared::core::geometry::{Bounds3f, Ray, VectorLike};
use shared::core::interaction::{InteractionTrait, SurfaceInteraction};
use shared::core::material::{Material, MaterialTrait};
use shared::core::primitive::{Primitive, PrimitiveTrait};
use shared::core::texture::BasicTextureEvaluator;
use shared::core::texture::TextureEvaluator;
use shared::wavefront::workitems::*;
use shared::wavefront::WavefrontAggregate;
use shared::{Float, Ptr, GVec, gvec_from_slice};
pub struct CpuAggregate {
pub aggregate: Primitive,
pub materials: GVec<Material>,
}
impl CpuAggregate {
pub fn new(aggregate: Primitive, materials: &[Material]) -> Self {
Self { aggregate, materials: gvec_from_slice(materials) }
}
}
// fn enqueue_after_intersection(
// r: RayWorkItem, ray_medium: Medium, t_max: Float, intr: SurfaceInteraction,
// mut medium_sample_queue: &MediumQueue, mut next_ray_queue: &RayQueue,
// mut hit_area_light_queue: &HitAreaLightQueue, mut basic_eval_mtl_q: &MaterialEvalQueue,
// mut universal_eval_mlt_q: MaterialEvalQueue) {
// }
impl WavefrontAggregate for CpuAggregate {
fn bounds(&self) -> Bounds3f {
self.aggregate.bounds()
}
fn intersect_closest(
&self,
max_rays: usize,
ray_q: &RayQueue,
escaped_ray_q: &EscapedRayQueue,
hit_area_light_q: &HitAreaLightQueue,
basic_eval_mtl_q: &MaterialEvalQueue,
universal_eval_mtl_q: &MaterialEvalQueue,
next_ray_q: &RayQueue,
_pixel_sample_state: &PixelSampleState,
) {
let n_rays = ray_q.size().min(max_rays as u32);
// Intersect ray with the scene and enqueue resulting work
(0..n_rays as usize).into_par_iter().for_each(|i| {
let r = unsafe { ray_q.get(i) };
let Some(si) = self.aggregate.intersect(&r.ray, None) else {
// EnqueueMiss
escaped_ray_q.push(EscapedRayWorkItem {
ray_o: r.ray.o,
ray_d: r.ray.d,
lambda: r.lambda,
pixel_index: r.pixel_index,
beta: r.beta,
r_u: r.r_u,
r_l: r.r_l,
depth: r.depth,
specular_bounce: r.specular_bounce,
prev_intr_ctx: r.prev_intr_ctx,
});
return;
};
let intr = &si.intr;
// Medium transition
if intr.material.is_none() {
let mut next = r;
next.ray = intr.spawn_ray(r.ray.d);
next_ray_q.push(next);
return;
}
// Area light hit
if !intr.area_light.is_none() {
hit_area_light_q.push(HitAreaLightWorkItem {
area_light: intr.area_light,
p: intr.p(),
n: intr.n(),
uv: intr.common.uv,
wo: intr.wo(),
lambda: r.lambda,
pixel_index: r.pixel_index,
beta: r.beta,
r_u: r.r_u,
r_l: r.r_l,
depth: r.depth,
specular_bounce: r.specular_bounce,
prev_intr_ctx: r.prev_intr_ctx,
});
}
// Material eval queue dispatch
let material = intr.material.get(&self.materials);
let eval_q = if material.can_evaluate_textures(&BasicTextureEvaluator) {
basic_eval_mtl_q
} else {
universal_eval_mtl_q
};
if material.is_conductor() {
debug!("shading frame: {:?}", intr.shading.dpdu);
debug!(
"dot product: {:?}",
intr.shading.dpdu.normalize().dot(intr.n().into())
);
}
let item = MaterialEvalWorkItem {
p: intr.pi(),
n: intr.n(),
ns: intr.shading.n,
dpdu: intr.dpdu,
dpdv: intr.dpdv,
uv: intr.common.uv,
wo: intr.wo(),
time: r.ray.time,
face_index: intr.face_index,
material: intr.material,
area_light: intr.area_light,
medium_interface: intr.common.medium_interface,
pixel_index: r.pixel_index,
lambda: r.lambda,
beta: r.beta,
r_u: r.r_u,
any_non_specular_bounces: r.any_non_specular_bounces,
depth: r.depth,
eta_scale: r.eta_scale,
dpdus: intr.shading.dpdu,
dpdvs: intr.shading.dpdv,
dndus: intr.shading.dndu,
dndvs: intr.shading.dndv,
};
if let Some(slot) = eval_q.push(item) {
if slot < 10 {
eprintln!(
"ENQUEUE[{slot}] pixel={:?} depth={} \
p={:?} n={:?} ns={:?} \
dpdu={:?} dpdv={:?} \
dpdus={:?} dpdvs={:?} \
uv={:?} material={:?} area_light={:?} face_index={}",
item.pixel_index, item.depth,
item.p, item.n, item.ns,
item.dpdu, item.dpdv,
item.dpdus, item.dpdvs,
item.uv, item.material, item.area_light, item.face_index,
);
}
}
});
}
fn intersect_shadow(
&self,
max_rays: usize,
shadow_ray_q: &ShadowRayQueue,
pixel_sample_state: &PixelSampleState,
) {
let n_rays = shadow_ray_q.size().min(max_rays as u32);
(0..n_rays as usize).into_par_iter().for_each(|i| {
let work = unsafe { shadow_ray_q.get(i) };
let ray = Ray::new(work.ray.o, work.ray.d, Some(work.ray.time), Ptr::null());
if !self.aggregate.intersect_p(&ray, Some(work.t_max)) {
let pi = work.pixel_index as usize;
let ld = work.l_d / (work.r_u + work.r_l).average();
let n = DIAG_SHADOW_UNOCCLUDED.fetch_add(1, Ordering::Relaxed);
if n < 10 {
eprintln!(
"SHADOW_UNOCCLUDED[{n}] pixel={} l_d={:?} r_u={:?} r_l={:?} \
denom={:.6} ld={:?}",
pi, work.l_d, work.r_u, work.r_l,
(work.r_u + work.r_l).average(), ld
);
}
let mut l = pixel_sample_state.l.get(pi);
l += ld;
pixel_sample_state.l.set(pi, l);
}
});
}
fn intersect_shadow_tr(
&self,
max_rays: usize,
shadow_ray_q: &ShadowRayQueue,
pixel_sample_state: &PixelSampleState,
) {
self.intersect_shadow(max_rays, shadow_ray_q, pixel_sample_state);
}
}