我正在研究基于 C++ 代码库(PBRT,如果有人熟悉的话)的光线追踪器的 Rust 实现。C++ 版本定义的类之一是一系列采样器,以减少渲染图像中的噪声。在渲染过程中,每当需要随机数时,该采样器就会被克隆到每个渲染线程中。这就是我在 Rust 中选择的做法,我承认这有点复杂:
#[derive(Clone)]
pub struct PixelSampler {
samples_1d: Vec<Vec<f64>>,
samples_2d: Vec<Vec<Point2<f64>>>,
current_1d_dimension: i32,
current_2d_dimension: i32,
rng: rngs::ThreadRng
}
pub enum Samplers {
StratifiedSampler {x_samples: i64, y_samples: i64, jitter_samples: bool, pixel: PixelSampler },
ZeroTwoSequenceSampler { pixel: PixelSampler }
}
impl Clone for Samplers {
fn clone(&self) -> Self {
match self {
Samplers::StratifiedSampler { x_samples, y_samples, jitter_samples, pixel } => {
Samplers::StratifiedSampler {x_samples: *x_samples,
y_samples: *y_samples,
jitter_samples: *jitter_samples,
pixel: pixel.clone() }
}
Samplers::ZeroTwoSequenceSampler { pixel …Run Code Online (Sandbox Code Playgroud)