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use std::sync::{Arc, Mutex};
use std::collections::HashMap;
use tracing::info;
use ndarray::prelude::*;
use anyhow::{Error, Result, bail, anyhow};
use common::message::*;
use common::geometry::Geometry;
use common::connection::Connection;
/// Rust interface for LibreDR client
#[derive(Debug)]
pub struct LibreDR {
connection: Connection,
}
impl LibreDR {
/// Construct `LibreDR` by connecting to LibreDR server\
/// Return `Error` if connection failed\
/// # Examples
/// ```
/// async {
/// let client_tcp = LibreDR::new(String::from("127.0.0.1:9001"), false, false).await?;
/// let client_unix = LibreDR::new(String::from("/var/run/libredr_client.sock"), true, false).await?;
/// }
/// ```
pub async fn new(connect: String, unix: bool, tls: bool) -> Result<Self> {
info!("LibreDR::new: Connecting to {connect}");
let mut config: HashMap<String, String> = HashMap::new();
config.insert(String::from("connect"), connect);
config.insert(String::from("unix"), String::from(if unix { "true" } else { "false" }));
config.insert(String::from("tls"), String::from(if tls { "true" } else { "false" }));
Ok(LibreDR {
connection: Connection::from_config(&config).await?,
})
}
/// Receive messages, response `RequestData` task, until receive a different task
async fn try_recv_msg_response_data(&mut self, data_cache: &DataCache) -> Result<Message> {
loop {
let msg_response = self.connection.recv_msg().await?;
info!("LibreDR::try_recv_msg_response_data: msg_response {msg_response}");
if let Message::RequestData(hash) = msg_response {
let data = {
let data_cache = data_cache.lock().expect("No task should panic");
let entry = data_cache.get(&hash).ok_or(format!("Client: ray_tracing_forward: unexpected hash {hash}"));
entry.map(|entry| {
entry.1.to_owned()
})
};
let msg_response = Message::ResponseData(Box::new(data.to_owned()));
self.connection.send_msg(&msg_response).await?;
data.map_err(Error::msg)?;
} else {
break Ok(msg_response);
}
}
}
/// Create a [`RequestRayTracingForward`] task and wait for response
///
/// # Arguments
/// * `ray` - ray parameters
/// * if `camera_space` is `false` 18 * `image_shape`
/// * including ray position 9 * `image_shape`
/// * including ray direction 9 * `image_shape`
/// * if `camera_space` is `true`, add another (1 + 14) channels
/// * including ray depth 1 * `image_shape` (if depth <= 0, treat as hit miss)
/// * including ray material 14 * `image_shape`
/// * `texture` - (3 + 3 + 3 + 1 + 3 + 1) * `texture_resolution` * `texture_resolution` (must be square image)
/// * including normal + diffuse + specular + roughness + intensity + window
/// * `envmap` - 3 * 6 * `envmap_resolution` * `envmap_resolution`
/// * (must be box unwrapped 6 square images)
/// * `sample_per_pixel` - `sample_per_pixel_forward`, `sample_per_pixel_backward`
/// * `max_bounce` - `max_bounce_forward`, `max_bounce_backward`, `max_bounce_low_discrepancy`, `skip_bounce`
/// * `switches` - tuple of 4 switches to determine hit miss and reflection behavior
/// * render::MISS_* - determine how to deal with ray hit miss
/// * [`common::render::MISS_NONE`]
/// * [`common::render::MISS_ENVMAP`]
/// * render::REFLECTION_NORMAL_* - determine how to get surface normal
/// * [`common::render::REFLECTION_NORMAL_FACE`]
/// * [`common::render::REFLECTION_NORMAL_VERTEX`]
/// * [`common::render::REFLECTION_NORMAL_TEXTURE`]
/// * render::REFLECTION_DIFFUSE_* - determine diffuse reflection model
/// * [`common::render::REFLECTION_DIFFUSE_NONE`]
/// * [`common::render::REFLECTION_DIFFUSE_LAMBERTIAN`]
/// * render::REFLECTION_SPECULAR_* - determine specular reflection model
/// * [`common::render::REFLECTION_SPECULAR_NONE`]
/// * [`common::render::REFLECTION_SPECULAR_PHONG`]
/// * [`common::render::REFLECTION_SPECULAR_BLINN_PHONG`]
/// * [`common::render::REFLECTION_SPECULAR_TORRANCE_SPARROW_PHONG`]
/// * [`common::render::REFLECTION_SPECULAR_TORRANCE_SPARROW_BLINN_PHONG`]
/// * [`common::render::REFLECTION_SPECULAR_TORRANCE_SPARROW_BECKMANN`]
/// * `clip_near` - clip near distance for camera
/// * `clip_near` can be a single float number (same for all bounces),
/// * or tuple of 3 float numbers (first bounce, second bounce, and other bounces)
/// * `camera_space` - if `true`, the first bounce uses the depth and material given by the ray
/// * `requires_grad` - if `true`, worker will save intermediate data, the next task must be `ray_tracing_backward`
/// * `srand` - random seed
/// * if srand >= 0, the same random seed is used for every pixel
/// * if srand < 0, use different seed for each pixel
/// * `low_discrepancy` - (optional) start id of Halton low discrepancy sequence.
/// * The default value is the same as `sample_per_pixel_forward`.
/// * if combine multiple rendered images to reduce noise, this value can be set to: \
/// 1 * `sample_per_pixel_forward`, 2 * `sample_per_pixel_forward`, 3 * `sample_per_pixel_forward`, ...
///
/// # Return
/// Return shape will be,
/// * if `camera_space` is `true`
/// * render image 3 * `image_shape`
/// * if `camera_space` is `false`, add another
/// * ray texture coordinate 2 * `image_shape`
/// * ray depth (Euclidean distance) 1 * `image_shape`
/// * ray normal 3 * `image_shape`
#[allow(clippy::too_many_arguments)]
pub async fn ray_tracing_forward(&mut self,
geometry: &Geometry,
geometry_data_cache: &DataCache,
ray: ArrayD<f32>,
texture: Array3<f32>,
envmap: Array4<f32>,
sample_per_pixel: (usize, usize),
max_bounce: (usize, usize, usize, usize),
switches: (u8, u8, u8, u8),
clip_near: (f32, f32, f32),
camera_space: bool,
requires_grad: bool,
srand: i32,
low_discrepancy: u32) -> Result<ArrayD<f32>> {
let input_shape = ray.shape().to_owned();
assert!(input_shape.len() > 1, "ray_tracing_forward: ray should be at least 1D");
let ray_channels_input = if camera_space { 33 } else { 18 };
assert_eq!(input_shape[0], ray_channels_input,
"ray_tracing_forward: ray channel: {}, expected: {}", input_shape[0], ray_channels_input);
let ray = ray.into_shape([ray_channels_input, input_shape[1..].iter().product()])?;
let mut data_cache_content = hashbrown::HashMap::new();
{
let geometry_data_cache = geometry_data_cache.lock().expect("No task should panic");
data_cache_content.extend(geometry_data_cache.iter().map(|(k, v)| {
(k.to_owned(), v.to_owned())
}));
}
let ray_data = Data::RayData(ray);
let ray_data_hash = ray_data.hash();
data_cache_content.insert(ray_data_hash.to_owned(), (0, ray_data));
let material_data = Data::MaterialData(texture, envmap);
let material_data_hash = material_data.hash();
data_cache_content.insert(material_data_hash.to_owned(), (0, material_data));
let data_cache = Arc::new(Mutex::new(data_cache_content));
let request = RequestRayTracingForward {
geometry: geometry.to_owned(),
ray: ray_data_hash,
material: material_data_hash,
sample_per_pixel,
max_bounce,
switches,
clip_near,
camera_space,
requires_grad,
srand,
low_discrepancy
};
let msg_request = Message::RequestTask(RequestTask::RequestRayTracingForward(Box::new(request)));
info!("LibreDR::ray_tracing_forward: msg_request {msg_request}");
self.connection.send_msg(&msg_request).await?;
let msg_response = self.try_recv_msg_response_data(&data_cache).await?;
let Message::ResponseTask(response_task) = msg_response else {
bail!("Unexpected response {msg_response}");
};
let response_task = response_task.map_err(Error::msg)?;
let ResponseTask::ResponseRayTracingForward(response) = response_task else {
bail!("Unexpected response {response_task}");
};
let mut output_shape = input_shape.to_owned();
output_shape[0] = if camera_space { 3 } else { 9 };
let response = response.render.into_shape(output_shape)?;
Ok(response)
}
/// Create a [`RequestRayTracingBackward`] task and wait for response.
///
/// Must be called consecutive to a [`RequestRayTracingForward`] task with `requires_grad` set to `true`. \
/// To create multiple [`RequestRayTracingForward`] tasks and backward together, multiple client connections are
/// required.
///
/// # Arguments
/// * `d_ray` - gradient of image 3 * `image_shape` (must ensure same `image_shape` as [`RequestRayTracingForward`])
///
/// # Return
/// Return shape will be,
/// * if `camera_space` is `false` for [`RequestRayTracingForward`] task
/// * 1st return value (3 + 3 + 3 + 1 + 3 + 1) * `texture_resolution` * `texture_resolution`
/// * (same `texture_resolution` as [`RequestRayTracingForward`])
/// * including d_normal + d_diffuse + d_specular + d_roughness + d_intensity + d_window
/// * 2nd return value 3 * 6 * `envmap_resolution` * `envmap_resolution`
/// * (same `envmap_resolution` as [`RequestRayTracingForward`])
/// * including d_envmap
/// * if `camera_space` is `true` for [`RequestRayTracingForward`] task, add another
/// * 3rd return value 14 * `image_shape` (same shape as [`RequestRayTracingForward`])
/// * including d_ray_texture
#[allow(clippy::too_many_arguments)]
pub async fn ray_tracing_backward(&mut self, d_ray: ArrayD<f32>) ->
Result<(Array3<f32>, Array4<f32>, Option<ArrayD<f32>>)> {
let input_shape = d_ray.shape().to_owned();
assert!(input_shape.len() > 1, "ray_tracing_backward: d_ray should be at least 1D");
assert_eq!(input_shape[0], 3,
"ray_tracing_backward: d_ray channel: {}, expected: {}", input_shape[0], 3);
let request = RequestRayTracingBackward { d_ray: d_ray.into_shape([3, input_shape[1..].iter().product()])? };
let msg_request = Message::RequestTask(RequestTask::RequestRayTracingBackward(Box::new(request)));
info!("LibreDR::ray_tracing_backward: msg_request {msg_request}");
self.connection.send_msg(&msg_request).await?;
let msg_response = self.connection.recv_msg().await?;
info!("LibreDR::ray_tracing_backward: msg_response {msg_response}");
let Message::ResponseTask(response_task) = msg_response else {
bail!("Unexpected response {msg_response}");
};
let response_task = response_task.map_err(Error::msg)?;
let ResponseTask::ResponseRayTracingBackward(response) = response_task else {
bail!("Unexpected response {response_task}");
};
let d_ray_texture = response.d_ray_texture.map(|d_ray_texture| {
let mut output_shape = input_shape.to_owned();
output_shape[0] = 14;
d_ray_texture.into_shape(output_shape)
}).transpose()?;
Ok((
response.d_texture.ok_or(anyhow!("LibreDR::ray_tracing_backward: None d_texture returned from server"))?,
response.d_envmap.ok_or(anyhow!("LibreDR::ray_tracing_backward: None d_envmap returned from server"))?,
d_ray_texture))
}
/// Send [`Message::Close`] to server to close cleanly
pub async fn close(&mut self) -> Result<()> {
self.connection.send_msg(&Message::Close()).await
}
}