author | Radek Brich <radek.brich@devl.cz> |
Sun, 18 Nov 2007 11:20:56 +0100 | |
branch | pyrit |
changeset 6 | d8d596d26f25 |
parent 5 | 2d97ea5e711a |
child 8 | e6567b740c5e |
permissions | -rw-r--r-- |
0
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1 |
/* |
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* C++ RayTracer |
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* file: raytracer.cc |
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* |
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5 |
* Radek Brich, 2006 |
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*/ |
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7 |
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4
c73bc405ee7a
multi-threaded rendering via pthreads
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#ifdef PTHREADS |
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#include <pthread.h> |
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#endif |
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0
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#include <stdio.h> |
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#include <malloc.h> |
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#include <float.h> |
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#include "raytracer.h" |
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|
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// Hammersley spherical point distribution |
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// http://www.cse.cuhk.edu.hk/~ttwong/papers/udpoint/udpoints.html |
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Vector3 Raytracer::SphereDistribute(int i, int n, float extent, Vector3 &normal) |
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{ |
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float p, t, st, phi, phirad; |
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int kk; |
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|
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t = 0; |
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for (p=0.5, kk=i; kk; p*=0.5, kk>>=1) |
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if (kk & 1) |
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t += p; |
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t = 1.0 + (t - 1.0)*extent; |
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|
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phi = (i + 0.5) / n; |
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phirad = phi * 2.0 * M_PI; |
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|
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st = sqrt(1.0 - t*t); |
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|
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float x, y, z, xx, yy, zz, q; |
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x = st * cos(phirad); |
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y = st * sin(phirad); |
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z = t; |
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|
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// rotate against Y axis |
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q = acos(normal.z); |
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zz = z*cos(q) - x*sin(q); |
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xx = z*sin(q) + x*cos(q); |
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yy = y; |
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|
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// rotate against Z axis |
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q = atan2f(normal.y, normal.x); |
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x = xx*cos(q) - yy*sin(q); |
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y = xx*sin(q) + yy*cos(q); |
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z = zz; |
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|
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return Vector3(x, y, z); |
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} |
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|
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inline Shape *Raytracer::nearest_intersection(const Shape *origin_shape, const Ray &ray, |
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float &nearest_distance) |
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{ |
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Shape *nearest_shape = NULL; |
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ShapeList::iterator shape; |
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for (shape = shapes.begin(); shape != shapes.end(); shape++) |
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if (*shape != origin_shape && (*shape)->intersect(ray, nearest_distance)) |
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nearest_shape = *shape; |
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return nearest_shape; |
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} |
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|
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// ---- tyto dve funkce budou v budouci verzi metody objektu PhongShader |
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|
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// calculate shader function |
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// P is point of intersection, N normal in this point |
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Colour PhongShader_ambient(Material &mat, Vector3 &P) |
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{ |
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Colour col = mat.texture.colour; //mat.texture.evaluate(P); |
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|
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// ambient |
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return mat.ambient * col; |
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} |
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|
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/* |
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P is point of intersection, |
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N normal in this point, |
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R direction of reflected ray, |
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V direction to the viewer |
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*/ |
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Colour PhongShader_calculate(Material &mat, Vector3 &P, Vector3 &N, Vector3 &R, Vector3 &V, |
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Light &light) |
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{ |
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Colour I = Colour(); |
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Vector3 L = light.pos - P; |
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L.normalize(); |
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float L_dot_N = dot(L, N); |
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float R_dot_V = dot(R, V); |
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|
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Colour col = mat.texture.colour; //mat.texture.evaluate(P); |
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|
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// diffuse |
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I = mat.diffuse * col * light.colour * L_dot_N; |
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97 |
|
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// specular |
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if (R_dot_V > 0) |
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I += mat.specular * light.colour * powf(R_dot_V, mat.shininess); |
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return I; |
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102 |
} |
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103 |
|
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104 |
Colour Raytracer::raytrace(Ray &ray, int depth, Shape *origin_shape) |
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105 |
{ |
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106 |
float nearest_distance = FLT_MAX; //Infinity |
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107 |
Shape *nearest_shape = nearest_intersection(origin_shape, ray, nearest_distance); |
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108 |
|
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109 |
if (nearest_shape == NULL) { |
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110 |
return bg_colour; |
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111 |
} else { |
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112 |
Colour acc = Colour(); |
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113 |
Vector3 P = ray.a + ray.dir * nearest_distance; // point of intersection |
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114 |
Vector3 normal = nearest_shape->normal(P); |
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115 |
acc = PhongShader_ambient(*nearest_shape->material, P); |
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116 |
|
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117 |
vector<Light*>::iterator light; |
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118 |
for (light = lights.begin(); light != lights.end(); light++) { |
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119 |
Vector3 jo, L = (*light)->pos - P; // direction vector to light |
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120 |
L.normalize(); |
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121 |
float L_dot_N = dot(L, normal); |
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122 |
if (L_dot_N > 0) { |
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123 |
// test if this light is occluded (sharp shadows) |
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124 |
if ((*light)->shadows) { |
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125 |
Ray shadow_ray = Ray(P, L); |
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126 |
float dist = FLT_MAX; |
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127 |
if (nearest_intersection(nearest_shape, shadow_ray, dist)) |
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128 |
continue; |
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129 |
} |
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130 |
|
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131 |
// shading function |
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132 |
Vector3 R = L - 2.0 * L_dot_N * normal; |
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133 |
acc += PhongShader_calculate(*nearest_shape->material, |
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134 |
P, normal, R, ray.dir, **light); |
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135 |
} |
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136 |
} |
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137 |
|
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138 |
// reflection |
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139 |
int trace_max_depth = 4; |
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140 |
Vector3 newdir = ray.dir - 2.0 * dot(ray.dir, normal) * normal; |
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141 |
if (depth < trace_max_depth && nearest_shape->material->reflection > 0.01) { |
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142 |
Ray newray = Ray(P, newdir); |
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143 |
Colour refl_col = raytrace(newray, depth + 1, nearest_shape); |
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144 |
acc += nearest_shape->material->reflection * refl_col; |
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145 |
} |
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146 |
|
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147 |
// refraction |
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148 |
/* ... */ |
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149 |
|
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150 |
// ambient occlusion |
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151 |
if (ao_samples) |
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152 |
{ |
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153 |
float miss = 0; |
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154 |
for (int i = 0; i < ao_samples; i++) { |
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155 |
Vector3 dir = SphereDistribute(i, ao_samples, ao_angle, normal); |
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156 |
Ray ao_ray = Ray(P, dir); |
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157 |
float dist = ao_distance; |
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158 |
Shape *shape_in_way = nearest_intersection(nearest_shape, ao_ray, dist); |
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159 |
if (shape_in_way == NULL) |
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160 |
miss += 1.0; |
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161 |
else |
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162 |
miss += dist / ao_distance; |
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163 |
} |
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164 |
float ao_intensity = miss / ao_samples; |
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165 |
acc = acc * ao_intensity; |
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166 |
} |
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167 |
|
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168 |
return acc; |
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169 |
} |
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170 |
} |
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171 |
|
4
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172 |
static void *renderrow(void *data) |
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173 |
{ |
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174 |
RenderrowData *d = (RenderrowData*) data; |
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175 |
for (int x = 0; x < d->w; x++) { |
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176 |
// generate a ray from eye passing through this pixel |
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177 |
#if 1 |
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178 |
// no oversampling |
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179 |
Vector3 dir = Vector3(d->vx, d->vy, 0) - d->eye; |
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180 |
dir.normalize(); |
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181 |
Ray ray(d->eye, dir); |
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182 |
Colour c = d->rt->raytrace(ray, 0, NULL); |
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183 |
#else |
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184 |
// 5x oversampling |
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185 |
Vector3 dir = Vector3(); |
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186 |
Colour c = Colour(); |
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187 |
|
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188 |
for (int i = 0; i < 5; i++) |
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189 |
{ |
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190 |
float osax[] = {0.0, -0.4, +0.4, +0.4, -0.4}; |
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191 |
float osay[] = {0.0, -0.4, -0.4, +0.4, +0.4}; |
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192 |
dir = Vector3(d->vx + osax[i] * d->dx, |
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193 |
d->vy + osay[i]*d->dy , 0) - d->eye; |
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194 |
dir.normalize(); |
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195 |
Ray ray(d->eye, dir); |
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196 |
c += d->rt->raytrace(ray, 0, NULL); |
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197 |
} |
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198 |
c = c * (1./5); |
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199 |
#endif |
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200 |
*(d->iter++) = c.r; |
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*d->iter++ = c.g; |
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*d->iter++ = c.b; |
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203 |
d->vx += d->dx; |
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204 |
} |
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205 |
#ifdef PTHREADS |
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206 |
pthread_exit((void *)d); |
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207 |
#endif |
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208 |
return (void *)d; |
4
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209 |
} |
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210 |
|
0
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211 |
float *Raytracer::render(int w, int h) |
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212 |
{ |
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213 |
float *data; |
0
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214 |
|
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215 |
data = (float *) malloc(w*h*3*sizeof(float)); |
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216 |
if (!data) |
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217 |
return NULL; |
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218 |
|
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219 |
float startx = -1.0 * 4, starty = (float)h/w * 4; |
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220 |
float dx = -2*startx/w, dy = -2*starty/h; |
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221 |
float vy; |
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222 |
RenderrowData *d; |
0
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223 |
|
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224 |
//srand(time(NULL)); |
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225 |
|
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226 |
// eye - viewing point |
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227 |
Vector3 eye(0, 0, -5); |
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228 |
|
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229 |
// for each pixel... |
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vy = starty; |
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231 |
|
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232 |
#ifdef PTHREADS |
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233 |
int num_threads = 2; |
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printf("* pthreads enabled, using %d threads\n", num_threads); |
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235 |
pthread_t threads[num_threads]; |
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236 |
for (int t = 0; t < num_threads; t++) |
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threads[t] = pthread_self(); |
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int t = 0; |
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239 |
#endif |
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240 |
|
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printf("* rendering row 0 ( 0%% done)"); |
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for (int y = 0; y < h; y++) { |
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d = (RenderrowData*) malloc(sizeof(RenderrowData)); |
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d->rt = this; |
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d->w = w; |
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d->vx = startx; |
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d->vy = vy; |
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d->dx = dx; |
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d->dy = dy; |
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d->eye = eye; |
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d->iter = data + y*3*w; |
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252 |
#ifdef PTHREADS |
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/* create new thread and increase 't' */ |
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int rc = pthread_create(&threads[t++], NULL, renderrow, (void *)d); |
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if (rc) { |
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printf("\nERROR: return code from pthread_create() is %d\n", rc); |
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exit(1); |
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} |
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/* when 't' owerflows, reset it */ |
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if (t >= num_threads) |
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t = 0; |
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/* wait for next thread in fifo queue, so the descriptor can be reused; |
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263 |
this also limits number of running threads */ |
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if (!pthread_equal(threads[t], pthread_self())) |
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if (pthread_join(threads[t], (void**)&d) == 0) |
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free(d); |
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267 |
#else |
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renderrow((void *)d); |
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269 |
free(d); |
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270 |
#endif |
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271 |
vy += dy; |
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printf("\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b%4d (%2d%% done)", y, y*100/(h-1)); |
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273 |
} |
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274 |
printf("\n"); |
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275 |
|
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276 |
#ifdef PTHREADS |
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printf("* waiting for threads to finish\n"); |
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278 |
for (t = 0; t < num_threads; t++) |
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if (pthread_join(threads[t], (void**)&d) == 0) |
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free(d); |
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281 |
#endif |
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282 |
|
0
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|
283 |
return data; |
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284 |
} |
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|
285 |
|
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286 |
void Raytracer::addshape(Shape *shape) |
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287 |
{ |
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|
288 |
shapes.push_back(shape); |
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289 |
} |
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|
290 |
|
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291 |
void Raytracer::addlight(Light *light) |
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292 |
{ |
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lights.push_back(light); |
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294 |
} |
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|
295 |
|
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void Raytracer::ambientocclusion(int samples, float distance, float angle) |
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297 |
{ |
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|
298 |
ao_samples = samples; |
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ao_distance = distance; |
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ao_angle = angle; |
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301 |
if (ao_distance == 0) |
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302 |
/* 0 ==> Inf */ |
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303 |
ao_distance = FLT_MAX; |
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304 |
} |