author | Radek Brich <radek.brich@devl.cz> |
Fri, 07 Dec 2007 16:39:42 +0100 | |
branch | pyrit |
changeset 27 | e9bb83c2b8b9 |
parent 25 | b8232edee786 |
child 30 | 33f95441790e |
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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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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#include <stdio.h> |
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#include <malloc.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 |
22 | 18 |
Vector3 Raytracer::SphereDistribute(int i, int n, Float extent, Vector3 &normal) |
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{ |
22 | 20 |
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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22 | 34 |
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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// 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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// 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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// ---- 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(); |
22 | 78 |
Float L_dot_N = dot(L, N); |
79 |
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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85 |
|
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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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} |
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|
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Colour Raytracer::raytrace(Ray &ray, int depth, Shape *origin_shape) |
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{ |
22 | 94 |
Float nearest_distance = Inf; |
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Shape *nearest_shape = top->nearest_intersection(origin_shape, ray, nearest_distance); |
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96 |
|
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if (nearest_shape == NULL) { |
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return bg_colour; |
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} else { |
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Colour acc = Colour(); |
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Vector3 P = ray.o + ray.dir * nearest_distance; // point of intersection |
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Vector3 normal = nearest_shape->normal(P); |
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103 |
// make shapes double sided |
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if (dot(normal, ray.dir) > 0.0) |
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normal = - normal; |
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acc = PhongShader_ambient(*nearest_shape->material, P); |
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107 |
|
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vector<Light*>::iterator light; |
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|
109 |
for (light = lights.begin(); light != lights.end(); light++) { |
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110 |
Vector3 jo, L = (*light)->pos - P; // direction vector to light |
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111 |
L.normalize(); |
22 | 112 |
Float L_dot_N = dot(L, normal); |
0
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113 |
if (L_dot_N > 0) { |
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114 |
// test if this light is occluded (sharp shadows) |
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115 |
if ((*light)->cast_shadows) { |
0
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116 |
Ray shadow_ray = Ray(P, L); |
22 | 117 |
Float dist = FLT_MAX; |
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|
118 |
if (top->nearest_intersection(nearest_shape, shadow_ray, dist)) |
0
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119 |
continue; |
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120 |
} |
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121 |
|
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122 |
// shading function |
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123 |
Vector3 R = L - 2.0 * L_dot_N * normal; |
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124 |
acc += PhongShader_calculate(*nearest_shape->material, |
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125 |
P, normal, R, ray.dir, **light); |
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126 |
} |
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127 |
} |
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128 |
|
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129 |
// reflection |
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130 |
Vector3 newdir = ray.dir - 2.0 * dot(ray.dir, normal) * normal; |
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131 |
if (depth < max_depth && nearest_shape->material->reflection > 0.01) { |
0
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132 |
Ray newray = Ray(P, newdir); |
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133 |
Colour refl_col = raytrace(newray, depth + 1, nearest_shape); |
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134 |
acc += nearest_shape->material->reflection * refl_col; |
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135 |
} |
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136 |
|
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|
137 |
// refraction |
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138 |
/* ... */ |
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139 |
|
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140 |
// ambient occlusion |
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|
141 |
if (ao_samples) |
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142 |
{ |
22 | 143 |
Float miss = 0; |
0
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|
144 |
for (int i = 0; i < ao_samples; i++) { |
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|
145 |
Vector3 dir = SphereDistribute(i, ao_samples, ao_angle, normal); |
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|
146 |
Ray ao_ray = Ray(P, dir); |
22 | 147 |
Float dist = ao_distance; |
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|
148 |
Shape *shape_in_way = top->nearest_intersection(nearest_shape, ao_ray, dist); |
0
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149 |
if (shape_in_way == NULL) |
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|
150 |
miss += 1.0; |
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151 |
else |
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|
152 |
miss += dist / ao_distance; |
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153 |
} |
22 | 154 |
Float ao_intensity = miss / ao_samples; |
0
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155 |
acc = acc * ao_intensity; |
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156 |
} |
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157 |
|
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|
158 |
return acc; |
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159 |
} |
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160 |
} |
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161 |
|
4
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162 |
static void *renderrow(void *data) |
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163 |
{ |
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164 |
RenderrowData *d = (RenderrowData*) data; |
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165 |
int subsample = d->rt->getSubsample(); |
22 | 166 |
Float subsample2 = 1.0/(subsample*subsample); |
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167 |
int ww = d->w*3; |
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|
168 |
Vector3 dir = d->dfix; |
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169 |
for (int x = 0; x < d->w; x += subsample) { |
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170 |
// generate a ray from eye passing through this pixel |
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|
171 |
#if OVERSAMPLING |
4
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172 |
// 5x oversampling |
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173 |
Colour c = Colour(); |
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174 |
|
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175 |
for (int i = 0; i < 5; i++) |
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176 |
{ |
22 | 177 |
Float osax[] = {0.0, -0.4, +0.4, +0.4, -0.4}; |
178 |
Float osay[] = {0.0, -0.4, -0.4, +0.4, +0.4}; |
|
19
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|
179 |
Vector3 tmpdir = dir + osax[i]*d->dx + osay[i]*d->dy; |
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|
180 |
tmpdir.normalize(); |
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|
181 |
Ray ray(d->eye, tmpdir); |
4
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182 |
c += d->rt->raytrace(ray, 0, NULL); |
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|
183 |
} |
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184 |
c = c * (1./5); |
19
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185 |
#else |
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|
186 |
// no oversampling |
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|
187 |
dir.normalize(); |
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|
188 |
Ray ray(d->eye, dir); |
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|
189 |
Colour c = d->rt->raytrace(ray, 0, NULL); |
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190 |
if (subsample > 1) |
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191 |
{ |
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|
192 |
Colour ic; |
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|
193 |
// top-left is 'c' |
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|
194 |
// top-right |
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|
195 |
Vector3 tmpdir = dir + (subsample-1)*d->dx; |
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|
196 |
tmpdir.normalize(); |
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|
197 |
Ray ray(d->eye, tmpdir); |
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|
198 |
Colour c2 = d->rt->raytrace(ray, 0, NULL); |
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|
199 |
// bottom right |
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200 |
tmpdir += (subsample-1)*d->dy; |
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201 |
tmpdir.normalize(); |
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202 |
ray.dir = tmpdir; |
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|
203 |
Colour c4 = d->rt->raytrace(ray, 0, NULL); |
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204 |
// bottom left |
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205 |
tmpdir = dir + (subsample-1)*d->dy; |
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|
206 |
tmpdir.normalize(); |
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207 |
ray.dir = tmpdir; |
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208 |
Colour c3 = d->rt->raytrace(ray, 0, NULL); |
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209 |
// are the colors similar? |
22 | 210 |
Float m = (c-c2).mag2(); |
21
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m = max(m, (c2-c3).mag2()); |
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m = max(m, (c3-c4).mag2()); |
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m = max(m, (c4-c).mag2()); |
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214 |
if (m < 0.001) |
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215 |
{ |
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216 |
// interpolate |
22 | 217 |
Float *i = d->iter; |
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218 |
for (int x = 0; x < subsample; x++) |
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219 |
{ |
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for (int y = 0; y < subsample; y++) |
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221 |
{ |
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ic = c*(subsample-x)*(subsample-y)*subsample2 |
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+ c2*(x)*(subsample-y)*subsample2 |
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|
224 |
+ c3*(subsample-x)*(y)*subsample2 |
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+ c4*(x)*(y)*subsample2; |
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226 |
*(i + ww*y) = ic.r; |
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227 |
*(i + ww*y + 1) = ic.g; |
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228 |
*(i + ww*y + 2) = ic.b; |
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229 |
} |
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230 |
i += 3; |
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231 |
} |
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232 |
d->iter = i; |
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233 |
} |
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234 |
else |
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235 |
{ |
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236 |
// render |
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237 |
Vector3 tmpdir = dir; |
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238 |
// first column |
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239 |
*(d->iter) = c.r; |
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|
240 |
*(d->iter + 1) = c.g; |
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|
241 |
*(d->iter + 2) = c.b; |
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242 |
for (int y = 1; y < subsample-1; y++) |
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243 |
{ |
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244 |
Vector3 tmp2dir = tmpdir + y*d->dy; |
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245 |
tmp2dir.normalize(); |
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|
246 |
ray.dir = tmp2dir; |
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247 |
ic = d->rt->raytrace(ray, 0, NULL); |
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|
248 |
*(d->iter + ww*y) = ic.r; |
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|
249 |
*(d->iter + ww*y + 1) = ic.g; |
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|
250 |
*(d->iter + ww*y + 2) = ic.b; |
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|
251 |
} |
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|
252 |
*(d->iter + ww*(subsample-1)) = c3.r; |
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|
253 |
*(d->iter + ww*(subsample-1) + 1) = c3.g; |
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|
254 |
*(d->iter + ww*(subsample-1) + 2) = c3.b; |
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|
255 |
d->iter += 3; |
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|
256 |
tmpdir += d->dx; |
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257 |
// middle |
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258 |
for (int x = 1; x < subsample-1; x++) |
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|
259 |
{ |
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260 |
for (int y = 0; y < subsample; y++) |
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|
261 |
{ |
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262 |
Vector3 tmp2dir = tmpdir + y*d->dy; |
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|
263 |
tmp2dir.normalize(); |
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|
264 |
ray.dir = tmp2dir; |
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|
265 |
ic = d->rt->raytrace(ray, 0, NULL); |
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|
266 |
*(d->iter + ww*y) = ic.r; |
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|
267 |
*(d->iter + ww*y + 1) = ic.g; |
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|
268 |
*(d->iter + ww*y + 2) = ic.b; |
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|
269 |
} |
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|
270 |
d->iter += 3; |
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|
271 |
tmpdir += d->dx; |
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|
272 |
} |
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|
273 |
// last column |
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|
274 |
*(d->iter) = c2.r; |
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|
275 |
*(d->iter + 1) = c2.g; |
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|
276 |
*(d->iter + 2) = c2.b; |
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|
277 |
for (int y = 1; y < subsample-1; y++) |
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|
278 |
{ |
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|
279 |
Vector3 tmp2dir = tmpdir + y*d->dy; |
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|
280 |
tmp2dir.normalize(); |
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|
281 |
ray.dir = tmp2dir; |
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|
282 |
ic = d->rt->raytrace(ray, 0, NULL); |
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|
283 |
*(d->iter + ww*y) = ic.r; |
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|
284 |
*(d->iter + ww*y + 1) = ic.g; |
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|
285 |
*(d->iter + ww*y + 2) = ic.b; |
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changeset
|
286 |
} |
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|
287 |
*(d->iter + ww*(subsample-1)) = c4.r; |
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diff
changeset
|
288 |
*(d->iter + ww*(subsample-1) + 1) = c4.g; |
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|
289 |
*(d->iter + ww*(subsample-1) + 2) = c4.b; |
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|
290 |
d->iter += 3; |
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|
291 |
} |
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|
292 |
} |
4
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|
293 |
#endif |
21
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|
294 |
if (subsample <= 1) |
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|
295 |
{ |
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changeset
|
296 |
*d->iter++ = c.r; |
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changeset
|
297 |
*d->iter++ = c.g; |
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|
298 |
*d->iter++ = c.b; |
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diff
changeset
|
299 |
} |
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|
300 |
dir += d->dx*subsample; |
4
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|
301 |
} |
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|
302 |
#ifdef PTHREADS |
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|
303 |
pthread_exit((void *)d); |
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|
304 |
#endif |
6
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pthreads and other fixes for Windows
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diff
changeset
|
305 |
return (void *)d; |
4
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|
306 |
} |
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|
307 |
|
22 | 308 |
void Raytracer::render(int w, int h, Float *buffer) |
0
3547b885df7e
initial commit, raytracer source as written year ago and unchanged since 2007-03-25
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changeset
|
309 |
{ |
20
f22952603f29
new C++ demo: realtime.cc (real-time scene viewer using SDL)
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diff
changeset
|
310 |
if (!camera || !top || !buffer) |
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|
311 |
return; |
0
3547b885df7e
initial commit, raytracer source as written year ago and unchanged since 2007-03-25
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parents:
diff
changeset
|
312 |
|
4
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|
313 |
RenderrowData *d; |
0
3547b885df7e
initial commit, raytracer source as written year ago and unchanged since 2007-03-25
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parents:
diff
changeset
|
314 |
|
22 | 315 |
Float S = 0.5/w; |
19
4e0955fca797
added Camera, currently w/o Python binding
Radek Brich <radek.brich@devl.cz>
parents:
16
diff
changeset
|
316 |
Vector3 dfix = camera->u*(-w/2.0*S/camera->f) |
4e0955fca797
added Camera, currently w/o Python binding
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diff
changeset
|
317 |
+ camera->v*(h/2.0*S/camera->f) + camera->p; |
4e0955fca797
added Camera, currently w/o Python binding
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parents:
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diff
changeset
|
318 |
Vector3 dx = camera->u * (S/camera->f); |
4e0955fca797
added Camera, currently w/o Python binding
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parents:
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diff
changeset
|
319 |
Vector3 dy = camera->v * (-S/camera->f); |
4
c73bc405ee7a
multi-threaded rendering via pthreads
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parents:
0
diff
changeset
|
320 |
|
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multi-threaded rendering via pthreads
Radek Brich <radek.brich@devl.cz>
parents:
0
diff
changeset
|
321 |
#ifdef PTHREADS |
20
f22952603f29
new C++ demo: realtime.cc (real-time scene viewer using SDL)
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19
diff
changeset
|
322 |
infomsg("* pthreads enabled, using %d threads\n", num_threads); |
4
c73bc405ee7a
multi-threaded rendering via pthreads
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0
diff
changeset
|
323 |
pthread_t threads[num_threads]; |
c73bc405ee7a
multi-threaded rendering via pthreads
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0
diff
changeset
|
324 |
for (int t = 0; t < num_threads; t++) |
6
d8d596d26f25
pthreads and other fixes for Windows
Radek Brich <radek.brich@devl.cz>
parents:
5
diff
changeset
|
325 |
threads[t] = pthread_self(); |
4
c73bc405ee7a
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diff
changeset
|
326 |
int t = 0; |
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diff
changeset
|
327 |
#endif |
0
3547b885df7e
initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
diff
changeset
|
328 |
|
15
a0a3e334744f
C++ demos: prepare infrastructure, add spheres_shadow.cc
Radek Brich <radek.brich@devl.cz>
parents:
14
diff
changeset
|
329 |
/* for each pixel... */ |
20
f22952603f29
new C++ demo: realtime.cc (real-time scene viewer using SDL)
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19
diff
changeset
|
330 |
infomsg("* rendering row 0 ( 0%% done)"); |
21
79b516a3803d
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20
diff
changeset
|
331 |
for (int y = 0; y < h; y += subsample) |
20
f22952603f29
new C++ demo: realtime.cc (real-time scene viewer using SDL)
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19
diff
changeset
|
332 |
{ |
4
c73bc405ee7a
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0
diff
changeset
|
333 |
d = (RenderrowData*) malloc(sizeof(RenderrowData)); |
c73bc405ee7a
multi-threaded rendering via pthreads
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diff
changeset
|
334 |
d->rt = this; |
c73bc405ee7a
multi-threaded rendering via pthreads
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diff
changeset
|
335 |
d->w = w; |
19
4e0955fca797
added Camera, currently w/o Python binding
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parents:
16
diff
changeset
|
336 |
d->eye = camera->eye; |
4e0955fca797
added Camera, currently w/o Python binding
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parents:
16
diff
changeset
|
337 |
d->dfix = dfix; |
4
c73bc405ee7a
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diff
changeset
|
338 |
d->dx = dx; |
c73bc405ee7a
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diff
changeset
|
339 |
d->dy = dy; |
20
f22952603f29
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diff
changeset
|
340 |
d->iter = buffer + y*3*w; |
4
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341 |
#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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344 |
if (rc) { |
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345 |
infomsg("\nERROR: return code from pthread_create() is %d\n", rc); |
4
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346 |
exit(1); |
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347 |
} |
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348 |
/* when 't' owerflows, reset it */ |
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349 |
if (t >= num_threads) |
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350 |
t = 0; |
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351 |
/* wait for next thread in fifo queue, so the descriptor can be reused; |
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352 |
this also limits number of running threads */ |
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353 |
if (!pthread_equal(threads[t], pthread_self())) |
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354 |
if (pthread_join(threads[t], (void**)&d) == 0) |
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355 |
free(d); |
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356 |
#else |
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357 |
renderrow((void *)d); |
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358 |
free(d); |
0
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359 |
#endif |
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360 |
dfix += dy*subsample; |
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361 |
infomsg("\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b%4d (%2d%% done)", y, y*100/(h-1)); |
0
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362 |
} |
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363 |
infomsg("\n"); |
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364 |
|
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365 |
#ifdef PTHREADS |
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366 |
infomsg("* waiting for threads to finish\n"); |
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367 |
for (t = 0; t < num_threads; t++) |
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368 |
if (pthread_join(threads[t], (void**)&d) == 0) |
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369 |
free(d); |
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370 |
#endif |
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371 |
} |
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372 |
|
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373 |
void Raytracer::addlight(Light *light) |
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374 |
{ |
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375 |
lights.push_back(light); |
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376 |
} |
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377 |
|
22 | 378 |
void Raytracer::ambientocclusion(int samples, Float distance, Float angle) |
0
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379 |
{ |
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|
380 |
ao_samples = samples; |
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|
381 |
ao_distance = distance; |
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|
382 |
ao_angle = angle; |
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383 |
if (ao_distance == 0) |
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|
384 |
/* 0 ==> Inf */ |
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|
385 |
ao_distance = FLT_MAX; |
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|
386 |
} |