author | Radek Brich <radek.brich@devl.cz> |
Sun, 25 Nov 2007 15:50:01 +0100 | |
branch | pyrit |
changeset 14 | fc18ac4833f2 |
parent 12 | f4fcabf05785 |
child 15 | a0a3e334744f |
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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8 |
#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 "common.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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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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// ---- 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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83 |
|
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// diffuse |
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I = mat.diffuse * col * light.colour * L_dot_N; |
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|
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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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92 |
|
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Colour Raytracer::raytrace(Ray &ray, int depth, Shape *origin_shape) |
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{ |
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float nearest_distance = FLT_MAX; //Infinity |
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Shape *nearest_shape = top->nearest_intersection(origin_shape, ray, nearest_distance); |
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97 |
|
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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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102 |
Vector3 P = ray.a + ray.dir * nearest_distance; // point of intersection |
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Vector3 normal = nearest_shape->normal(P); |
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104 |
acc = PhongShader_ambient(*nearest_shape->material, P); |
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|
105 |
|
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106 |
vector<Light*>::iterator light; |
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|
107 |
for (light = lights.begin(); light != lights.end(); light++) { |
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108 |
Vector3 jo, L = (*light)->pos - P; // direction vector to light |
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|
109 |
L.normalize(); |
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110 |
float L_dot_N = dot(L, normal); |
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111 |
if (L_dot_N > 0) { |
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112 |
// test if this light is occluded (sharp shadows) |
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113 |
if ((*light)->shadows) { |
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114 |
Ray shadow_ray = Ray(P, L); |
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|
115 |
float dist = FLT_MAX; |
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116 |
if (top->nearest_intersection(nearest_shape, shadow_ray, dist)) |
0
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117 |
continue; |
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118 |
} |
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119 |
|
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120 |
// shading function |
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121 |
Vector3 R = L - 2.0 * L_dot_N * normal; |
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122 |
acc += PhongShader_calculate(*nearest_shape->material, |
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123 |
P, normal, R, ray.dir, **light); |
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124 |
} |
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125 |
} |
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126 |
|
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127 |
// reflection |
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128 |
int trace_max_depth = 4; |
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129 |
Vector3 newdir = ray.dir - 2.0 * dot(ray.dir, normal) * normal; |
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130 |
if (depth < trace_max_depth && nearest_shape->material->reflection > 0.01) { |
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131 |
Ray newray = Ray(P, newdir); |
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132 |
Colour refl_col = raytrace(newray, depth + 1, nearest_shape); |
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|
133 |
acc += nearest_shape->material->reflection * refl_col; |
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134 |
} |
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135 |
|
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|
136 |
// refraction |
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137 |
/* ... */ |
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138 |
|
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|
139 |
// ambient occlusion |
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|
140 |
if (ao_samples) |
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141 |
{ |
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|
142 |
float miss = 0; |
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|
143 |
for (int i = 0; i < ao_samples; i++) { |
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144 |
Vector3 dir = SphereDistribute(i, ao_samples, ao_angle, normal); |
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|
145 |
Ray ao_ray = Ray(P, dir); |
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|
146 |
float dist = ao_distance; |
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|
147 |
Shape *shape_in_way = top->nearest_intersection(nearest_shape, ao_ray, dist); |
0
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148 |
if (shape_in_way == NULL) |
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|
149 |
miss += 1.0; |
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150 |
else |
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151 |
miss += dist / ao_distance; |
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152 |
} |
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153 |
float ao_intensity = miss / ao_samples; |
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154 |
acc = acc * ao_intensity; |
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155 |
} |
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156 |
|
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157 |
return acc; |
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158 |
} |
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159 |
} |
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160 |
|
4
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161 |
static void *renderrow(void *data) |
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162 |
{ |
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163 |
RenderrowData *d = (RenderrowData*) data; |
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164 |
for (int x = 0; x < d->w; x++) { |
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165 |
// generate a ray from eye passing through this pixel |
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|
166 |
#if 1 |
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167 |
// no oversampling |
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168 |
Vector3 dir = Vector3(d->vx, d->vy, 0) - d->eye; |
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169 |
dir.normalize(); |
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170 |
Ray ray(d->eye, dir); |
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171 |
Colour c = d->rt->raytrace(ray, 0, NULL); |
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172 |
#else |
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173 |
// 5x oversampling |
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|
174 |
Vector3 dir = Vector3(); |
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|
175 |
Colour c = Colour(); |
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|
176 |
|
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177 |
for (int i = 0; i < 5; i++) |
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178 |
{ |
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|
179 |
float osax[] = {0.0, -0.4, +0.4, +0.4, -0.4}; |
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180 |
float osay[] = {0.0, -0.4, -0.4, +0.4, +0.4}; |
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181 |
dir = Vector3(d->vx + osax[i] * d->dx, |
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182 |
d->vy + osay[i]*d->dy , 0) - d->eye; |
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183 |
dir.normalize(); |
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184 |
Ray ray(d->eye, dir); |
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185 |
c += d->rt->raytrace(ray, 0, NULL); |
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186 |
} |
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187 |
c = c * (1./5); |
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188 |
#endif |
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189 |
*(d->iter++) = c.r; |
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190 |
*d->iter++ = c.g; |
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191 |
*d->iter++ = c.b; |
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192 |
d->vx += d->dx; |
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193 |
} |
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194 |
#ifdef PTHREADS |
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195 |
pthread_exit((void *)d); |
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196 |
#endif |
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197 |
return (void *)d; |
4
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198 |
} |
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199 |
|
0
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200 |
float *Raytracer::render(int w, int h) |
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201 |
{ |
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202 |
float *data; |
0
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203 |
|
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204 |
data = (float *) malloc(w*h*3*sizeof(float)); |
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205 |
if (!data) |
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206 |
return NULL; |
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207 |
|
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|
208 |
float startx = -1.0 * 4, starty = (float)h/w * 4; |
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|
209 |
float dx = -2*startx/w, dy = -2*starty/h; |
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210 |
float vy; |
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211 |
RenderrowData *d; |
0
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212 |
|
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213 |
printf("* building kd-tree\n"); |
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214 |
//cout << endl; |
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215 |
top->optimize(); |
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216 |
//static_cast<KdTree*>(top)->save(cout); |
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217 |
//cout << endl; |
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|
218 |
|
0
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219 |
//srand(time(NULL)); |
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220 |
|
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221 |
// eye - viewing point |
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222 |
Vector3 eye(0, 0, -5); |
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223 |
|
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224 |
// for each pixel... |
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vy = starty; |
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226 |
|
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227 |
#ifdef PTHREADS |
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fixed virtual method get_bbox() for all shapes, default thread num changed to 4
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|
228 |
int num_threads = 4; |
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printf("* pthreads enabled, using %d threads\n", num_threads); |
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230 |
pthread_t threads[num_threads]; |
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231 |
for (int t = 0; t < num_threads; t++) |
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|
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threads[t] = pthread_self(); |
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233 |
int t = 0; |
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234 |
#endif |
0
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235 |
|
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resolve warnings from current g++
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236 |
printf("* rendering row 0 ( 0%% done)"); |
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237 |
for (int y = 0; y < h; y++) { |
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238 |
d = (RenderrowData*) malloc(sizeof(RenderrowData)); |
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239 |
d->rt = this; |
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240 |
d->w = w; |
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|
241 |
d->vx = startx; |
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242 |
d->vy = vy; |
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243 |
d->dx = dx; |
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244 |
d->dy = dy; |
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|
245 |
d->eye = eye; |
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246 |
d->iter = data + y*3*w; |
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|
247 |
#ifdef PTHREADS |
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/* create new thread and increase 't' */ |
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|
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int rc = pthread_create(&threads[t++], NULL, renderrow, (void *)d); |
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250 |
if (rc) { |
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printf("\nERROR: return code from pthread_create() is %d\n", rc); |
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252 |
exit(1); |
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253 |
} |
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254 |
/* when 't' owerflows, reset it */ |
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|
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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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|
258 |
this also limits number of running threads */ |
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|
259 |
if (!pthread_equal(threads[t], pthread_self())) |
4
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|
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if (pthread_join(threads[t], (void**)&d) == 0) |
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free(d); |
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262 |
#else |
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renderrow((void *)d); |
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free(d); |
0
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|
265 |
#endif |
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|
266 |
vy += dy; |
4
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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)); |
0
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|
268 |
} |
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diff
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|
269 |
printf("\n"); |
4
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|
270 |
|
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|
271 |
#ifdef PTHREADS |
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|
272 |
printf("* waiting for threads to finish\n"); |
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diff
changeset
|
273 |
for (t = 0; t < num_threads; t++) |
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changeset
|
274 |
if (pthread_join(threads[t], (void**)&d) == 0) |
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|
275 |
free(d); |
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parents:
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|
276 |
#endif |
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|
277 |
|
0
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initial commit, raytracer source as written year ago and unchanged since 2007-03-25
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diff
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|
278 |
return data; |
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initial commit, raytracer source as written year ago and unchanged since 2007-03-25
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|
279 |
} |
3547b885df7e
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diff
changeset
|
280 |
|
3547b885df7e
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|
281 |
void Raytracer::addlight(Light *light) |
3547b885df7e
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|
282 |
{ |
3547b885df7e
initial commit, raytracer source as written year ago and unchanged since 2007-03-25
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parents:
diff
changeset
|
283 |
lights.push_back(light); |
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initial commit, raytracer source as written year ago and unchanged since 2007-03-25
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|
284 |
} |
3547b885df7e
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parents:
diff
changeset
|
285 |
|
3547b885df7e
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parents:
diff
changeset
|
286 |
void Raytracer::ambientocclusion(int samples, float distance, float angle) |
3547b885df7e
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|
287 |
{ |
3547b885df7e
initial commit, raytracer source as written year ago and unchanged since 2007-03-25
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parents:
diff
changeset
|
288 |
ao_samples = samples; |
3547b885df7e
initial commit, raytracer source as written year ago and unchanged since 2007-03-25
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parents:
diff
changeset
|
289 |
ao_distance = distance; |
3547b885df7e
initial commit, raytracer source as written year ago and unchanged since 2007-03-25
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parents:
diff
changeset
|
290 |
ao_angle = angle; |
3547b885df7e
initial commit, raytracer source as written year ago and unchanged since 2007-03-25
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parents:
diff
changeset
|
291 |
if (ao_distance == 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
|
292 |
/* 0 ==> Inf */ |
3547b885df7e
initial commit, raytracer source as written year ago and unchanged since 2007-03-25
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parents:
diff
changeset
|
293 |
ao_distance = FLT_MAX; |
3547b885df7e
initial commit, raytracer source as written year ago and unchanged since 2007-03-25
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parents:
diff
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|
294 |
} |