add MSVC compiler support, make it default for Windows
new header file simd.h for SSE abstraction and helpers
add mselect pseudo instruction for common or(and(...), andnot(...))
replace many SSE intrinsics with new names
new MemoryPool class (mempool.h) for faster KdNode allocation
remove setMaxDepth() from Octree and KdTree, make max_depth const,
it should be defined in constructor and never changed, change after
building tree would cause error in traversal
modify DefaultSampler to generate nice 2x2 packets of samples for packet tracing
optimize Box and BBox::intersect_packet
add precomputed invdir attribute to RayPacket
scons build system:
check for pthread library on Windows
check for SDL
generate include/config.h with variables detected by scons configuration
move auxiliary files to build/
add sanity checks
add writable operator[] to Vector
/*
* scene.cc: screen sample generation and image reconstruction
*
* This file is part of Pyrit Ray Tracer.
*
* Copyright 2008 Radek Brich
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include <math.h>
#include "common.h"
#include "scene.h"
void DefaultSampler::init()
{
phase = 0;
packetable = (subsample <= 1);
}
int DefaultSampler::initSampleSet()
{
static const int gridsamples[] = {1,5,9,16};
const int samples = gridsamples[oversample];
const int &w = pixmap.getWidth(), &h = pixmap.getHeight();
Float *&buffer = pixmap.getFloatData();
if ( phase == 0 )
{
if (subsample > 1)
{
phase = 1;
sx = -1;
return (w/subsample+1)*(h/subsample+1);
}
else
{
phase = 2;
sx = -1;
return w*h*samples;
}
}
if ( phase == 1 )
{
// finalize subsampling
const Float subsample2 = 1.0/(subsample*subsample);
int num_samples = 0;
Colour ic;
phase = 2;
sx = -1;
for (int y = 0; y < h/subsample; y++)
for (int x = 0; x < w/subsample; x++)
{
int x1 = x*subsample;
int y1 = y*subsample;
int x2 = (x+1)*subsample;
int y2 = (y+1)*subsample;
if (x2 > w-1) x2 = w-1;
if (y2 > h-1) y2 = h-1;
if (x1 == x2 || y1 == y2)
continue;
Float *p;
p = buffer + 3*(y1*w + x1);
Colour c1(*p, *(p+1), *(p+2));
p = buffer + 3*(y1*w + x2);
Colour c2(*p, *(p+1), *(p+2));
p = buffer + 3*(y2*w + x1);
Colour c3(*p, *(p+1), *(p+2));
p = buffer + 3*(y2*w + x2);
Colour c4(*p, *(p+1), *(p+2));
Float m = (c1-c2).mag2();
m = max(m, (c2-c3).mag2());
m = max(m, (c3-c4).mag2());
m = max(m, (c4-c1).mag2());
if (m < 0.002)
{
// interpolate
for (int i = 0; i < subsample; i++)
for (int j = 0; j < subsample; j++)
{
ic = c1*(subsample-i)*(subsample-j)*subsample2
+ c2*(i)*(subsample-j)*subsample2
+ c3*(subsample-i)*(j)*subsample2
+ c4*(i)*(j)*subsample2;
p = buffer + 3*((y1+j)*w + x1+i);
*(p + 0) = ic.r;
*(p + 1) = oversample ? -ic.g : ic.g;
*(p + 2) = ic.b;
}
}
else
{
// mark as to be computed
num_samples += subsample * subsample;
for (int i = 0; i < subsample; i++)
for (int j = 0; j < subsample; j++)
if (oversample || i != 0 || j != 0)
*(buffer + 3*((y1+j)*w + x1+i)) = -1.;
}
}
return num_samples;
}
if ( phase == 2 && oversample )
{
// finalize oversampling
Float *buf;
if (subsample > 1)
for (buf = buffer; buf != buffer + w*h*3; buf += 3)
if (*(buf+1) < 0)
{
// interpolated
*(buf+1) = -*(buf+1);
}
else
{
*buf = *buf * (1.0/samples);
*(buf+1) = *(buf+1) * (1.0/samples);
*(buf+2) = *(buf+2) * (1.0/samples);
}
else
for (buf = buffer; buf != buffer + w*h*3; buf++)
*buf = *buf * (1.0/samples);
}
phase = -1;
return 0;
}
bool DefaultSampler::nextSample(Sample* s)
{
const int &w = pixmap.getWidth(), &h = pixmap.getHeight();
Float *&buffer = pixmap.getFloatData();
if (phase == 1)
{
// subsampling
if (sx < 0)
{
// first sample
s->x = -(Float)w/h/2.0;
s->y = -0.5;
sx = 0;
sy = 0;
osa_samp = 0;
}
else
{
if (sx == w-1)
{
if (sy == h-1)
return false;
sy += subsample;
if (sy > h-1)
sy = h-1;
sx = 0;
}
else
{
sx += subsample;
if (sx > w-1)
sx = w-1;
}
s->x = (Float)sx/h - (Float)w/h/2.0;
s->y = (Float)sy/h - 0.5;
}
}
else if (phase == 2)
{
/* grid oversampling */
static const int gridsamples[] = {1,4,9,16};
static const Float osa4x[] = {-0.25, +0.25, +0.25, -0.25};
static const Float osa4y[] = {-0.25, -0.25, +0.25, +0.25};
static const Float osa9x[] = {-0.34, 0.00, +0.34,
-0.34, 0.00, +0.34, -0.34, 0.00, +0.34};
static const Float osa9y[] = {-0.34, -0.34, -0.34,
0.00, 0.00, 0.00, +0.34, +0.34, +0.34};
static const Float osa16x[] = {-0.375, -0.125, +0.125, +0.375,
-0.375, -0.125, +0.125, +0.375, -0.375, -0.125, +0.125, +0.375,
-0.375, -0.125, +0.125, +0.375};
static const Float osa16y[] = {-0.375, -0.375, -0.375, -0.375,
-0.125, -0.125, -0.125, -0.125, +0.125, +0.125, +0.125, +0.125,
+0.375, +0.375, +0.375, +0.375};
static const Float *osaSx[] = {NULL, osa4x, osa9x, osa16x};
static const Float *osaSy[] = {NULL, osa4y, osa9y, osa16y};
const int samples = gridsamples[oversample];
const Float *osax = osaSx[oversample];
const Float *osay = osaSy[oversample];
if (sx < 0)
{
// first sample
s->x = -(Float)w/h/2.0;
s->y = -0.5;
sx = 0;
sy = 0;
osa_samp = 0;
}
else
{
osa_samp++;
if (oversample && oversample <= 3 && osa_samp < samples)
{
s->x = osax[osa_samp]/h + (Float)sx/h - (Float)w/h/2.0;
s->y = osay[osa_samp]/h + (Float)sy/h - 0.5;
}
else
{
if (subsample > 1)
{
// find next not interpolated pixel
do
{
sx++;
if (sx >= w)
{
sx = 0;
sy++;
}
if (sy >= h)
return false;
}
while ( *(buffer + 3*(sy*w + sx)) >= 0. );
}
else if (!oversample && !(w&1) && !(h&1))
{
// generate good raster for packet tracing
const int j = ((sy&1)<<1) + (sx&1);
switch (j)
{
case 0:
case 2:
sx++;
break;
case 1:
sx--;
sy++;
break;
case 3:
sx++;
if (sx >= w)
{
sx = 0;
sy++;
}
else
sy--;
if (sy >= h)
return false;
break;
}
}
else
{
sx++;
if (sx >= w)
{
sx = 0;
sy++;
}
if (sy >= h)
return false;
}
s->x = (Float)sx/h - (Float)w/h/2.0;
s->y = (Float)sy/h - 0.5;
osa_samp = 0;
}
}
if (osa_samp == 0 && oversample && oversample <= 3)
{
s->x += osax[0]/h;
s->y += osay[0]/h;
Float *buf = buffer + 3*(sy*w + sx);
*(buf++) = 0;
*(buf++) = 0;
*(buf++) = 0;
}
}
s->sx = sx;
s->sy = sy;
s->osa_samp = osa_samp;
return true;
}
void DefaultSampler::saveSample(Sample &samp, Colour &col)
{
Float *buf = pixmap.getFloatData()
+ 3*(samp.sy * pixmap.getWidth() + samp.sx);
if (phase == 2 && oversample)
{
*(buf+0) += col.r;
*(buf+1) += col.g;
*(buf+2) += col.b;
}
else
{
*(buf++) = col.r;
*(buf++) = col.g;
*(buf++) = col.b;
}
}