diff options
author | Vito Caputo <vcaputo@gnugeneration.com> | 2017-01-18 17:14:52 -0800 |
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committer | Vito Caputo <vcaputo@gnugeneration.com> | 2017-01-18 17:31:44 -0800 |
commit | 524db0cf19648e3c7c78d3e73103b7a0bdcd6bfc (patch) | |
tree | 6fd682629904a210927797c92d956c208666b03a /src/modules/ray/ray.c | |
parent | ee2073d4e411555aba878277131b56f7eb562c84 (diff) |
*: move source into src/ subdir
Restoring some organizational sanity since adopting autotools.
Diffstat (limited to 'src/modules/ray/ray.c')
-rw-r--r-- | src/modules/ray/ray.c | 161 |
1 files changed, 161 insertions, 0 deletions
diff --git a/src/modules/ray/ray.c b/src/modules/ray/ray.c new file mode 100644 index 0000000..60d08cf --- /dev/null +++ b/src/modules/ray/ray.c @@ -0,0 +1,161 @@ +#include <stdint.h> +#include <inttypes.h> +#include <math.h> + +#include "fb.h" +#include "rototiller.h" +#include "util.h" + +#include "ray_camera.h" +#include "ray_object.h" +#include "ray_scene.h" +#include "ray_threads.h" + +/* Copyright (C) 2016 Vito Caputo <vcaputo@pengaru.com> */ + +/* ray trace a simple scene into the fragment */ +static void ray(fb_fragment_t *fragment) +{ + static ray_object_t objects[] = { + { + .plane = { + .type = RAY_OBJECT_TYPE_PLANE, + .surface = { + .color = { .x = 0.4, .y = 0.2, .z = 0.5 }, + .diffuse = 1.0f, + .specular = 0.2f, + }, + .normal = { .x = 0.0, .y = 1.0, .z = 0.0 }, + .distance = -3.2f, + } + }, { + .sphere = { + .type = RAY_OBJECT_TYPE_SPHERE, + .surface = { + .color = { .x = 1.0, .y = 0.0, .z = 0.0 }, + .diffuse = 1.0f, + .specular = 0.05f, + }, + .center = { .x = 0.5, .y = 1.0, .z = 0.0 }, + .radius = 1.2f, + } + }, { + .sphere = { + .type = RAY_OBJECT_TYPE_SPHERE, + .surface = { + .color = { .x = 0.0, .y = 0.0, .z = 1.0 }, + .diffuse = 1.0f, + .specular = 1.0f, + }, + .center = { .x = -2.0, .y = 1.0, .z = 0.0 }, + .radius = 0.9f, + } + }, { + .sphere = { + .type = RAY_OBJECT_TYPE_SPHERE, + .surface = { + .color = { .x = 0.0, .y = 1.0, .z = 1.0 }, + .diffuse = 1.0f, + .specular = 1.0f, + }, + .center = { .x = 2.0, .y = -1.0, .z = 0.0 }, + .radius = 1.0f, + } + }, { + .sphere = { + .type = RAY_OBJECT_TYPE_SPHERE, + .surface = { + .color = { .x = 0.0, .y = 1.0, .z = 0.0 }, + .diffuse = 1.0f, + .specular = 1.0f, + }, + .center = { .x = 0.2, .y = -1.25, .z = 0.0 }, + .radius = 0.6f, + } + }, { + .light = { + .type = RAY_OBJECT_TYPE_LIGHT, + .brightness = 1.0, + .emitter = { + .point.type = RAY_LIGHT_EMITTER_TYPE_POINT, + .point.center = { .x = 3.0f, .y = 3.0f, .z = 3.0f }, + .point.surface = { + .color = { .x = 1.0f, .y = 1.0f, .z = 1.0f }, + }, + } + } + } + }; + + ray_camera_t camera = { + .position = { .x = 0.0, .y = 0.0, .z = 6.0 }, + .orientation = { + .yaw = RAY_EULER_DEGREES(0.0f), + .pitch = RAY_EULER_DEGREES(0.0f), + .roll = RAY_EULER_DEGREES(180.0f), + }, + .focal_length = 700.0f, + .width = fragment->width, + .height = fragment->height, + }; + + static ray_scene_t scene = { + .objects = objects, + .n_objects = nelems(objects), + .lights = &objects[5], + .n_lights = 1, + .ambient_color = { .x = 1.0f, .y = 1.0f, .z = 1.0f }, + .ambient_brightness = .04f, + }; + static int initialized; + static ray_threads_t *threads; + static fb_fragment_t *fragments; + static unsigned ncpus; +#if 1 + /* animated point light source */ + static double r; + + r += .02; + + scene.lights[0].light.emitter.point.center.x = cosf(r) * 3.5f; + scene.lights[0].light.emitter.point.center.z = sinf(r) * 3.5f; + camera.orientation.yaw = sinf(r) / 4; + camera.orientation.pitch = sinf(r * 10) / 100; + camera.orientation.roll = RAY_EULER_DEGREES(180.0f) + cosf(r) / 10; + camera.position.x = cosf(r) / 10; + camera.position.z = 4.0f + sinf(r) / 10; +#endif + + if (!initialized) { + initialized = 1; + ncpus = get_ncpus(); + + if (ncpus > 1) { + threads = ray_threads_create(ncpus - 1); + fragments = malloc(sizeof(fb_fragment_t) * ncpus); + } + } + + if (ncpus > 1) { + /* Always recompute the fragments[] geometry. + * This way the fragment geometry can change at any moment and things will + * continue functioning, which may prove important later on. + * (imagine things like a preview window, or perhaps composite modules + * which call on other modules supplying virtual fragments of varying dimensions..) + */ + fb_fragment_divide(fragment, ncpus, fragments); + } else { + fragments = fragment; + } + + ray_scene_render_fragments(&scene, &camera, threads, fragments); +} + + +rototiller_renderer_t ray_renderer = { + .render = ray, + .name = "ray", + .description = "Multi-threaded ray tracer", + .author = "Vito Caputo <vcaputo@pengaru.com>", + .license = "GPLv2", +}; |