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authorVito Caputo <vcaputo@pengaru.com>2017-06-03 23:48:44 -0700
committerVito Caputo <vcaputo@pengaru.com>2017-06-03 23:48:44 -0700
commit3206fc10cb2cf01e61232a04f68917b0c244e552 (patch)
treeee254da5c3a2f5dea65d5ad3ac8ad3ce6ac76b55 /src/modules/ray
parent902e535fce76b7790a4c010651b2233ed3945781 (diff)
ray: convert from recursive to iterative tracing
Small speedup, I personally find the code cleaner this way too. Everything in the hot path should now be inlined, no function calls.
Diffstat (limited to 'src/modules/ray')
-rw-r--r--src/modules/ray/ray_object_plane.h2
-rw-r--r--src/modules/ray/ray_object_sphere.h2
-rw-r--r--src/modules/ray/ray_scene.c97
3 files changed, 60 insertions, 41 deletions
diff --git a/src/modules/ray/ray_object_plane.h b/src/modules/ray/ray_object_plane.h
index 5fcc619..490238c 100644
--- a/src/modules/ray/ray_object_plane.h
+++ b/src/modules/ray/ray_object_plane.h
@@ -32,7 +32,7 @@ static inline int ray_object_plane_intersects_ray(ray_object_plane_t *plane, uns
if (d >= 0.00001f) {
float distance = plane->_prepared.primary_dot_plus;
- if (depth != 1)
+ if (depth)
distance = (ray_3f_dot(&plane->normal, &ray->origin) + plane->distance);
distance /= d;
diff --git a/src/modules/ray/ray_object_sphere.h b/src/modules/ray/ray_object_sphere.h
index 1eb37e8..c07f345 100644
--- a/src/modules/ray/ray_object_sphere.h
+++ b/src/modules/ray/ray_object_sphere.h
@@ -43,7 +43,7 @@ static inline int ray_object_sphere_intersects_ray(ray_object_sphere_t *sphere,
float dot_vv = sphere->_prepared.primary_dot_vv;
float b, disc;
- if (depth != 1) {
+ if (depth) {
v = ray_3f_sub(&ray->origin, &sphere->center);
dot_vv = ray_3f_dot(&v, &v);
}
diff --git a/src/modules/ray/ray_scene.c b/src/modules/ray/ray_scene.c
index 2df4a5d..2ad7f99 100644
--- a/src/modules/ray/ray_scene.c
+++ b/src/modules/ray/ray_scene.c
@@ -12,8 +12,6 @@
#define MAX_RECURSION_DEPTH 4
-static ray_color_t trace_ray(ray_scene_t *scene, ray_object_t *reflector, ray_ray_t *ray, unsigned depth);
-
/* Determine if the ray is obstructed by an object within the supplied distance, for shadows */
static inline int ray_is_obstructed(ray_scene_t *scene, unsigned depth, ray_ray_t *ray, float distance)
@@ -64,30 +62,24 @@ static inline float approx_powf(float x, float y)
/* Determine the color @ distance on ray on object viewed from origin */
-static inline ray_color_t shade_ray(ray_scene_t *scene, ray_ray_t *ray, ray_object_t *object, float distance, unsigned depth)
+static inline ray_color_t shade_intersection(ray_scene_t *scene, ray_object_t *object, ray_ray_t *ray, ray_3f_t *intersection, ray_3f_t *normal, unsigned depth, float *res_reflectivity)
{
- ray_surface_t surface;
- ray_color_t color;
- ray_3f_t rvec = ray_3f_mult_scalar(&ray->direction, distance);
- ray_3f_t intersection = ray_3f_sub(&ray->origin, &rvec);
- ray_3f_t normal = ray_object_normal(object, &intersection);
+ ray_surface_t surface = ray_object_surface(object, intersection);
+ ray_color_t color = ray_3f_mult(&surface.color, &scene->_prepared.ambient_light);
unsigned i;
- surface = ray_object_surface(object, &intersection);
- color = ray_3f_mult(&surface.color, &scene->_prepared.ambient_light);
-
/* visit lights for shadows and illumination */
for (i = 0; i < scene->n_lights; i++) {
- ray_3f_t lvec = ray_3f_sub(&scene->lights[i].light.emitter.point.center, &intersection);
+ ray_3f_t lvec = ray_3f_sub(&scene->lights[i].light.emitter.point.center, intersection);
float ldist = ray_3f_length(&lvec);
float lvec_normal_dot;
lvec = ray_3f_mult_scalar(&lvec, (1.0f / ldist)); /* normalize lvec */
#if 1
- if (point_is_shadowed(scene, depth, &lvec, ldist, &intersection))
+ if (point_is_shadowed(scene, depth, &lvec, ldist, intersection))
continue;
#endif
- lvec_normal_dot = ray_3f_dot(&normal, &lvec);
+ lvec_normal_dot = ray_3f_dot(normal, &lvec);
if (lvec_normal_dot > 0) {
#if 1
@@ -114,37 +106,19 @@ static inline ray_color_t shade_ray(ray_scene_t *scene, ray_ray_t *ray, ray_obje
}
}
- /* generate a reflection ray */
-#if 1
- if (depth < MAX_RECURSION_DEPTH) {
- float dot = ray_3f_dot(&ray->direction, &normal);
- ray_ray_t reflected_ray = { .direction = ray_3f_mult_scalar(&normal, dot * 2.0f) };
- ray_3f_t reflection;
-
- reflected_ray.origin = intersection;
- reflected_ray.direction = ray_3f_sub(&ray->direction, &reflected_ray.direction);
-
- reflection = trace_ray(scene, object, &reflected_ray, depth);
- reflection = ray_3f_mult_scalar(&reflection, surface.specular);
- color = ray_3f_add(&color, &reflection);
- }
-#endif
-
- /* TODO: generate a refraction ray */
+ /* for now just treat specular as the reflectivity */
+ *res_reflectivity = surface.specular;
return color;
}
-static ray_color_t trace_ray(ray_scene_t *scene, ray_object_t *reflector, ray_ray_t *ray, unsigned depth)
+static inline ray_object_t * find_nearest_intersection(ray_scene_t *scene, ray_object_t *reflector, ray_ray_t *ray, unsigned depth, float *res_distance)
{
ray_object_t *nearest_object = NULL;
float nearest_object_distance = INFINITY;
- ray_color_t color = { .x = 0.0, .y = 0.0, .z = 0.0 };
unsigned i;
- depth++;
-
for (i = 0; i < scene->n_objects; i++) {
ray_object_t *object = &scene->objects[i];
float distance;
@@ -156,7 +130,6 @@ static ray_color_t trace_ray(ray_scene_t *scene, ray_object_t *reflector, ray_ra
/* Does this ray intersect object? */
if (ray_object_intersects_ray(object, depth, ray, &distance)) {
-
/* Is it the nearest intersection? */
if (distance < nearest_object_distance) {
nearest_object = object;
@@ -166,9 +139,55 @@ static ray_color_t trace_ray(ray_scene_t *scene, ray_object_t *reflector, ray_ra
}
if (nearest_object)
- color = shade_ray(scene, ray, nearest_object, nearest_object_distance, depth);
+ *res_distance = nearest_object_distance;
+
+ return nearest_object;
+}
+
+
+static inline ray_color_t trace_ray(ray_scene_t *scene, ray_ray_t *primary_ray)
+{
+ ray_color_t color = { .x = 0.0f, .y = 0.0f, .z = 0.0f };
+ ray_3f_t intersection, normal;
+ ray_object_t *reflector = NULL;
+ float relevance = 1.0f, reflectivity;
+ unsigned depth = 0;
+ ray_ray_t reflected_ray, *ray = primary_ray;
+
+ do {
+ ray_object_t *nearest_object;
+ float nearest_distance;
+
+ if (reflector) {
+ float dot = ray_3f_dot(&ray->direction, &normal);
+ ray_3f_t new_direction = ray_3f_mult_scalar(&normal, dot * 2.0f);
+
+ new_direction = ray_3f_sub(&ray->direction, &new_direction);
+
+ reflected_ray.origin = intersection;
+ reflected_ray.direction = new_direction;
+
+ ray = &reflected_ray;
+
+ relevance *= reflectivity;
+ }
+
+ nearest_object = find_nearest_intersection(scene, reflector, ray, depth, &nearest_distance);
+ if (nearest_object) {
+ ray_3f_t more_color;
+ ray_3f_t rvec;
+
+ rvec = ray_3f_mult_scalar(&ray->direction, nearest_distance);
+ intersection = ray_3f_sub(&ray->origin, &rvec);
+ normal = ray_object_normal(nearest_object, &intersection);
+
+ more_color = shade_intersection(scene, nearest_object, ray, &intersection, &normal, depth, &reflectivity);
+ more_color = ray_3f_mult_scalar(&more_color, relevance);
+ color = ray_3f_add(&color, &more_color);
+ }
- depth--;
+ reflector = nearest_object;
+ } while (reflector && (++depth < MAX_RECURSION_DEPTH));
return color;
}
@@ -184,7 +203,7 @@ void ray_scene_render_fragment(ray_scene_t *scene, ray_camera_t *camera, fb_frag
ray_camera_frame_begin(camera, fragment, &ray, &frame);
do {
do {
- *buf = ray_color_to_uint32_rgb(trace_ray(scene, NULL, &ray, 0));
+ *buf = ray_color_to_uint32_rgb(trace_ray(scene, &ray));
buf++;
} while (ray_camera_frame_x_step(&frame));
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