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+#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",
+};
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