diff options
Diffstat (limited to 'modules/ray/ray_scene.c')
-rw-r--r-- | modules/ray/ray_scene.c | 188 |
1 files changed, 188 insertions, 0 deletions
diff --git a/modules/ray/ray_scene.c b/modules/ray/ray_scene.c new file mode 100644 index 0000000..e44990b --- /dev/null +++ b/modules/ray/ray_scene.c @@ -0,0 +1,188 @@ +#include <stdlib.h> +#include <math.h> + +#include "fb.h" + +#include "ray_camera.h" +#include "ray_color.h" +#include "ray_object.h" +#include "ray_ray.h" +#include "ray_scene.h" +#include "ray_threads.h" + +#define MAX_RECURSION_DEPTH 5 + + +static ray_color_t trace_ray(ray_scene_t *scene, 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, ray_ray_t *ray, float distance) +{ + unsigned i; + + for (i = 0; i < scene->n_objects; i++) { + float ood; + + if (scene->objects[i].type == RAY_OBJECT_TYPE_LIGHT) + continue; + + if (ray_object_intersects_ray(&scene->objects[i], ray, &ood) && + ood < distance) { + return 1; + } + } + + return 0; +} + + +/* 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) +{ + 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); + unsigned i; + + surface = ray_object_surface(object, &intersection); + color = ray_3f_mult_scalar(&scene->ambient_color, scene->ambient_brightness); + color = ray_3f_mult(&surface.color, &color); + + /* 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); + float ldist = ray_3f_length(&lvec); + float lvec_normal_dot; + ray_ray_t shadow_ray; + + lvec = ray_3f_mult_scalar(&lvec, (1.0f / ldist)); /* normalize lvec */ +#if 1 + /* skip this light if it's obstructed, + * we must shift the origin slightly towards the light to prevent + * spurious self-obstruction at the ray:object intersection */ + /* negate the light vector so it's pointed at the light rather than from it */ + shadow_ray.direction = ray_3f_negate(&lvec); + shadow_ray.origin = ray_3f_mult_scalar(&shadow_ray.direction, 0.00001f); + shadow_ray.origin = ray_3f_add(&shadow_ray.origin, &intersection); + + if (ray_is_obstructed(scene, &shadow_ray, ldist)) + continue; +#endif + lvec_normal_dot = ray_3f_dot(&normal, &lvec); + + if (lvec_normal_dot > 0) { +#if 1 + float rvec_lvec_dot = ray_3f_dot(&ray->direction, &lvec); + ray_color_t diffuse; + ray_color_t specular; + + diffuse = ray_3f_mult_scalar(&surface.color, lvec_normal_dot); + diffuse = ray_3f_mult_scalar(&diffuse, surface.diffuse); + color = ray_3f_add(&color, &diffuse); + + /* FIXME: assumes light is a point for its color, and 20 is a constant "Phong exponent", + * which should really be object/surface-specific + */ + specular = ray_3f_mult_scalar(&scene->lights[i].light.emitter.point.surface.color, powf(rvec_lvec_dot, 20)); + specular = ray_3f_mult_scalar(&specular, surface.specular); + color = ray_3f_add(&color, &specular); +#else + ray_color_t diffuse; + + diffuse = ray_3f_mult_scalar(&surface.color, lvec_normal_dot); + color = ray_3f_add(&color, &diffuse); +#endif + } + } + + /* generate a reflection ray */ +#if 1 + 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, &reflected_ray, depth + 1); + reflection = ray_3f_mult_scalar(&reflection, surface.specular); + color = ray_3f_add(&color, &reflection); +#endif + + /* TODO: generate a refraction ray */ + + return color; +} + + +static ray_color_t trace_ray(ray_scene_t *scene, ray_ray_t *ray, unsigned depth) +{ + 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++; + if (depth > MAX_RECURSION_DEPTH) + return color; + + for (i = 0; i < scene->n_objects; i++) { + float distance; + + /* Does this ray intersect object? */ + if (ray_object_intersects_ray(&scene->objects[i], ray, &distance)) { + + /* Is it the nearest intersection? */ + if (!nearest_object || + distance < nearest_object_distance) { + nearest_object = &scene->objects[i]; + nearest_object_distance = distance; + } + } + } + + if (nearest_object) + color = shade_ray(scene, ray, nearest_object, nearest_object_distance, depth); + + depth--; + + return color; +} + + +void ray_scene_render_fragment(ray_scene_t *scene, ray_camera_t *camera, fb_fragment_t *fragment) +{ + ray_camera_frame_t frame; + ray_ray_t ray; + uint32_t *buf = fragment->buf; + unsigned stride = fragment->stride / 4; + + ray_camera_frame_begin(camera, fragment, &ray, &frame); + do { + do { + *buf = ray_color_to_uint32_rgb(trace_ray(scene, &ray, 0)); + buf++; + } while (ray_camera_frame_x_step(&frame)); + + buf += stride; + } while (ray_camera_frame_y_step(&frame)); +} + +/* we expect fragments[threads->n_threads + 1], or fragments[1] when threads == NULL */ +void ray_scene_render_fragments(ray_scene_t *scene, ray_camera_t *camera, ray_threads_t *threads, fb_fragment_t *fragments) +{ + unsigned n_threads = threads ? threads->n_threads + 1 : 1; + unsigned i; + + for (i = 1; i < n_threads; i++) + ray_thread_fragment_submit(&threads->threads[i - 1], scene, camera, &fragments[i]); + + /* always render the zero fragment in-line */ + ray_scene_render_fragment(scene, camera, &fragments[0]); + + for (i = 1; i < n_threads; i++) + ray_thread_wait_idle(&threads->threads[i - 1]); +} |