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-rw-r--r--src/modules/ray/Makefile.am4
-rw-r--r--src/modules/ray/ray.c161
-rw-r--r--src/modules/ray/ray.h8
-rw-r--r--src/modules/ray/ray_3f.h161
-rw-r--r--src/modules/ray/ray_camera.c85
-rw-r--r--src/modules/ray/ray_camera.h77
-rw-r--r--src/modules/ray/ray_color.h29
-rw-r--r--src/modules/ray/ray_euler.h45
-rw-r--r--src/modules/ray/ray_light_emitter.h18
-rw-r--r--src/modules/ray/ray_object.c74
-rw-r--r--src/modules/ray/ray_object.h24
-rw-r--r--src/modules/ray/ray_object_light.h67
-rw-r--r--src/modules/ray/ray_object_plane.h46
-rw-r--r--src/modules/ray/ray_object_point.h37
-rw-r--r--src/modules/ray/ray_object_sphere.h65
-rw-r--r--src/modules/ray/ray_object_type.h11
-rw-r--r--src/modules/ray/ray_ray.h11
-rw-r--r--src/modules/ray/ray_scene.c188
-rw-r--r--src/modules/ray/ray_scene.h27
-rw-r--r--src/modules/ray/ray_surface.h14
-rw-r--r--src/modules/ray/ray_threads.c111
-rw-r--r--src/modules/ray/ray_threads.h30
22 files changed, 1293 insertions, 0 deletions
diff --git a/src/modules/ray/Makefile.am b/src/modules/ray/Makefile.am
new file mode 100644
index 0000000..a0b3fbb
--- /dev/null
+++ b/src/modules/ray/Makefile.am
@@ -0,0 +1,4 @@
+noinst_LIBRARIES = libray.a
+libray_a_SOURCES = ray_3f.h ray.c ray_camera.c ray_camera.h ray_color.h ray_euler.h ray.h ray_light_emitter.h ray_object.c ray_object.h ray_object_light.h ray_object_plane.h ray_object_point.h ray_object_sphere.h ray_object_type.h ray_ray.h ray_scene.c ray_scene.h ray_surface.h ray_threads.c ray_threads.h
+libray_a_CFLAGS = @ROTOTILLER_CFLAGS@ -ffast-math
+libray_a_CPPFLAGS = @ROTOTILLER_CFLAGS@ -I../../
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",
+};
diff --git a/src/modules/ray/ray.h b/src/modules/ray/ray.h
new file mode 100644
index 0000000..d33f96a
--- /dev/null
+++ b/src/modules/ray/ray.h
@@ -0,0 +1,8 @@
+#ifndef _RAY_RAY_H
+#define _RAY_RAY_H
+
+#include "fb.h"
+
+void ray(fb_fragment_t *fragment);
+
+#endif
diff --git a/src/modules/ray/ray_3f.h b/src/modules/ray/ray_3f.h
new file mode 100644
index 0000000..8408abb
--- /dev/null
+++ b/src/modules/ray/ray_3f.h
@@ -0,0 +1,161 @@
+#ifndef _RAY_3F_H
+#define _RAY_3F_H
+
+#include <math.h>
+
+typedef struct ray_3f_t {
+ float x, y, z;
+} ray_3f_t;
+
+
+/* return the result of (a + b) */
+static inline ray_3f_t ray_3f_add(ray_3f_t *a, ray_3f_t *b)
+{
+ ray_3f_t res = {
+ .x = a->x + b->x,
+ .y = a->y + b->y,
+ .z = a->z + b->z,
+ };
+
+ return res;
+}
+
+
+/* return the result of (a - b) */
+static inline ray_3f_t ray_3f_sub(ray_3f_t *a, ray_3f_t *b)
+{
+ ray_3f_t res = {
+ .x = a->x - b->x,
+ .y = a->y - b->y,
+ .z = a->z - b->z,
+ };
+
+ return res;
+}
+
+
+/* return the result of (-v) */
+static inline ray_3f_t ray_3f_negate(ray_3f_t *v)
+{
+ ray_3f_t res = {
+ .x = -v->x,
+ .y = -v->y,
+ .z = -v->z,
+ };
+
+ return res;
+}
+
+
+/* return the result of (a * b) */
+static inline ray_3f_t ray_3f_mult(ray_3f_t *a, ray_3f_t *b)
+{
+ ray_3f_t res = {
+ .x = a->x * b->x,
+ .y = a->y * b->y,
+ .z = a->z * b->z,
+ };
+
+ return res;
+}
+
+
+/* return the result of (v * scalar) */
+static inline ray_3f_t ray_3f_mult_scalar(ray_3f_t *v, float scalar)
+{
+ ray_3f_t res = {
+ .x = v->x * scalar,
+ .y = v->y * scalar,
+ .z = v->z * scalar,
+ };
+
+ return res;
+}
+
+
+/* return the result of (uv / scalar) */
+static inline ray_3f_t ray_3f_div_scalar(ray_3f_t *v, float scalar)
+{
+ ray_3f_t res = {
+ .x = v->x / scalar,
+ .y = v->y / scalar,
+ .z = v->z / scalar,
+ };
+
+ return res;
+}
+
+
+/* return the result of (a . b) */
+static inline float ray_3f_dot(ray_3f_t *a, ray_3f_t *b)
+{
+ return a->x * b->x + a->y * b->y + a->z * b->z;
+}
+
+
+/* return the length of the supplied vector */
+static inline float ray_3f_length(ray_3f_t *v)
+{
+ return sqrtf(ray_3f_dot(v, v));
+}
+
+
+/* return the normalized form of the supplied vector */
+static inline ray_3f_t ray_3f_normalize(ray_3f_t *v)
+{
+ ray_3f_t nv;
+ float f;
+
+ f = 1.0f / ray_3f_length(v);
+
+ nv.x = f * v->x;
+ nv.y = f * v->y;
+ nv.z = f * v->z;
+
+ return nv;
+}
+
+
+/* return the distance between two arbitrary points */
+static inline float ray_3f_distance(ray_3f_t *a, ray_3f_t *b)
+{
+ return sqrtf(powf(a->x - b->x, 2) + powf(a->y - b->y, 2) + powf(a->z - b->z, 2));
+}
+
+
+/* return the cross product of two unit vectors */
+static inline ray_3f_t ray_3f_cross(ray_3f_t *a, ray_3f_t *b)
+{
+ ray_3f_t product;
+
+ product.x = a->y * b->z - a->z * b->y;
+ product.y = a->z * b->x - a->x * b->z;
+ product.z = a->x * b->y - a->y * b->x;
+
+ return product;
+}
+
+
+/* return the linearly interpolated vector between the two vectors at point alpha (0-1.0) */
+static inline ray_3f_t ray_3f_lerp(ray_3f_t *a, ray_3f_t *b, float alpha)
+{
+ ray_3f_t lerp_a, lerp_b;
+
+ lerp_a = ray_3f_mult_scalar(a, 1.0f - alpha);
+ lerp_b = ray_3f_mult_scalar(b, alpha);
+
+ return ray_3f_add(&lerp_a, &lerp_b);
+}
+
+
+/* return the normalized linearly interpolated vector between the two vectors at point alpha (0-1.0) */
+static inline ray_3f_t ray_3f_nlerp(ray_3f_t *a, ray_3f_t *b, float alpha)
+{
+ ray_3f_t lerp;
+
+ lerp = ray_3f_lerp(a, b, alpha);
+
+ return ray_3f_normalize(&lerp);
+}
+
+#endif
diff --git a/src/modules/ray/ray_camera.c b/src/modules/ray/ray_camera.c
new file mode 100644
index 0000000..0703c2e
--- /dev/null
+++ b/src/modules/ray/ray_camera.c
@@ -0,0 +1,85 @@
+#include "fb.h"
+
+#include "ray_camera.h"
+#include "ray_euler.h"
+
+
+/* Produce a vector from the provided orientation vectors and proportions. */
+static ray_3f_t project_corner(ray_3f_t *forward, ray_3f_t *left, ray_3f_t *up, float focal_length, float horiz, float vert)
+{
+ ray_3f_t tmp;
+ ray_3f_t corner;
+
+ corner = ray_3f_mult_scalar(forward, focal_length);
+ tmp = ray_3f_mult_scalar(left, horiz);
+ corner = ray_3f_add(&corner, &tmp);
+ tmp = ray_3f_mult_scalar(up, vert);
+ corner = ray_3f_add(&corner, &tmp);
+
+ return ray_3f_normalize(&corner);
+}
+
+
+/* Produce vectors for the corners of the entire camera frame, used for interpolation. */
+static void project_corners(ray_camera_t *camera, ray_camera_frame_t *frame)
+{
+ ray_3f_t forward, left, up, right, down;
+ float half_horiz = (float)camera->width / 2.0f;
+ float half_vert = (float)camera->height / 2.0f;
+
+ ray_euler_basis(&camera->orientation, &forward, &up, &left);
+ right = ray_3f_negate(&left);
+ down = ray_3f_negate(&up);
+
+ frame->nw = project_corner(&forward, &left, &up, camera->focal_length, half_horiz, half_vert);
+ frame->ne = project_corner(&forward, &right, &up, camera->focal_length, half_horiz, half_vert);
+ frame->se = project_corner(&forward, &right, &down, camera->focal_length, half_horiz, half_vert);
+ frame->sw = project_corner(&forward, &left, &down, camera->focal_length, half_horiz, half_vert);
+}
+
+
+/* Begin a frame for the fragment of camera projection, initializing frame and ray. */
+void ray_camera_frame_begin(ray_camera_t *camera, fb_fragment_t *fragment, ray_ray_t *ray, ray_camera_frame_t *frame)
+{
+ /* References are kept to the camera, fragment, and ray to be traced.
+ * The ray is maintained as we step through the frame, that is the
+ * purpose of this api.
+ *
+ * Since the ray direction should be a normalized vector, the obvious
+ * implementation is a bit costly. The camera frame api hides this
+ * detail so we can explore interpolation techniques to potentially
+ * lessen the per-pixel cost.
+ */
+ frame->camera = camera;
+ frame->fragment = fragment;
+ frame->ray = ray;
+
+ frame->x = frame->y = 0;
+
+ /* From camera->orientation and camera->focal_length compute the vectors
+ * through the viewport's corners, and place these normalized vectors
+ * in frame->(nw,ne,sw,se).
+ *
+ * These can than be interpolated between to produce the ray vectors
+ * throughout the frame's fragment. The efficient option of linear
+ * interpolation will not maintain the unit vector length, so to
+ * produce normalized interpolated directions will require the costly
+ * normalize function.
+ *
+ * I'm hoping a simple length correction table can be used to fixup the
+ * linearly interpolated vectors to make them unit vectors with just
+ * scalar multiplication instead of the sqrt of normalize.
+ */
+ project_corners(camera, frame);
+
+ frame->x_delta = 1.0f / (float)camera->width;
+ frame->y_delta = 1.0f / (float)camera->height;
+ frame->x_alpha = frame->x_delta * (float)fragment->x;
+ frame->y_alpha = frame->y_delta * (float)fragment->y;
+
+ frame->cur_w = ray_3f_nlerp(&frame->nw, &frame->sw, frame->y_alpha);
+ frame->cur_e = ray_3f_nlerp(&frame->ne, &frame->se, frame->y_alpha);
+
+ ray->origin = camera->position;
+ ray->direction = frame->cur_w;
+}
diff --git a/src/modules/ray/ray_camera.h b/src/modules/ray/ray_camera.h
new file mode 100644
index 0000000..387f8c5
--- /dev/null
+++ b/src/modules/ray/ray_camera.h
@@ -0,0 +1,77 @@
+#ifndef _RAY_CAMERA_H
+#define _RAY_CAMERA_H
+
+#include <math.h>
+
+#include "fb.h"
+
+#include "ray_3f.h"
+#include "ray_euler.h"
+#include "ray_ray.h"
+
+
+typedef struct ray_camera_t {
+ ray_3f_t position; /* position of camera, the origin of all its rays */
+ ray_euler_t orientation; /* orientation of the camera */
+ float focal_length; /* controls the field of view */
+ unsigned width; /* width of camera viewport in pixels */
+ unsigned height; /* height of camera viewport in pixels */
+} ray_camera_t;
+
+
+typedef struct ray_camera_frame_t {
+ ray_camera_t *camera; /* the camera supplied to frame_begin() */
+ fb_fragment_t *fragment; /* the fragment supplied to frame_begin() */
+ ray_ray_t *ray; /* the ray supplied to frame_begin(), which gets updated as we step through the frame. */
+
+ ray_3f_t nw, ne, sw, se; /* directions pointing through the corners of the frame fragment */
+ ray_3f_t cur_w, cur_e; /* current row's west and east ends */
+ float x_alpha, y_alpha; /* interpolation position along the x and y axis */
+ float x_delta, y_delta; /* interpolation step delta along the x and y axis */
+ unsigned x, y; /* integral position within frame fragment */
+} ray_camera_frame_t;
+
+
+void ray_camera_frame_begin(ray_camera_t *camera, fb_fragment_t *fragment, ray_ray_t *ray, ray_camera_frame_t *frame);
+
+
+/* Step the ray through the frame on the x axis, returns 1 when rays remain on this axis, 0 at the end. */
+/* When 1 is returned, frame->ray is left pointing through the new coordinate. */
+static inline int ray_camera_frame_x_step(ray_camera_frame_t *frame)
+{
+ frame->x++;
+
+ if (frame->x >= frame->fragment->width) {
+ frame->x = 0;
+ frame->x_alpha = frame->x_delta * (float)frame->fragment->x;
+ return 0;
+ }
+
+ frame->x_alpha += frame->x_delta;
+ frame->ray->direction = ray_3f_nlerp(&frame->cur_w, &frame->cur_e, frame->x_alpha);
+
+ return 1;
+}
+
+
+/* Step the ray through the frame on the y axis, returns 1 when rays remain on this axis, 0 at the end. */
+/* When 1 is returned, frame->ray is left pointing through the new coordinate. */
+static inline int ray_camera_frame_y_step(ray_camera_frame_t *frame)
+{
+ frame->y++;
+
+ if (frame->y >= frame->fragment->height) {
+ frame->y = 0;
+ frame->y_alpha = frame->y_delta * (float)frame->fragment->y;
+ return 0;
+ }
+
+ frame->y_alpha += frame->y_delta;
+ frame->cur_w = ray_3f_nlerp(&frame->nw, &frame->sw, frame->y_alpha);
+ frame->cur_e = ray_3f_nlerp(&frame->ne, &frame->se, frame->y_alpha);
+ frame->ray->direction = frame->cur_w;
+
+ return 1;
+}
+
+#endif
diff --git a/src/modules/ray/ray_color.h b/src/modules/ray/ray_color.h
new file mode 100644
index 0000000..9fe62c1
--- /dev/null
+++ b/src/modules/ray/ray_color.h
@@ -0,0 +1,29 @@
+#ifndef _RAY_COLOR_H
+#define _RAY_COLOR_H
+
+#include <stdint.h>
+
+#include "ray_3f.h"
+
+typedef ray_3f_t ray_color_t;
+
+/* convert a vector into a packed, 32-bit rgb pixel value */
+static inline uint32_t ray_color_to_uint32_rgb(ray_color_t color) {
+ uint32_t pixel;
+
+ /* doing this all per-pixel, ugh. */
+
+ if (color.x > 1.0f) color.x = 1.0f;
+ if (color.y > 1.0f) color.y = 1.0f;
+ if (color.z > 1.0f) color.z = 1.0f;
+
+ pixel = (uint32_t)(color.x * 255.0f);
+ pixel <<= 8;
+ pixel |= (uint32_t)(color.y * 255.0f);
+ pixel <<= 8;
+ pixel |= (uint32_t)(color.z * 255.0f);
+
+ return pixel;
+}
+
+#endif
diff --git a/src/modules/ray/ray_euler.h b/src/modules/ray/ray_euler.h
new file mode 100644
index 0000000..86f5221
--- /dev/null
+++ b/src/modules/ray/ray_euler.h
@@ -0,0 +1,45 @@
+#ifndef _RAY_EULER_H
+#define _RAY_EULER_H
+
+#include <math.h>
+
+#include "ray_3f.h"
+
+
+/* euler angles are convenient for describing orientation */
+typedef struct ray_euler_t {
+ float pitch; /* pitch in radiasn */
+ float yaw; /* yaw in radians */
+ float roll; /* roll in radians */
+} ray_euler_t;
+
+
+/* convenience macro for converting degrees to radians */
+#define RAY_EULER_DEGREES(_deg) \
+ (_deg * (2 * M_PI / 360.0f))
+
+
+/* produce basis vectors from euler angles */
+static inline void ray_euler_basis(ray_euler_t *e, ray_3f_t *forward, ray_3f_t *up, ray_3f_t *left)
+{
+ float cos_yaw = cosf(e->yaw);
+ float sin_yaw = sinf(e->yaw);
+ float cos_roll = cosf(e->roll);
+ float sin_roll = sinf(e->roll);
+ float cos_pitch = cosf(e->pitch);
+ float sin_pitch = sinf(e->pitch);
+
+ forward->x = sin_yaw;
+ forward->y = -sin_pitch * cos_yaw;
+ forward->z = cos_pitch * cos_yaw;
+
+ up->x = -cos_yaw * sin_roll;
+ up->y = -sin_pitch * sin_yaw * sin_roll + cos_pitch * cos_roll;
+ up->z = cos_pitch * sin_yaw * sin_roll + sin_pitch * cos_roll;
+
+ left->x = cos_yaw * cos_roll;
+ left->y = sin_pitch * sin_yaw * cos_roll + cos_pitch * sin_roll;
+ left->z = -cos_pitch * sin_yaw * cos_roll + sin_pitch * sin_roll;
+}
+
+#endif
diff --git a/src/modules/ray/ray_light_emitter.h b/src/modules/ray/ray_light_emitter.h
new file mode 100644
index 0000000..3b5509e
--- /dev/null
+++ b/src/modules/ray/ray_light_emitter.h
@@ -0,0 +1,18 @@
+#ifndef _RAY_LIGHT_EMITTER_H
+#define _RAY_LIGHT_EMITTER_H
+
+#include "ray_object_point.h"
+#include "ray_object_sphere.h"
+
+typedef enum ray_light_emitter_type_t {
+ RAY_LIGHT_EMITTER_TYPE_SPHERE,
+ RAY_LIGHT_EMITTER_TYPE_POINT,
+} ray_light_emitter_type_t;
+
+typedef union ray_light_emitter_t {
+ ray_light_emitter_type_t type;
+ ray_object_sphere_t sphere;
+ ray_object_point_t point;
+} ray_light_emitter_t;
+
+#endif
diff --git a/src/modules/ray/ray_object.c b/src/modules/ray/ray_object.c
new file mode 100644
index 0000000..4c5ccaf
--- /dev/null
+++ b/src/modules/ray/ray_object.c
@@ -0,0 +1,74 @@
+#include <assert.h>
+
+#include "ray_object.h"
+#include "ray_object_light.h"
+#include "ray_object_plane.h"
+#include "ray_object_point.h"
+#include "ray_object_sphere.h"
+#include "ray_ray.h"
+#include "ray_surface.h"
+
+
+/* Determine if a ray intersects object.
+ * If the object is intersected, store where along the ray the intersection occurs in res_distance.
+ */
+int ray_object_intersects_ray(ray_object_t *object, ray_ray_t *ray, float *res_distance)
+{
+ switch (object->type) {
+ case RAY_OBJECT_TYPE_SPHERE:
+ return ray_object_sphere_intersects_ray(&object->sphere, ray, res_distance);
+
+ case RAY_OBJECT_TYPE_POINT:
+ return ray_object_point_intersects_ray(&object->point, ray, res_distance);
+
+ case RAY_OBJECT_TYPE_PLANE:
+ return ray_object_plane_intersects_ray(&object->plane, ray, res_distance);
+
+ case RAY_OBJECT_TYPE_LIGHT:
+ return ray_object_light_intersects_ray(&object->light, ray, res_distance);
+ default:
+ assert(0);
+ }
+}
+
+
+/* Return the surface normal of object @ point */
+ray_3f_t ray_object_normal(ray_object_t *object, ray_3f_t *point)
+{
+ switch (object->type) {
+ case RAY_OBJECT_TYPE_SPHERE:
+ return ray_object_sphere_normal(&object->sphere, point);
+
+ case RAY_OBJECT_TYPE_POINT:
+ return ray_object_point_normal(&object->point, point);
+
+ case RAY_OBJECT_TYPE_PLANE:
+ return ray_object_plane_normal(&object->plane, point);
+
+ case RAY_OBJECT_TYPE_LIGHT:
+ return ray_object_light_normal(&object->light, point);
+ default:
+ assert(0);
+ }
+}
+
+
+/* Return the surface of object @ point */
+ray_surface_t ray_object_surface(ray_object_t *object, ray_3f_t *point)
+{
+ switch (object->type) {
+ case RAY_OBJECT_TYPE_SPHERE:
+ return ray_object_sphere_surface(&object->sphere, point);
+
+ case RAY_OBJECT_TYPE_POINT:
+ return ray_object_point_surface(&object->point, point);
+
+ case RAY_OBJECT_TYPE_PLANE:
+ return ray_object_plane_surface(&object->plane, point);
+
+ case RAY_OBJECT_TYPE_LIGHT:
+ return ray_object_light_surface(&object->light, point);
+ default:
+ assert(0);
+ }
+}
diff --git a/src/modules/ray/ray_object.h b/src/modules/ray/ray_object.h
new file mode 100644
index 0000000..abdb254
--- /dev/null
+++ b/src/modules/ray/ray_object.h
@@ -0,0 +1,24 @@
+#ifndef _RAY_OBJECT_H
+#define _RAY_OBJECT_H
+
+#include "ray_object_light.h"
+#include "ray_object_plane.h"
+#include "ray_object_point.h"
+#include "ray_object_sphere.h"
+#include "ray_object_type.h"
+#include "ray_ray.h"
+#include "ray_surface.h"
+
+typedef union ray_object_t {
+ ray_object_type_t type;
+ ray_object_sphere_t sphere;
+ ray_object_point_t point;
+ ray_object_plane_t plane;
+ ray_object_light_t light;
+} ray_object_t;
+
+int ray_object_intersects_ray(ray_object_t *object, ray_ray_t *ray, float *res_distance);
+ray_3f_t ray_object_normal(ray_object_t *object, ray_3f_t *point);
+ray_surface_t ray_object_surface(ray_object_t *object, ray_3f_t *point);
+
+#endif
diff --git a/src/modules/ray/ray_object_light.h b/src/modules/ray/ray_object_light.h
new file mode 100644
index 0000000..342c050
--- /dev/null
+++ b/src/modules/ray/ray_object_light.h
@@ -0,0 +1,67 @@
+#ifndef _RAY_OBJECT_LIGHT_H
+#define _RAY_OBJECT_LIGHT_H
+
+#include <assert.h>
+
+#include "ray_light_emitter.h"
+#include "ray_object_light.h"
+#include "ray_object_point.h"
+#include "ray_object_sphere.h"
+#include "ray_object_type.h"
+#include "ray_ray.h"
+#include "ray_surface.h"
+
+
+typedef struct ray_object_light_t {
+ ray_object_type_t type;
+ float brightness;
+ ray_light_emitter_t emitter;
+} ray_object_light_t;
+
+
+/* TODO: point is really the only one I've implemented... */
+static inline int ray_object_light_intersects_ray(ray_object_light_t *light, ray_ray_t *ray, float *res_distance)
+{
+ switch (light->emitter.type) {
+ case RAY_LIGHT_EMITTER_TYPE_POINT:
+ return ray_object_point_intersects_ray(&light->emitter.point, ray, res_distance);
+
+ case RAY_LIGHT_EMITTER_TYPE_SPHERE:
+ return ray_object_sphere_intersects_ray(&light->emitter.sphere, ray, res_distance);
+ default:
+ assert(0);
+ }
+}
+
+
+static inline ray_3f_t ray_object_light_normal(ray_object_light_t *light, ray_3f_t *point)
+{
+ ray_3f_t normal;
+
+ /* TODO */
+ switch (light->emitter.type) {
+ case RAY_LIGHT_EMITTER_TYPE_SPHERE:
+ return normal;
+
+ case RAY_LIGHT_EMITTER_TYPE_POINT:
+ return normal;
+ default:
+ assert(0);
+ }
+}
+
+
+static inline ray_surface_t ray_object_light_surface(ray_object_light_t *light, ray_3f_t *point)
+{
+ switch (light->emitter.type) {
+ case RAY_LIGHT_EMITTER_TYPE_SPHERE:
+ return ray_object_sphere_surface(&light->emitter.sphere, point);
+
+ case RAY_LIGHT_EMITTER_TYPE_POINT:
+ return ray_object_point_surface(&light->emitter.point, point);
+ default:
+ assert(0);
+ }
+}
+
+#endif
diff --git a/src/modules/ray/ray_object_plane.h b/src/modules/ray/ray_object_plane.h
new file mode 100644
index 0000000..b33f342
--- /dev/null
+++ b/src/modules/ray/ray_object_plane.h
@@ -0,0 +1,46 @@
+#ifndef _RAY_OBJECT_PLANE_H
+#define _RAY_OBJECT_PLANE_H
+
+#include "ray_object_type.h"
+#include "ray_ray.h"
+#include "ray_surface.h"
+
+
+typedef struct ray_object_plane_t {
+ ray_object_type_t type;
+ ray_surface_t surface;
+ ray_3f_t normal;
+ float distance;
+} ray_object_plane_t;
+
+
+static inline int ray_object_plane_intersects_ray(ray_object_plane_t *plane, ray_ray_t *ray, float *res_distance)
+{
+ float d = ray_3f_dot(&plane->normal, &ray->direction);
+
+ if (d != 0) {
+ float distance = -(ray_3f_dot(&plane->normal, &ray->origin) + plane->distance) / d;
+
+ if (distance > 0) {
+ *res_distance = distance;
+
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
+
+static inline ray_3f_t ray_object_plane_normal(ray_object_plane_t *plane, ray_3f_t *point)
+{
+ return plane->normal;
+}
+
+
+static inline ray_surface_t ray_object_plane_surface(ray_object_plane_t *plane, ray_3f_t *point)
+{
+ return plane->surface;
+}
+
+#endif
diff --git a/src/modules/ray/ray_object_point.h b/src/modules/ray/ray_object_point.h
new file mode 100644
index 0000000..c0c9610
--- /dev/null
+++ b/src/modules/ray/ray_object_point.h
@@ -0,0 +1,37 @@
+#ifndef _RAY_OBJECT_POINT_H
+#define _RAY_OBJECT_POINT_H
+
+#include "ray_3f.h"
+#include "ray_object_type.h"
+#include "ray_ray.h"
+#include "ray_surface.h"
+
+
+typedef struct ray_object_point_t {
+ ray_object_type_t type;
+ ray_surface_t surface;
+ ray_3f_t center;
+} ray_object_point_t;
+
+
+static inline int ray_object_point_intersects_ray(ray_object_point_t *point, ray_ray_t *ray, float *res_distance)
+{
+ /* TODO: determine a ray:point intersection */
+ return 0;
+}
+
+
+static inline ray_3f_t ray_object_point_normal(ray_object_point_t *point, ray_3f_t *_point)
+{
+ ray_3f_t normal;
+
+ return normal;
+}
+
+
+static inline ray_surface_t ray_object_point_surface(ray_object_point_t *point, ray_3f_t *_point)
+{
+ return point->surface;
+}
+
+#endif
diff --git a/src/modules/ray/ray_object_sphere.h b/src/modules/ray/ray_object_sphere.h
new file mode 100644
index 0000000..85b3d93
--- /dev/null
+++ b/src/modules/ray/ray_object_sphere.h
@@ -0,0 +1,65 @@
+#ifndef _RAY_OBJECT_SPHERE_H
+#define _RAY_OBJECT_SPHERE_H
+
+#include <math.h>
+#include <stdio.h>
+
+#include "ray_3f.h"
+#include "ray_color.h"
+#include "ray_object_type.h"
+#include "ray_ray.h"
+#include "ray_surface.h"
+
+
+typedef struct ray_object_sphere_t {
+ ray_object_type_t type;
+ ray_surface_t surface;
+ ray_3f_t center;
+ float radius;
+} ray_object_sphere_t;
+
+
+static inline int ray_object_sphere_intersects_ray(ray_object_sphere_t *sphere, ray_ray_t *ray, float *res_distance)
+{
+ ray_3f_t v = ray_3f_sub(&ray->origin, &sphere->center);
+ float b = ray_3f_dot(&v, &ray->direction);
+ float disc = (sphere->radius * sphere->radius) - ray_3f_dot(&v, &v) + (b * b);
+
+ if (disc > 0) {
+ float i1, i2;
+
+ disc = sqrtf(disc);
+
+ i1 = b - disc;
+ i2 = b + disc;
+
+ if (i2 > 0 && i1 > 0) {
+ *res_distance = i1;
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
+
+/* return the normal of the surface at the specified point */
+static inline ray_3f_t ray_object_sphere_normal(ray_object_sphere_t *sphere, ray_3f_t *point)
+{
+ ray_3f_t normal;
+
+ normal = ray_3f_sub(point, &sphere->center);
+ normal = ray_3f_div_scalar(&normal, sphere->radius); /* normalize without the sqrt() */
+
+ return normal;
+}
+
+
+/* return the surface of the sphere @ point */
+static inline ray_surface_t ray_object_sphere_surface(ray_object_sphere_t *sphere, ray_3f_t *point)
+{
+ /* uniform solids for now... */
+ return sphere->surface;
+}
+
+#endif
diff --git a/src/modules/ray/ray_object_type.h b/src/modules/ray/ray_object_type.h
new file mode 100644
index 0000000..6ce20f5
--- /dev/null
+++ b/src/modules/ray/ray_object_type.h
@@ -0,0 +1,11 @@
+#ifndef _RAY_OBJECT_TYPE_H
+#define _RAY_OBJECT_TYPE_H
+
+typedef enum ray_object_type_t {
+ RAY_OBJECT_TYPE_SPHERE,
+ RAY_OBJECT_TYPE_POINT,
+ RAY_OBJECT_TYPE_PLANE,
+ RAY_OBJECT_TYPE_LIGHT,
+} ray_object_type_t;
+
+#endif
diff --git a/src/modules/ray/ray_ray.h b/src/modules/ray/ray_ray.h
new file mode 100644
index 0000000..91469a2
--- /dev/null
+++ b/src/modules/ray/ray_ray.h
@@ -0,0 +1,11 @@
+#ifndef _RAY_RAY_H
+#define _RAY_RAY_H
+
+#include "ray_3f.h"
+
+typedef struct ray_ray_t {
+ ray_3f_t origin;
+ ray_3f_t direction;
+} ray_ray_t;
+
+#endif
diff --git a/src/modules/ray/ray_scene.c b/src/modules/ray/ray_scene.c
new file mode 100644
index 0000000..e44990b
--- /dev/null
+++ b/src/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]);
+}
diff --git a/src/modules/ray/ray_scene.h b/src/modules/ray/ray_scene.h
new file mode 100644
index 0000000..e9781c6
--- /dev/null
+++ b/src/modules/ray/ray_scene.h
@@ -0,0 +1,27 @@
+#ifndef _RAY_SCENE_H
+#define _RAY_SCENE_H
+
+#include "fb.h"
+
+#include "ray_camera.h"
+#include "ray_color.h"
+#include "ray_ray.h"
+#include "ray_threads.h"
+
+typedef union ray_object_t ray_object_t;
+
+typedef struct ray_scene_t {
+ ray_object_t *objects;
+ unsigned n_objects;
+
+ ray_object_t *lights;
+ unsigned n_lights;
+
+ ray_color_t ambient_color;
+ float ambient_brightness;
+} ray_scene_t;
+
+void ray_scene_render_fragments(ray_scene_t *scene, ray_camera_t *camera, ray_threads_t *threads, fb_fragment_t *fragments);
+void ray_scene_render_fragment(ray_scene_t *scene, ray_camera_t *camera, fb_fragment_t *fragment);
+
+#endif
diff --git a/src/modules/ray/ray_surface.h b/src/modules/ray/ray_surface.h
new file mode 100644
index 0000000..b3e3c68
--- /dev/null
+++ b/src/modules/ray/ray_surface.h
@@ -0,0 +1,14 @@
+#ifndef _RAY_MATERIAL_H
+#define _RAY_MATERIAL_H
+
+#include "ray_3f.h"
+#include "ray_color.h"
+
+/* Surface properties we expect every object to be able to introspect */
+typedef struct ray_surface_t {
+ ray_color_t color;
+ float specular;
+ float diffuse;
+} ray_surface_t;
+
+#endif
diff --git a/src/modules/ray/ray_threads.c b/src/modules/ray/ray_threads.c
new file mode 100644
index 0000000..2369687
--- /dev/null
+++ b/src/modules/ray/ray_threads.c
@@ -0,0 +1,111 @@
+#include <pthread.h>
+#include <stdlib.h>
+
+#include "fb.h"
+
+#include "ray_scene.h"
+#include "ray_threads.h"
+
+#define BUSY_WAIT_NUM 1000000000 /* How much to spin before sleeping in pthread_cond_wait() */
+
+/* for now assuming x86 */
+#define cpu_relax() \
+ __asm__ __volatile__ ( "pause\n" : : : "memory")
+
+/* This is a very simple/naive implementation, there's certainly room for improvement.
+ *
+ * Without the BUSY_WAIT_NUM spinning this approach seems to leave a fairly
+ * substantial proportion of CPU idle while waiting for the render thread to
+ * complete on my core 2 duo.
+ *
+ * It's probably just latency in getting the render thread woken when the work
+ * is submitted, and since the fragments are split equally the main thread gets
+ * a head start and has to wait when it finishes first. The spinning is just
+ * an attempt to avoid going to sleep while the render threads finish, there
+ * still needs to be improvement in how the work is submitted.
+ *
+ * I haven't spent much time on optimizing the raytracer yet.
+ */
+
+static void * ray_thread_func(void *_thread)
+{
+ ray_thread_t *thread = _thread;
+
+ for (;;) {
+ pthread_mutex_lock(&thread->mutex);
+ while (thread->fragment == NULL)
+ pthread_cond_wait(&thread->cond, &thread->mutex);
+
+ ray_scene_render_fragment(thread->scene, thread->camera, thread->fragment);
+ thread->fragment = NULL;
+ pthread_mutex_unlock(&thread->mutex);
+ pthread_cond_signal(&thread->cond);
+ }
+
+ return NULL;
+}
+
+
+void ray_thread_fragment_submit(ray_thread_t *thread, ray_scene_t *scene, ray_camera_t *camera, fb_fragment_t *fragment)
+{
+ pthread_mutex_lock(&thread->mutex);
+ while (thread->fragment != NULL) /* XXX: never true due to ray_thread_wait_idle() */
+ pthread_cond_wait(&thread->cond, &thread->mutex);
+
+ thread->fragment = fragment;
+ thread->scene = scene;
+ thread->camera = camera;
+
+ pthread_mutex_unlock(&thread->mutex);
+ pthread_cond_signal(&thread->cond);
+}
+
+
+void ray_thread_wait_idle(ray_thread_t *thread)
+{
+ unsigned n;
+
+ /* Spin before going to sleep, the other thread should not take substantially longer. */
+ for (n = 0; thread->fragment != NULL && n < BUSY_WAIT_NUM; n++)
+ cpu_relax();
+
+ pthread_mutex_lock(&thread->mutex);
+ while (thread->fragment != NULL)
+ pthread_cond_wait(&thread->cond, &thread->mutex);
+ pthread_mutex_unlock(&thread->mutex);
+}
+
+
+ray_threads_t * ray_threads_create(unsigned num)
+{
+ ray_threads_t *threads;
+ unsigned i;
+
+ threads = malloc(sizeof(ray_threads_t) + sizeof(ray_thread_t) * num);
+ if (!threads)
+ return NULL;
+
+ for (i = 0; i < num; i++) {
+ pthread_mutex_init(&threads->threads[i].mutex, NULL);
+ pthread_cond_init(&threads->threads[i].cond, NULL);
+ threads->threads[i].fragment = NULL;
+ pthread_create(&threads->threads[i].thread, NULL, ray_thread_func, &threads->threads[i]);
+ }
+ threads->n_threads = num;
+
+ return threads;
+}
+
+
+void ray_threads_destroy(ray_threads_t *threads)
+{
+ unsigned i;
+
+ for (i = 0; i < threads->n_threads; i++)
+ pthread_cancel(threads->threads[i].thread);
+
+ for (i = 0; i < threads->n_threads; i++)
+ pthread_join(threads->threads[i].thread, NULL);
+
+ free(threads);
+}
diff --git a/src/modules/ray/ray_threads.h b/src/modules/ray/ray_threads.h
new file mode 100644
index 0000000..b4c601d
--- /dev/null
+++ b/src/modules/ray/ray_threads.h
@@ -0,0 +1,30 @@
+#ifndef _RAY_THREADS_H
+#define _RAY_THREADS_H
+
+#include <pthread.h>
+
+typedef struct ray_scene_t ray_scene_t;
+typedef struct ray_camera_t ray_camera_t;
+typedef struct fb_fragment_t fb_fragment_t;
+
+typedef struct ray_thread_t {
+ pthread_t thread;
+ pthread_mutex_t mutex;
+ pthread_cond_t cond;
+ ray_scene_t *scene;
+ ray_camera_t *camera;
+ fb_fragment_t *fragment;
+} ray_thread_t;
+
+typedef struct ray_threads_t {
+ unsigned n_threads;
+ ray_thread_t threads[];
+} ray_threads_t;
+
+
+ray_threads_t * ray_threads_create(unsigned num);
+void ray_threads_destroy(ray_threads_t *threads);
+
+void ray_thread_fragment_submit(ray_thread_t *thread, ray_scene_t *scene, ray_camera_t *camera, fb_fragment_t *fragment);
+void ray_thread_wait_idle(ray_thread_t *thread);
+#endif
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