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-rw-r--r--src/modules/ray/Makefile.am4
-rw-r--r--src/modules/ray/ray_3f.h154
-rw-r--r--src/modules/ray/ray_camera.c70
-rw-r--r--src/modules/ray/ray_camera.h84
-rw-r--r--src/modules/ray/ray_color.h29
-rw-r--r--src/modules/ray/ray_euler.c90
-rw-r--r--src/modules/ray/ray_euler.h33
-rw-r--r--src/modules/ray/ray_light_emitter.h18
-rw-r--r--src/modules/ray/ray_object.h18
-rw-r--r--src/modules/ray/ray_object_light.h14
-rw-r--r--src/modules/ray/ray_object_plane.h16
-rw-r--r--src/modules/ray/ray_object_point.h15
-rw-r--r--src/modules/ray/ray_object_sphere.h16
-rw-r--r--src/modules/ray/ray_object_type.h12
-rw-r--r--src/modules/ray/ray_ray.h11
-rw-r--r--src/modules/ray/ray_render.c251
-rw-r--r--src/modules/ray/ray_render.h15
-rw-r--r--src/modules/ray/ray_render_object.h121
-rw-r--r--src/modules/ray/ray_render_object_plane.h61
-rw-r--r--src/modules/ray/ray_render_object_point.h45
-rw-r--r--src/modules/ray/ray_render_object_sphere.h90
-rw-r--r--src/modules/ray/ray_scene.h16
-rw-r--r--src/modules/ray/ray_surface.h15
23 files changed, 2 insertions, 1196 deletions
diff --git a/src/modules/ray/Makefile.am b/src/modules/ray/Makefile.am
index 6c5900a..5fec057 100644
--- a/src/modules/ray/Makefile.am
+++ b/src/modules/ray/Makefile.am
@@ -1,4 +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.c ray_euler.h ray_light_emitter.h 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_render.c ray_render.h ray_render_object.h ray_render_object_plane.h ray_render_object_point.h ray_render_object_sphere.h ray_scene.h ray_surface.h
+libray_a_SOURCES = ray.c
libray_a_CFLAGS = -ffast-math
-libray_a_CPPFLAGS = -I@top_srcdir@/src
+libray_a_CPPFLAGS = -I@top_srcdir@/src -I@top_srcdir@/src/libs/ray
diff --git a/src/modules/ray/ray_3f.h b/src/modules/ray/ray_3f.h
deleted file mode 100644
index 2c04a5a..0000000
--- a/src/modules/ray/ray_3f.h
+++ /dev/null
@@ -1,154 +0,0 @@
-#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(const ray_3f_t *a, const 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(const ray_3f_t *a, const 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(const 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(const ray_3f_t *a, const 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(const 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(const 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(const ray_3f_t *a, const 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(const 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(const ray_3f_t *v)
-{
- return ray_3f_mult_scalar(v, 1.0f / ray_3f_length(v));
-}
-
-
-/* return the distance between two arbitrary points */
-static inline float ray_3f_distance(const ray_3f_t *a, const ray_3f_t *b)
-{
- ray_3f_t delta = ray_3f_sub(a, b);
-
- return ray_3f_length(&delta);
-}
-
-
-/* return the cross product of two unit vectors */
-static inline ray_3f_t ray_3f_cross(const ray_3f_t *a, const 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(const ray_3f_t *a, const 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(const ray_3f_t *a, const 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
deleted file mode 100644
index b942cf3..0000000
--- a/src/modules/ray/ray_camera.c
+++ /dev/null
@@ -1,70 +0,0 @@
-#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(const ray_camera_t *camera, ray_camera_frame_t *frame)
-{
- ray_3f_t forward, left, up, right, down;
- float half_horiz = (float)camera->width * 0.5f;
- float half_vert = (float)camera->height * 0.5f;
-
- 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);
-}
-
-
-/* Prepare a frame of camera projection, initializing res_frame. */
-void ray_camera_frame_prepare(const ray_camera_t *camera, ray_camera_frame_t *res_frame)
-{
- res_frame->camera = camera;
-
- project_corners(camera, res_frame);
-
- res_frame->x_delta = 1.0f / (float)camera->width;
- res_frame->y_delta = 1.0f / (float)camera->height;
-}
-
-
-/* Begin a frame's fragment, initializing frame and ray. */
-void ray_camera_fragment_begin(ray_camera_frame_t *frame, fb_fragment_t *fb_fragment, ray_ray_t *res_ray, ray_camera_fragment_t *res_fragment)
-{
- res_fragment->frame = frame;
- res_fragment->fb_fragment = fb_fragment;
- res_fragment->ray = res_ray;
-
- res_fragment->x = res_fragment->y = 0;
-
- res_fragment->x_alpha = frame->x_delta * (float)fb_fragment->x;
- res_fragment->y_alpha = frame->y_delta * (float)fb_fragment->y;
-
- res_fragment->cur_w = ray_3f_lerp(&frame->nw, &frame->sw, res_fragment->y_alpha);
- res_fragment->cur_e = ray_3f_lerp(&frame->ne, &frame->se, res_fragment->y_alpha);
-
- res_ray->origin = frame->camera->position;
- res_ray->direction = ray_3f_nlerp(&res_fragment->cur_w, &res_fragment->cur_e, res_fragment->x_alpha);
-}
diff --git a/src/modules/ray/ray_camera.h b/src/modules/ray/ray_camera.h
deleted file mode 100644
index e393beb..0000000
--- a/src/modules/ray/ray_camera.h
+++ /dev/null
@@ -1,84 +0,0 @@
-#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 {
- const ray_camera_t *camera; /* the camera supplied to frame_begin() */
-
- ray_3f_t nw, ne, sw, se; /* directions pointing through the corners of the frame fragment */
- float x_delta, y_delta; /* interpolation step delta along the x and y axis */
-} ray_camera_frame_t;
-
-
-typedef struct ray_camera_fragment_t {
- ray_camera_frame_t *frame; /* the frame supplied to fragment_begin() */
- fb_fragment_t *fb_fragment; /* the fragment supplied to fragment_begin() */
- ray_ray_t *ray; /* the ray supplied to frame_begin(), which gets updated as we step through the frame. */
-
- 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 */
- unsigned x, y; /* integral position within frame fragment */
-} ray_camera_fragment_t;
-
-
-void ray_camera_frame_prepare(const ray_camera_t *camera, ray_camera_frame_t *res_frame);
-void ray_camera_fragment_begin(ray_camera_frame_t *frame, fb_fragment_t *fb_fragment, ray_ray_t *res_ray, ray_camera_fragment_t *res_fragment);
-
-
-/* Step the ray through the fragment on the x axis, returns 1 when rays remain on this axis, 0 at the end. */
-/* When 1 is returned, fragment->ray is left pointing through the new coordinate. */
-static inline int ray_camera_fragment_x_step(ray_camera_fragment_t *fragment)
-{
- fragment->x++;
-
- if (fragment->x >= fragment->fb_fragment->width) {
- fragment->x = 0;
- fragment->x_alpha = fragment->frame->x_delta * (float)fragment->fb_fragment->x;
- return 0;
- }
-
- fragment->x_alpha += fragment->frame->x_delta;
- fragment->ray->direction = ray_3f_nlerp(&fragment->cur_w, &fragment->cur_e, fragment->x_alpha);
-
- return 1;
-}
-
-
-/* Step the ray through the fragment on the y axis, returns 1 when rays remain on this axis, 0 at the end. */
-/* When 1 is returned, fragment->ray is left pointing through the new coordinate. */
-static inline int ray_camera_fragment_y_step(ray_camera_fragment_t *fragment)
-{
- fragment->y++;
-
- if (fragment->y >= fragment->fb_fragment->height) {
- fragment->y = 0;
- fragment->y_alpha = fragment->frame->y_delta * (float)fragment->fb_fragment->y;
- return 0;
- }
-
- fragment->y_alpha += fragment->frame->y_delta;
- fragment->cur_w = ray_3f_lerp(&fragment->frame->nw, &fragment->frame->sw, fragment->y_alpha);
- fragment->cur_e = ray_3f_lerp(&fragment->frame->ne, &fragment->frame->se, fragment->y_alpha);
- fragment->ray->direction = ray_3f_nlerp(&fragment->cur_w, &fragment->cur_e, fragment->x_alpha);
-
- return 1;
-}
-
-#endif
diff --git a/src/modules/ray/ray_color.h b/src/modules/ray/ray_color.h
deleted file mode 100644
index 9fe62c1..0000000
--- a/src/modules/ray/ray_color.h
+++ /dev/null
@@ -1,29 +0,0 @@
-#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.c b/src/modules/ray/ray_euler.c
deleted file mode 100644
index f143e25..0000000
--- a/src/modules/ray/ray_euler.c
+++ /dev/null
@@ -1,90 +0,0 @@
-#include <assert.h>
-#include <math.h>
-
-#include "ray_3f.h"
-#include "ray_euler.h"
-
-/* produce orthonormal basis vectors from euler angles, rotated in the specified order */
-void ray_euler_basis(const 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);
-
- /* Rotation matrices from http://www.songho.ca/opengl/gl_anglestoaxes.html */
- switch (e->order) {
- case RAY_EULER_ORDER_PYR:
- /* pitch, yaw, roll */
- 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;
-
- forward->x = sin_yaw;
- forward->y = -sin_pitch * cos_yaw;
- forward->z = cos_pitch * cos_yaw;
- break;
-
- case RAY_EULER_ORDER_YRP:
- /* yaw, roll, pitch */
- up->x = -cos_yaw * sin_roll * cos_pitch + sin_yaw * sin_pitch;
- up->y = cos_roll * cos_pitch;
- up->z = sin_yaw * sin_roll * cos_pitch + cos_yaw * sin_pitch;
-
- forward->x = cos_yaw * sin_roll * sin_pitch + sin_yaw * cos_pitch;
- forward->y = -cos_roll * sin_pitch;
- forward->z = -sin_yaw * sin_roll * sin_pitch + cos_yaw * cos_pitch;
- break;
-
- case RAY_EULER_ORDER_RPY:
- /* roll, pitch, yaw */
- up->x = -sin_roll * cos_pitch;
- up->y = cos_roll * cos_pitch;
- up->z = sin_pitch;
-
- forward->x = cos_roll * sin_yaw + sin_roll * sin_pitch * cos_yaw;
- forward->y = sin_roll * sin_yaw - cos_roll * sin_pitch * cos_yaw;
- forward->z = cos_pitch * cos_yaw;
- break;
-
- case RAY_EULER_ORDER_PRY:
- /* pitch, roll, yaw */
- up->x = -sin_roll;
- up->y = cos_pitch * cos_roll;
- up->z = sin_pitch * cos_roll;
-
- forward->x = cos_roll * sin_yaw;
- forward->y = cos_pitch * sin_roll * sin_yaw - sin_pitch * cos_yaw;
- forward->z = sin_pitch * sin_roll * sin_yaw + cos_pitch * cos_yaw;
- break;
-
- case RAY_EULER_ORDER_RYP:
- /* roll, yaw, pitch */
- up->x = -sin_roll * cos_pitch + cos_roll * sin_yaw * sin_pitch;
- up->y = cos_roll * cos_pitch + sin_roll * sin_yaw * sin_pitch;
- up->z = cos_yaw * sin_pitch;
-
- forward->x = sin_roll * sin_pitch + cos_roll * sin_yaw * cos_pitch;
- forward->y = -cos_roll * sin_pitch + sin_roll * sin_yaw * cos_pitch;
- forward->z = cos_yaw * cos_pitch;
- break;
-
- case RAY_EULER_ORDER_YPR:
- /* yaw, pitch, roll */
- up->x = -cos_yaw * sin_roll + sin_yaw * sin_pitch * cos_roll;
- up->y = cos_pitch * cos_roll;
- up->z = sin_yaw * sin_roll + cos_yaw * sin_pitch * cos_roll;
-
- forward->x = sin_yaw * cos_pitch;
- forward->y = -sin_pitch;
- forward->z = cos_yaw * cos_pitch;
- break;
-
- default:
- assert(0);
- }
-
- *left = ray_3f_cross(up, forward);
-}
diff --git a/src/modules/ray/ray_euler.h b/src/modules/ray/ray_euler.h
deleted file mode 100644
index 39da17e..0000000
--- a/src/modules/ray/ray_euler.h
+++ /dev/null
@@ -1,33 +0,0 @@
-#ifndef _RAY_EULER_H
-#define _RAY_EULER_H
-
-#include <math.h>
-
-#include "ray_3f.h"
-
-/* Desired order to apply euler angle rotations */
-typedef enum ray_euler_order_t {
- RAY_EULER_ORDER_PYR,
- RAY_EULER_ORDER_YRP,
- RAY_EULER_ORDER_RPY,
- RAY_EULER_ORDER_PRY,
- RAY_EULER_ORDER_RYP,
- RAY_EULER_ORDER_YPR,
-} ray_euler_order_t;
-
-/* euler angles are convenient for describing orientation */
-typedef struct ray_euler_t {
- ray_euler_order_t order; /* order to apply rotations in */
- 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))
-
-void ray_euler_basis(const ray_euler_t *e, ray_3f_t *forward, ray_3f_t *up, ray_3f_t *left);
-
-#endif
diff --git a/src/modules/ray/ray_light_emitter.h b/src/modules/ray/ray_light_emitter.h
deleted file mode 100644
index 3b5509e..0000000
--- a/src/modules/ray/ray_light_emitter.h
+++ /dev/null
@@ -1,18 +0,0 @@
-#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.h b/src/modules/ray/ray_object.h
deleted file mode 100644
index fc5ae1b..0000000
--- a/src/modules/ray/ray_object.h
+++ /dev/null
@@ -1,18 +0,0 @@
-#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"
-
-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;
-
-#endif
diff --git a/src/modules/ray/ray_object_light.h b/src/modules/ray/ray_object_light.h
deleted file mode 100644
index ca9bac9..0000000
--- a/src/modules/ray/ray_object_light.h
+++ /dev/null
@@ -1,14 +0,0 @@
-#ifndef _RAY_OBJECT_LIGHT_H
-#define _RAY_OBJECT_LIGHT_H
-
-#include "ray_light_emitter.h"
-#include "ray_object_type.h"
-
-
-typedef struct ray_object_light_t {
- ray_object_type_t type;
- float brightness;
- ray_light_emitter_t emitter;
-} ray_object_light_t;
-
-#endif
diff --git a/src/modules/ray/ray_object_plane.h b/src/modules/ray/ray_object_plane.h
deleted file mode 100644
index 96ed437..0000000
--- a/src/modules/ray/ray_object_plane.h
+++ /dev/null
@@ -1,16 +0,0 @@
-#ifndef _RAY_OBJECT_PLANE_H
-#define _RAY_OBJECT_PLANE_H
-
-#include "ray_3f.h"
-#include "ray_object_type.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;
-
-#endif
diff --git a/src/modules/ray/ray_object_point.h b/src/modules/ray/ray_object_point.h
deleted file mode 100644
index 5685fdc..0000000
--- a/src/modules/ray/ray_object_point.h
+++ /dev/null
@@ -1,15 +0,0 @@
-#ifndef _RAY_OBJECT_POINT_H
-#define _RAY_OBJECT_POINT_H
-
-#include "ray_3f.h"
-#include "ray_object_type.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;
-
-#endif
diff --git a/src/modules/ray/ray_object_sphere.h b/src/modules/ray/ray_object_sphere.h
deleted file mode 100644
index 71b6334..0000000
--- a/src/modules/ray/ray_object_sphere.h
+++ /dev/null
@@ -1,16 +0,0 @@
-#ifndef _RAY_OBJECT_SPHERE_H
-#define _RAY_OBJECT_SPHERE_H
-
-#include "ray_3f.h"
-#include "ray_object_type.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;
-
-#endif
diff --git a/src/modules/ray/ray_object_type.h b/src/modules/ray/ray_object_type.h
deleted file mode 100644
index ab797d2..0000000
--- a/src/modules/ray/ray_object_type.h
+++ /dev/null
@@ -1,12 +0,0 @@
-#ifndef _RAY_OBJECT_TYPE_H
-#define _RAY_OBJECT_TYPE_H
-
-typedef enum ray_object_type_t {
- RAY_OBJECT_TYPE_SENTINEL,
- 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
deleted file mode 100644
index 91469a2..0000000
--- a/src/modules/ray/ray_ray.h
+++ /dev/null
@@ -1,11 +0,0 @@
-#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_render.c b/src/modules/ray/ray_render.c
deleted file mode 100644
index 8b930f6..0000000
--- a/src/modules/ray/ray_render.c
+++ /dev/null
@@ -1,251 +0,0 @@
-#include <stdlib.h>
-#include <math.h>
-
-#include "fb.h"
-
-#include "ray_camera.h"
-#include "ray_color.h"
-#include "ray_render_object.h"
-#include "ray_ray.h"
-#include "ray_scene.h"
-
-#define MAX_RECURSION_DEPTH 4
-#define MIN_RELEVANCE 0.05f
-
-typedef struct ray_render_t {
- const ray_scene_t *scene; /* scene being rendered */
- const ray_camera_t *camera; /* camera rendering the scene */
-
- ray_color_t ambient_light;
- ray_camera_frame_t frame;
-
- ray_render_object_t objects[];
-} ray_render_t;
-
-/* Determine if the ray is obstructed by an object within the supplied distance, for shadows */
-static inline int ray_is_obstructed(ray_render_t *render, unsigned depth, ray_ray_t *ray, float distance)
-{
- ray_render_object_t *object;
-
- for (object = render->objects; object->type; object++) {
- float ood;
-
- if (ray_render_object_intersects_ray(object, depth, ray, &ood) &&
- ood < distance) {
- return 1;
- }
- }
-
- return 0;
-}
-
-
-/* shadow test */
-static inline int point_is_shadowed(ray_render_t *render, unsigned depth, ray_3f_t *light_direction, float distance, ray_3f_t *point)
-{
- ray_ray_t shadow_ray;
-
- shadow_ray.direction = *light_direction;
- shadow_ray.origin = *point;
-
- if (ray_is_obstructed(render, depth + 1, &shadow_ray, distance))
- return 1;
-
- return 0;
-}
-
-
-/* a faster powf() that's good enough for our purposes.
- * XXX: note there's a faster technique which exploits the IEEE floating point format:
- * https://github.com/ekmett/approximate/blob/master/cbits/fast.c#L185
- */
-static inline float approx_powf(float x, float y)
-{
- return expf(y * logf(x));
-}
-
-
-/* Determine the color @ distance on ray on object viewed from origin */
-static inline ray_color_t shade_intersection(ray_render_t *render, ray_render_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_render_object_surface(object, intersection);
- ray_color_t color = ray_3f_mult(&surface.color, &render->ambient_light);
- ray_object_t *light;
-
- /* visit lights for shadows and illumination */
- for (light = render->scene->lights; light->type; light++) {
- ray_3f_t lvec = ray_3f_sub(&light->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(render, depth, &lvec, ldist, intersection))
- 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);
- float intensity = light->light.brightness * (1.0 / (ldist * ldist));
- ray_color_t diffuse;
-
- diffuse = ray_3f_mult_scalar(&surface.color, lvec_normal_dot);
- diffuse = ray_3f_mult_scalar(&diffuse, surface.diffuse);
- color = ray_3f_add(&color, &diffuse);
-
- if (rvec_lvec_dot > 0) {
- ray_color_t specular;
-
- /* FIXME: assumes light is a point for its color */
- specular = ray_3f_mult_scalar(&light->light.emitter.point.surface.color, approx_powf(rvec_lvec_dot, surface.highlight_exponent));
- specular = ray_3f_mult_scalar(&specular, surface.specular);
- color = ray_3f_add(&color, &specular);
- }
-
- color = ray_3f_mult_scalar(&color, intensity);
-#else
- ray_color_t diffuse;
-
- diffuse = ray_3f_mult_scalar(&surface.color, lvec_normal_dot);
- color = ray_3f_add(&color, &diffuse);
-#endif
- }
- }
-
- /* for now just treat specular as the reflectivity */
- *res_reflectivity = surface.specular;
-
- return color;
-}
-
-
-static inline ray_render_object_t * find_nearest_intersection(ray_render_t *render, ray_render_object_t *reflector, ray_ray_t *ray, unsigned depth, float *res_distance)
-{
- ray_render_object_t *nearest_object = NULL;
- float nearest_object_distance = INFINITY;
- ray_render_object_t *object;
-
- for (object = render->objects; object->type; object++) {
- float distance;
-
- /* Don't bother checking if a reflected ray intersects the object reflecting it,
- * reflector = NULL for primary rays, which will never compare as true here. */
- if (object == reflector)
- continue;
-
- /* Does this ray intersect object? */
- if (ray_render_object_intersects_ray(object, depth, ray, &distance)) {
- /* Is it the nearest intersection? */
- if (distance < nearest_object_distance) {
- nearest_object = object;
- nearest_object_distance = distance;
- }
- }
- }
-
- if (nearest_object)
- *res_distance = nearest_object_distance;
-
- return nearest_object;
-}
-
-
-static inline ray_color_t trace_ray(ray_render_t *render, ray_ray_t *primary_ray)
-{
- ray_color_t color = { .x = 0.0f, .y = 0.0f, .z = 0.0f };
- ray_3f_t intersection, normal;
- ray_render_object_t *reflector = NULL;
- float relevance = 1.0f, reflectivity;
- unsigned depth = 0;
- ray_ray_t reflected_ray, *ray = primary_ray;
-
- do {
- ray_render_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;
- }
-
- nearest_object = find_nearest_intersection(render, 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_add(&ray->origin, &rvec);
- normal = ray_render_object_normal(nearest_object, &intersection);
-
- more_color = shade_intersection(render, nearest_object, ray, &intersection, &normal, depth, &reflectivity);
- more_color = ray_3f_mult_scalar(&more_color, relevance);
- color = ray_3f_add(&color, &more_color);
- }
-
- reflector = nearest_object;
- } while (reflector && (++depth < MAX_RECURSION_DEPTH) && (relevance *= reflectivity) >= MIN_RELEVANCE);
-
- return color;
-}
-
-
-void ray_render_trace_fragment(ray_render_t *render, fb_fragment_t *fb_fragment)
-{
- uint32_t *buf = fb_fragment->buf;
- ray_camera_fragment_t fragment;
- ray_ray_t ray;
-
- ray_camera_fragment_begin(&render->frame, fb_fragment, &ray, &fragment);
- do {
- do {
- *buf = ray_color_to_uint32_rgb(trace_ray(render, &ray));
- buf++;
- } while (ray_camera_fragment_x_step(&fragment));
-
- buf = ((void *)buf) + fb_fragment->stride;
- } while (ray_camera_fragment_y_step(&fragment));
-}
-
-
-/* prepare the scene for rendering with camera, must be called whenever anything in the scene+camera pair has been changed. */
-/* this is basically a time for the raytracer to precompute whatever it can which otherwise ends up occurring per-ray */
-/* the camera is included so primary rays which all have a common origin may be optimized for */
-ray_render_t * ray_render_new(const ray_scene_t *scene, const ray_camera_t *camera)
-{
- ray_render_t *render;
- ray_object_t *object;
- unsigned i;
-
- for (i = 0, object = scene->objects; object->type; object++)
- i++;
-
- render = malloc(sizeof(ray_render_t) + i * sizeof(ray_render_object_t));
- if (!render)
- return NULL;
-
- render->scene = scene;
- render->camera = camera;
-
- render->ambient_light = ray_3f_mult_scalar(&scene->ambient_color, scene->ambient_brightness);
- ray_camera_frame_prepare(camera, &render->frame);
-
- for (i = 0, object = scene->objects; object->type; object++)
- render->objects[i++] = ray_render_object_prepare(object, camera);
-
- return render;
-}
-
-
-void ray_render_free(ray_render_t *render)
-{
- free(render);
-}
diff --git a/src/modules/ray/ray_render.h b/src/modules/ray/ray_render.h
deleted file mode 100644
index dfd769f..0000000
--- a/src/modules/ray/ray_render.h
+++ /dev/null
@@ -1,15 +0,0 @@
-#ifndef _RAY_RENDER_H
-#define _RAY_RENDER_H
-
-#include "fb.h"
-
-#include "ray_camera.h"
-#include "ray_scene.h"
-
-typedef struct ray_render_t ray_render_t;
-
-ray_render_t * ray_render_new(const ray_scene_t *scene, const ray_camera_t *camera);
-void ray_render_free(ray_render_t *render);
-void ray_render_trace_fragment(ray_render_t *render, fb_fragment_t *fb_fragment);
-
-#endif
diff --git a/src/modules/ray/ray_render_object.h b/src/modules/ray/ray_render_object.h
deleted file mode 100644
index 1136eee..0000000
--- a/src/modules/ray/ray_render_object.h
+++ /dev/null
@@ -1,121 +0,0 @@
-#ifndef _RAY_RENDER_OBJECT_H
-#define _RAY_RENDER_OBJECT_H
-
-#include <assert.h>
-
-#include "ray_camera.h"
-#include "ray_object.h"
-#include "ray_object_type.h"
-#include "ray_render_object_plane.h"
-#include "ray_render_object_point.h"
-#include "ray_render_object_sphere.h"
-#include "ray_ray.h"
-#include "ray_surface.h"
-
-typedef union ray_render_object_t {
- ray_object_type_t type;
- ray_render_object_sphere_t sphere;
- ray_render_object_point_t point;
- ray_render_object_plane_t plane;
-} ray_render_object_t;
-
-
-
-/* Prepare an object for rendering.
- * If the object has any pre-calculating to do, this is where it happens.
- * The pre-calculated stuff is object-resident under a _prepared struct member.
- */
-static inline ray_render_object_t ray_render_object_prepare(const ray_object_t *object, const ray_camera_t *camera)
-{
- ray_render_object_t prepared = { .type = object->type };
-
- switch (object->type) {
- case RAY_OBJECT_TYPE_SPHERE:
- prepared.sphere = ray_render_object_sphere_prepare(&object->sphere, camera);
- break;
-
- case RAY_OBJECT_TYPE_POINT:
- prepared.point = ray_render_object_point_prepare(&object->point, camera);
- break;
-
- case RAY_OBJECT_TYPE_PLANE:
- prepared.plane = ray_render_object_plane_prepare(&object->plane, camera);
- break;
-
- case RAY_OBJECT_TYPE_LIGHT:
- /* TODO */
- break;
-
- default:
- assert(0);
- }
-
- return prepared;
-}
-
-
-/* Determine if a ray intersects object.
- * If the object is intersected, store where along the ray the intersection occurs in res_distance.
- */
-static inline int ray_render_object_intersects_ray(ray_render_object_t *object, unsigned depth, ray_ray_t *ray, float *res_distance)
-{
- switch (object->type) {
- case RAY_OBJECT_TYPE_SPHERE:
- return ray_render_object_sphere_intersects_ray(&object->sphere, depth, ray, res_distance);
-
- case RAY_OBJECT_TYPE_POINT:
- return ray_render_object_point_intersects_ray(&object->point, depth, ray, res_distance);
-
- case RAY_OBJECT_TYPE_PLANE:
- return ray_render_object_plane_intersects_ray(&object->plane, depth, ray, res_distance);
-
- case RAY_OBJECT_TYPE_LIGHT:
- /* TODO */
- default:
- assert(0);
- }
-}
-
-
-/* Return the surface normal of object @ point */
-static inline ray_3f_t ray_render_object_normal(ray_render_object_t *object, ray_3f_t *point)
-{
- switch (object->type) {
- case RAY_OBJECT_TYPE_SPHERE:
- return ray_render_object_sphere_normal(&object->sphere, point);
-
- case RAY_OBJECT_TYPE_POINT:
- return ray_render_object_point_normal(&object->point, point);
-
- case RAY_OBJECT_TYPE_PLANE:
- return ray_render_object_plane_normal(&object->plane, point);
-
- case RAY_OBJECT_TYPE_LIGHT:
- /* TODO */
- default:
- assert(0);
- }
-}
-
-
-/* Return the surface of object @ point */
-static inline ray_surface_t ray_render_object_surface(ray_render_object_t *object, ray_3f_t *point)
-{
- switch (object->type) {
- case RAY_OBJECT_TYPE_SPHERE:
- return ray_render_object_sphere_surface(&object->sphere, point);
-
- case RAY_OBJECT_TYPE_POINT:
- return ray_render_object_point_surface(&object->point, point);
-
- case RAY_OBJECT_TYPE_PLANE:
- return ray_render_object_plane_surface(&object->plane, point);
-
- case RAY_OBJECT_TYPE_LIGHT:
- /* TODO */
- default:
- assert(0);
- }
-}
-
-#endif
diff --git a/src/modules/ray/ray_render_object_plane.h b/src/modules/ray/ray_render_object_plane.h
deleted file mode 100644
index 6e00089..0000000
--- a/src/modules/ray/ray_render_object_plane.h
+++ /dev/null
@@ -1,61 +0,0 @@
-#ifndef _RAY_RENDER_OBJECT_PLANE_H
-#define _RAY_RENDER_OBJECT_PLANE_H
-
-#include "ray_3f.h"
-#include "ray_camera.h"
-#include "ray_object_plane.h"
-#include "ray_object_type.h"
-#include "ray_ray.h"
-#include "ray_surface.h"
-
-
-typedef struct ray_render_object_plane_t {
- ray_object_plane_t object;
- float primary_dot_plus;
-} ray_render_object_plane_t;
-
-
-static ray_render_object_plane_t ray_render_object_plane_prepare(const ray_object_plane_t *plane, const ray_camera_t *camera)
-{
- ray_render_object_plane_t prepared = { .object = *plane };
-
- prepared.primary_dot_plus = ray_3f_dot(&plane->normal, &camera->position) + plane->distance;
-
- return prepared;
-}
-
-
-static inline int ray_render_object_plane_intersects_ray(ray_render_object_plane_t *plane, unsigned depth, ray_ray_t *ray, float *res_distance)
-{
- float d = ray_3f_dot(&plane->object.normal, &ray->direction);
-
- if (d < 0.0f) {
- float distance = plane->primary_dot_plus;
-
- if (depth)
- distance = (ray_3f_dot(&plane->object.normal, &ray->origin) + plane->object.distance);
-
- distance /= -d;
- if (distance > 0.0f) {
- *res_distance = distance;
-
- return 1;
- }
- }
-
- return 0;
-}
-
-
-static inline ray_3f_t ray_render_object_plane_normal(ray_render_object_plane_t *plane, ray_3f_t *point)
-{
- return plane->object.normal;
-}
-
-
-static inline ray_surface_t ray_render_object_plane_surface(ray_render_object_plane_t *plane, ray_3f_t *point)
-{
- return plane->object.surface;
-}
-
-#endif
diff --git a/src/modules/ray/ray_render_object_point.h b/src/modules/ray/ray_render_object_point.h
deleted file mode 100644
index 52c6fd6..0000000
--- a/src/modules/ray/ray_render_object_point.h
+++ /dev/null
@@ -1,45 +0,0 @@
-#ifndef _RAY_RENDER_OBJECT_POINT_H
-#define _RAY_RENDER_OBJECT_POINT_H
-
-#include "ray_3f.h"
-#include "ray_camera.h"
-#include "ray_object_point.h"
-#include "ray_object_type.h"
-#include "ray_ray.h"
-#include "ray_surface.h"
-
-
-typedef struct ray_render_object_point_t {
- ray_object_point_t object;
-} ray_render_object_point_t;
-
-
-static ray_render_object_point_t ray_render_object_point_prepare(const ray_object_point_t *point, const ray_camera_t *camera)
-{
- ray_render_object_point_t prepared = { .object = *point };
-
- return prepared;
-}
-
-
-static inline int ray_render_object_point_intersects_ray(ray_render_object_point_t *point, unsigned depth, ray_ray_t *ray, float *res_distance)
-{
- /* TODO: determine a ray:point intersection */
- return 0;
-}
-
-
-static inline ray_3f_t ray_render_object_point_normal(ray_render_object_point_t *point, ray_3f_t *_point)
-{
- ray_3f_t normal;
-
- return normal;
-}
-
-
-static inline ray_surface_t ray_render_object_point_surface(ray_render_object_point_t *point, ray_3f_t *_point)
-{
- return point->object.surface;
-}
-
-#endif
diff --git a/src/modules/ray/ray_render_object_sphere.h b/src/modules/ray/ray_render_object_sphere.h
deleted file mode 100644
index addf1f5..0000000
--- a/src/modules/ray/ray_render_object_sphere.h
+++ /dev/null
@@ -1,90 +0,0 @@
-#ifndef _RAY_RENDER_OBJECT_SPHERE_H
-#define _RAY_RENDER_OBJECT_SPHERE_H
-
-#include <math.h>
-
-#include "ray_3f.h"
-#include "ray_camera.h"
-#include "ray_color.h"
-#include "ray_object_sphere.h"
-#include "ray_object_type.h"
-#include "ray_ray.h"
-#include "ray_surface.h"
-
-
-typedef struct ray_render_object_sphere_t {
- ray_object_sphere_t object;
- ray_3f_t primary_v;
- float primary_dot_vv;
- float r2;
- float r_inv;
-} ray_render_object_sphere_t;
-
-
-static ray_render_object_sphere_t ray_render_object_sphere_prepare(const ray_object_sphere_t *sphere, const ray_camera_t *camera)
-{
- ray_render_object_sphere_t prepared = { .object = *sphere };
-
- prepared.primary_v = ray_3f_sub(&sphere->center, &camera->position);
- prepared.primary_dot_vv = ray_3f_dot(&prepared.primary_v, &prepared.primary_v);
-
- prepared.r2 = sphere->radius * sphere->radius;
-
- /* to divide by radius via multiplication in ray_object_sphere_normal() */
- prepared.r_inv = 1.0f / sphere->radius;
-
- return prepared;
-}
-
-
-static inline int ray_render_object_sphere_intersects_ray(ray_render_object_sphere_t *sphere, unsigned depth, ray_ray_t *ray, float *res_distance)
-{
- ray_3f_t v = sphere->primary_v;
- float dot_vv = sphere->primary_dot_vv;
- float b, disc;
-
- if (depth) {
- v = ray_3f_sub(&sphere->object.center, &ray->origin);
- dot_vv = ray_3f_dot(&v, &v);
- }
-
- b = ray_3f_dot(&v, &ray->direction);
- disc = sphere->r2 - (dot_vv - (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_render_object_sphere_normal(ray_render_object_sphere_t *sphere, ray_3f_t *point)
-{
- ray_3f_t normal;
-
- normal = ray_3f_sub(point, &sphere->object.center);
- normal = ray_3f_mult_scalar(&normal, sphere->r_inv); /* normalize without the sqrt() */
-
- return normal;
-}
-
-
-/* return the surface of the sphere @ point */
-static inline ray_surface_t ray_render_object_sphere_surface(ray_render_object_sphere_t *sphere, ray_3f_t *point)
-{
- /* uniform solids for now... */
- return sphere->object.surface;
-}
-
-#endif
diff --git a/src/modules/ray/ray_scene.h b/src/modules/ray/ray_scene.h
deleted file mode 100644
index ff9c440..0000000
--- a/src/modules/ray/ray_scene.h
+++ /dev/null
@@ -1,16 +0,0 @@
-#ifndef _RAY_SCENE_H
-#define _RAY_SCENE_H
-
-#include "ray_color.h"
-
-typedef union ray_object_t ray_object_t;
-
-typedef struct ray_scene_t {
- ray_object_t *objects;
- ray_object_t *lights;
-
- ray_color_t ambient_color;
- float ambient_brightness;
-} ray_scene_t;
-
-#endif
diff --git a/src/modules/ray/ray_surface.h b/src/modules/ray/ray_surface.h
deleted file mode 100644
index 2e7544b..0000000
--- a/src/modules/ray/ray_surface.h
+++ /dev/null
@@ -1,15 +0,0 @@
-#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 highlight_exponent;
- float diffuse;
-} ray_surface_t;
-
-#endif
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