#include #include #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); 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); } #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); }