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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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