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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"
/* Copyright (C) 2016-2017 Vito Caputo <vcaputo@pengaru.com> */
static ray_object_t objects[] = {
{
.plane = {
.type = RAY_OBJECT_TYPE_PLANE,
.surface = {
.color = { .x = 0.6, .y = 0.3, .z = 0.8 },
.diffuse = 1.0f,
.specular = 0.2f,
.highlight_exponent = 20.0f
},
.normal = { .x = 0.0, .y = 1.0, .z = 0.0 },
.distance = 2.0f,
}
}, {
.sphere = {
.type = RAY_OBJECT_TYPE_SPHERE,
.surface = {
.color = { .x = 1.0, .y = 0.0, .z = 0.0 },
.diffuse = 1.0f,
.specular = 0.05f,
.highlight_exponent = 20.0f
},
.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 = 0.9f,
.specular = 0.4f,
.highlight_exponent = 20.0f
},
.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 = 0.9f,
.specular = 0.3f,
.highlight_exponent = 20.0f
},
.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 = 0.95f,
.specular = 0.85f,
.highlight_exponent = 1500.0f
},
.center = { .x = 0.2, .y = -1.25, .z = 0.0 },
.radius = 0.6f,
}
}
};
static ray_object_t lights[] = {
{
.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 },
},
}
}
}
};
static ray_camera_t camera = {
.position = { .x = 0.0, .y = 0.0, .z = 6.0 },
.orientation = {
.order = RAY_EULER_ORDER_YPR, /* yaw,pitch,roll */
.yaw = RAY_EULER_DEGREES(0.0f),
.pitch = RAY_EULER_DEGREES(0.0f),
.roll = RAY_EULER_DEGREES(180.0f),
},
.focal_length = 700.0f,
};
static ray_scene_t scene = {
.objects = objects,
.n_objects = nelems(objects),
.lights = lights,
.n_lights = nelems(lights),
.ambient_color = { .x = 1.0f, .y = 1.0f, .z = 1.0f },
.ambient_brightness = .04f,
};
static float r;
/* prepare a frame for concurrent rendering */
static void ray_prepare_frame(void *context, unsigned n_cpus, fb_fragment_t *fragment, rototiller_frame_t *res_frame)
{
/* TODO experiment with tiled fragments vs. rows */
res_frame->n_fragments = n_cpus;
fb_fragment_divide(fragment, n_cpus, res_frame->fragments);
/* TODO: the camera doesn't need the width and height anymore, the fragment has the frame_width/frame_height */
camera.width = fragment->frame_width,
camera.height = fragment->frame_height,
#if 1
/* animated point light source */
r += .02;
scene.lights[0].light.emitter.point.center.x = cosf(r) * 4.5f;
scene.lights[0].light.emitter.point.center.z = sinf(r * 3.0f) * 4.5f;
/* move the camera in a circle */
camera.position.x = sinf(r) * (cosf(r) * 2.0f + 5.0f);
camera.position.z = cosf(r) * (cosf(r) * 2.0f + 5.0f);
/* also move up and down */
camera.position.y = cosf(r * 1.3f) * 4.0f + 2.08f;
/* keep camera facing the origin */
camera.orientation.yaw = r;
/* tilt camera pitch in time with up and down movements, phase shifted appreciably */
camera.orientation.pitch = sinf((M_PI * 1.5f) + r * 1.3f) * .6f + -.35f;
#endif
ray_scene_prepare(&scene);
}
/* ray trace a simple scene into the fragment */
static void ray_render_fragment(void *context, fb_fragment_t *fragment)
{
ray_scene_render_fragment(&scene, &camera, fragment);
}
rototiller_module_t ray_module = {
.prepare_frame = ray_prepare_frame,
.render_fragment = ray_render_fragment,
.name = "ray",
.description = "Ray tracer (threaded)",
.author = "Vito Caputo <vcaputo@pengaru.com>",
.license = "GPLv2",
};
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