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#include <stdint.h>
#include <inttypes.h>
#include <math.h>
#include "til.h"
#include "til_fb.h"
#include "til_module_context.h"
#include "til_util.h"
#include "ray/ray_camera.h"
#include "ray/ray_object.h"
#include "ray/ray_render.h"
#include "ray/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,
}
}, {
.type = RAY_OBJECT_TYPE_SENTINEL,
}
};
static ray_object_t lights[] = {
{
.light = {
.type = RAY_OBJECT_TYPE_LIGHT,
.brightness = 15.0f,
.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 },
},
}
}
}, {
.type = RAY_OBJECT_TYPE_SENTINEL,
}
};
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(0.0f),
},
.focal_length = 700.0f,
/* TODO: these should probably be adjusted @ runtime to at least fit the aspect ratio
* of the frame being rendered.
*/
.film_width = 1000.f,
.film_height = 900.f,
};
static ray_scene_t scene = {
.objects = objects,
.lights = lights,
.ambient_color = { .x = 1.0f, .y = 1.0f, .z = 1.0f },
.ambient_brightness = .1f,
.gamma = .55f,
};
static float r;
typedef struct ray_context_t {
til_module_context_t til_module_context;
ray_render_t *render;
} ray_context_t;
static til_module_context_t * ray_create_context(const til_module_t *module, til_stream_t *stream, unsigned seed, unsigned ticks, unsigned n_cpus, char *path, til_setup_t *setup)
{
ray_context_t *ctxt;
ctxt = til_module_context_new(module, sizeof(ray_context_t), stream, seed, ticks, n_cpus, path);
if (!ctxt)
return NULL;
return &ctxt->til_module_context;
}
/* prepare a frame for concurrent rendering */
static void ray_prepare_frame(til_module_context_t *context, til_stream_t *stream, unsigned ticks, til_fb_fragment_t **fragment_ptr, til_frame_plan_t *res_frame_plan)
{
ray_context_t *ctxt = (ray_context_t *)context;
til_fb_fragment_t *fragment = *fragment_ptr;
*res_frame_plan = (til_frame_plan_t){ .fragmenter = til_fragmenter_tile64 };
#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 + RAY_EULER_DEGREES(180.0f);
/* 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
ctxt->render = ray_render_new(&scene, &camera, fragment->frame_width, fragment->frame_height);
}
/* ray trace a simple scene into the fragment */
static void ray_render_fragment(til_module_context_t *context, til_stream_t *stream, unsigned ticks, unsigned cpu, til_fb_fragment_t **fragment_ptr)
{
ray_context_t *ctxt = (ray_context_t *)context;
til_fb_fragment_t *fragment = *fragment_ptr;
ray_render_trace_fragment(ctxt->render, fragment);
}
static void ray_finish_frame(til_module_context_t *context, til_stream_t *stream, unsigned ticks, til_fb_fragment_t **fragment_ptr)
{
ray_context_t *ctxt = (ray_context_t *)context;
ray_render_free(ctxt->render);
}
til_module_t ray_module = {
.create_context = ray_create_context,
.prepare_frame = ray_prepare_frame,
.render_fragment = ray_render_fragment,
.finish_frame = ray_finish_frame,
.name = "ray",
.description = "Ray tracer (threaded)",
.author = "Vito Caputo <vcaputo@pengaru.com>",
};
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