summaryrefslogtreecommitdiff
path: root/src/modules/ray/ray.c
blob: 4c4bdd01700ff521c2e21304b64503ada58b2a04 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
#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_OBJECT_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, til_setup_t *setup)
{
	ray_context_t	*ctxt;

	ctxt = til_module_context_new(module, sizeof(ray_context_t), stream, seed, ticks, n_cpus, setup);
	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 int 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);

	return 0;
}


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>",
};
© All Rights Reserved