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authorTavian Barnes <tavianator@gmail.com>2009-11-19 02:23:49 -0500
committerTavian Barnes <tavianator@gmail.com>2009-11-19 02:23:49 -0500
commit4c55801feb15617888472def76ca4d1a60b3a107 (patch)
treefc706a1fc2f8790808572854dde67d2ed2fb4ca4
parentceb088e3babd18b6685f6e3eb85c839609748045 (diff)
downloaddimension-4c55801feb15617888472def76ca4d1a60b3a107.tar.xz
Refactor raytrace.c a bit.
-rw-r--r--libdimension/raytrace.c137
1 files changed, 81 insertions, 56 deletions
diff --git a/libdimension/raytrace.c b/libdimension/raytrace.c
index 4d99498..143c2bc 100644
--- a/libdimension/raytrace.c
+++ b/libdimension/raytrace.c
@@ -22,6 +22,10 @@
#include <unistd.h> /* For sysconf */
#include <stdbool.h>
+/*
+ * Boilerplate for multithreading
+ */
+
/* Payload type for passing arguments to worker thread */
typedef struct {
@@ -207,14 +211,16 @@ dmnsn_raytrace_scene_multithread_thread(void *ptr)
return retval;
}
-/* Helper for dmnsn_raytrace_scene_impl - shoot a ray */
+/*
+ * Raytracing algorithm
+ */
+
+/* Main helper for dmnsn_raytrace_scene_impl - shoot a ray */
static dmnsn_color dmnsn_raytrace_shoot(dmnsn_line ray, dmnsn_scene *scene,
dmnsn_kD_splay_tree *kD_splay_tree,
dmnsn_color color);
-/*
- * Actually raytrace a scene
- */
+/* Actually raytrace a scene */
static int
dmnsn_raytrace_scene_impl(dmnsn_progress *progress, dmnsn_scene *scene,
dmnsn_kD_splay_tree *kD_splay_tree,
@@ -252,7 +258,17 @@ dmnsn_raytrace_scene_impl(dmnsn_progress *progress, dmnsn_scene *scene,
return 0;
}
-static const double epsilon = 1.0e-9;
+static dmnsn_line
+dmnsn_line_add_epsilon(dmnsn_line l)
+{
+ return dmnsn_line_construct(
+ dmnsn_vector_add(
+ l.x0,
+ dmnsn_vector_mul(1.0e-9, l.n)
+ ),
+ l.n
+ );
+}
static dmnsn_color
dmnsn_raytrace_pigment(dmnsn_intersection *intersection, dmnsn_scene *scene)
@@ -281,6 +297,55 @@ dmnsn_raytrace_pigment(dmnsn_intersection *intersection, dmnsn_scene *scene)
return color;
}
+/* Get the color of a light ray at an intersection point */
+static bool
+dmnsn_raytrace_light_ray(dmnsn_intersection *intersection, dmnsn_scene *scene,
+ dmnsn_kD_splay_tree *kD_splay_tree,
+ const dmnsn_light *light, dmnsn_color *color)
+{
+ *color = dmnsn_black;
+
+ dmnsn_vector x0 = dmnsn_line_point(intersection->ray, intersection->t);
+ dmnsn_line shadow_ray = dmnsn_line_construct(
+ x0,
+ dmnsn_vector_sub(light->x0, x0)
+ );
+ /* Add epsilon to avoid hitting ourselves with the shadow ray */
+ shadow_ray = dmnsn_line_add_epsilon(shadow_ray);
+
+ /* Search for an object in the way of the light source */
+ if (dmnsn_vector_dot(shadow_ray.n, intersection->normal) < 0.0)
+ return false;
+
+ *color = (*light->light_fn)(light, x0);
+
+ dmnsn_intersection *shadow_caster;
+ while (1) {
+ shadow_caster = dmnsn_kD_splay_search(kD_splay_tree, shadow_ray);
+
+ if (!shadow_caster || shadow_caster->t > 1.0) {
+ dmnsn_delete_intersection(shadow_caster);
+ break;
+ }
+
+ dmnsn_color pigment = dmnsn_raytrace_pigment(shadow_caster, scene);
+ if (pigment.filter || pigment.trans) {
+ *color = dmnsn_color_filter(*color, pigment);
+ shadow_ray.x0 = dmnsn_line_point(shadow_ray, shadow_caster->t);
+ shadow_ray.n = dmnsn_vector_sub(light->x0, shadow_ray.x0);
+ shadow_ray = dmnsn_line_add_epsilon(shadow_ray);
+ } else {
+ *color = dmnsn_black;
+ dmnsn_delete_intersection(shadow_caster);
+ return false;
+ }
+
+ dmnsn_delete_intersection(shadow_caster);
+ }
+
+ return true;
+}
+
static dmnsn_color
dmnsn_raytrace_lighting(dmnsn_intersection *intersection, dmnsn_scene *scene,
dmnsn_kD_splay_tree *kD_splay_tree, dmnsn_color color)
@@ -300,60 +365,23 @@ dmnsn_raytrace_lighting(dmnsn_intersection *intersection, dmnsn_scene *scene,
if (finish)
illum = dmnsn_color_mul(finish->ambient, color);
+ dmnsn_vector x0 = dmnsn_line_point(intersection->ray, intersection->t);
+
const dmnsn_light *light;
unsigned int i;
+ /* Iterate over each light */
for (i = 0; i < dmnsn_array_size(scene->lights); ++i) {
dmnsn_array_get(scene->lights, i, &light);
- dmnsn_vector x0 = dmnsn_line_point(intersection->ray, intersection->t);
- dmnsn_line shadow_ray = dmnsn_line_construct(
- /* Add epsilon*(light->x0 - x0) to avoid hitting ourself with the shadow
- ray */
- dmnsn_vector_add(
- x0,
- dmnsn_vector_mul(epsilon, dmnsn_vector_sub(light->x0, x0))
- ),
- dmnsn_vector_sub(light->x0, x0)
- );
-
- /* Search for an object in the way of the light source */
dmnsn_color light_color;
- bool lit = false;
- if (dmnsn_vector_dot(shadow_ray.n, intersection->normal) > 0.0) {
- lit = true;
- light_color = (*light->light_fn)(light, x0);
-
- dmnsn_intersection *shadow_caster;
- while (1) {
- shadow_caster = dmnsn_kD_splay_search(kD_splay_tree, shadow_ray);
-
- if (!shadow_caster || shadow_caster->t > 1.0) {
- dmnsn_delete_intersection(shadow_caster);
- break;
- }
-
- dmnsn_color pigment = dmnsn_raytrace_pigment(shadow_caster, scene);
- if (pigment.filter || pigment.trans) {
- light_color = dmnsn_color_filter(light_color, pigment);
- shadow_ray.x0 = dmnsn_vector_add(
- dmnsn_line_point(shadow_ray, shadow_caster->t),
- dmnsn_vector_mul(epsilon, shadow_ray.n)
- );
- shadow_ray.n = dmnsn_vector_sub(light->x0, shadow_ray.x0);
- } else {
- lit = false;
- dmnsn_delete_intersection(shadow_caster);
- break;
- }
-
- dmnsn_delete_intersection(shadow_caster);
- }
- }
-
- if (lit) {
+ if (dmnsn_raytrace_light_ray(intersection, scene, kD_splay_tree, light,
+ &light_color))
+ {
if (scene->quality >= DMNSN_RENDER_FINISH && finish) {
- dmnsn_vector ray = dmnsn_vector_normalize(shadow_ray.n);
+ dmnsn_vector ray = dmnsn_vector_normalize(
+ dmnsn_vector_sub(light->x0, x0)
+ );
dmnsn_vector normal = intersection->normal;
dmnsn_vector viewer
= dmnsn_vector_normalize(dmnsn_vector_negate(intersection->ray.n));
@@ -412,13 +440,10 @@ dmnsn_raytrace_shoot(dmnsn_line ray, dmnsn_scene *scene,
trans.trans = 0.0;
dmnsn_line trans_ray = dmnsn_line_construct(
- dmnsn_vector_add(
- dmnsn_line_point(ray, intersection->t),
- dmnsn_vector_mul(epsilon, ray.n)
- ),
+ dmnsn_line_point(ray, intersection->t),
ray.n
);
- trans_ray.n = ray.n;
+ trans_ray = dmnsn_line_add_epsilon(trans_ray);
dmnsn_color rec = dmnsn_raytrace_shoot(trans_ray,
scene,