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authorTavian Barnes <tavianator@gmail.com>2011-12-05 19:40:30 -0500
committerTavian Barnes <tavianator@gmail.com>2011-12-05 19:41:06 -0500
commit0f6df6bc1eb9ded4a9a1a9e2c7ad50646cfb5aac (patch)
tree02ed22a80af4dbee542810b93231476b404ccfc2 /libdimension/raytrace.c
parent3788cd05eb4a4c30bb659b2be6339edf94a9f8c0 (diff)
downloaddimension-0f6df6bc1eb9ded4a9a1a9e2c7ad50646cfb5aac.tar.xz
Rename raytrace.{c,h} to ray_trace.{c,h}.
Diffstat (limited to 'libdimension/raytrace.c')
-rw-r--r--libdimension/raytrace.c503
1 files changed, 0 insertions, 503 deletions
diff --git a/libdimension/raytrace.c b/libdimension/raytrace.c
deleted file mode 100644
index dd84a26..0000000
--- a/libdimension/raytrace.c
+++ /dev/null
@@ -1,503 +0,0 @@
-/*************************************************************************
- * Copyright (C) 2010-2011 Tavian Barnes <tavianator@tavianator.com> *
- * *
- * This file is part of The Dimension Library. *
- * *
- * The Dimension Library is free software; you can redistribute it and/ *
- * or modify it under the terms of the GNU Lesser General Public License *
- * as published by the Free Software Foundation; either version 3 of the *
- * License, or (at your option) any later version. *
- * *
- * The Dimension Library is distributed in the hope that it will be *
- * useful, but WITHOUT ANY WARRANTY; without even the implied warranty *
- * of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU *
- * Lesser General Public License for more details. *
- * *
- * You should have received a copy of the GNU Lesser General Public *
- * License along with this program. If not, see *
- * <http://www.gnu.org/licenses/>. *
- *************************************************************************/
-
-/**
- * @file
- * The ray-tracing algorithm.
- */
-
-#include "dimension-internal.h"
-#include <stdlib.h>
-
-/*
- * Boilerplate for multithreading
- */
-
-/** Payload type for passing arguments to worker threads. */
-typedef struct {
- dmnsn_future *future;
- dmnsn_scene *scene;
- dmnsn_prtree *prtree;
-} dmnsn_ray_trace_payload;
-
-/* Ray-trace a scene */
-void
-dmnsn_ray_trace(dmnsn_scene *scene)
-{
- dmnsn_future *future = dmnsn_ray_trace_async(scene);
- if (dmnsn_future_join(future) != 0) {
- dmnsn_error("Error occured while ray-tracing.");
- }
-}
-
-/** Background thread callback. */
-static int dmnsn_ray_trace_scene_thread(void *ptr);
-
-/* Ray-trace a scene in the background */
-dmnsn_future *
-dmnsn_ray_trace_async(dmnsn_scene *scene)
-{
- dmnsn_future *future = dmnsn_new_future();
-
- dmnsn_ray_trace_payload *payload =
- dmnsn_malloc(sizeof(dmnsn_ray_trace_payload));
- payload->future = future;
- payload->scene = scene;
-
- dmnsn_new_thread(future, dmnsn_ray_trace_scene_thread, payload);
-
- return future;
-}
-
-/** Worker thread callback. */
-static int dmnsn_ray_trace_scene_concurrent(void *ptr, unsigned int thread,
- unsigned int nthreads);
-
-/* Thread callback -- set up the multithreaded engine */
-static int
-dmnsn_ray_trace_scene_thread(void *ptr)
-{
- dmnsn_ray_trace_payload *payload = ptr;
-
- /* Pre-calculate bounding box transformations, etc. */
- dmnsn_scene_initialize(payload->scene);
-
- /* Time the bounding tree construction */
- dmnsn_timer_start(&payload->scene->bounding_timer);
- payload->prtree = dmnsn_new_prtree(payload->scene->objects);
- dmnsn_timer_stop(&payload->scene->bounding_timer);
-
- /* Set up the future object */
- dmnsn_future_set_total(payload->future, payload->scene->canvas->height);
-
- /* Time the render itself */
- dmnsn_timer_start(&payload->scene->render_timer);
- int ret = dmnsn_execute_concurrently(dmnsn_ray_trace_scene_concurrent,
- payload, payload->scene->nthreads);
- dmnsn_timer_stop(&payload->scene->render_timer);
-
- dmnsn_delete_prtree(payload->prtree);
- dmnsn_free(payload);
-
- return ret;
-}
-
-/*
- * Ray-tracing algorithm
- */
-
-/** The current state of the ray-tracing engine. */
-typedef struct dmnsn_rtstate {
- const struct dmnsn_rtstate *parent;
-
- const dmnsn_scene *scene;
- const dmnsn_intersection *intersection;
- const dmnsn_texture *texture;
- const dmnsn_interior *interior;
- const dmnsn_prtree *prtree;
- unsigned int reclevel;
-
- dmnsn_vector r;
- dmnsn_vector pigment_r;
- dmnsn_vector viewer;
- dmnsn_vector reflected;
- dmnsn_vector light;
-
- dmnsn_color pigment;
- dmnsn_color diffuse;
- dmnsn_color additional;
-
- double ior;
-
- dmnsn_color adc_value;
-} dmnsn_rtstate;
-
-/** Compute a ray-tracing state from an intersection. */
-static inline void
-dmnsn_rtstate_initialize(dmnsn_rtstate *state,
- const dmnsn_intersection *intersection)
-{
- state->intersection = intersection;
- state->texture = intersection->object->texture;
- state->interior = intersection->object->interior;
-
- state->r = dmnsn_line_point(intersection->ray, intersection->t);
- state->pigment_r = dmnsn_transform_point(
- intersection->object->pigment_trans,
- state->r
- );
- state->viewer = dmnsn_vector_normalized(
- dmnsn_vector_negate(intersection->ray.n)
- );
- state->reflected = dmnsn_vector_sub(
- dmnsn_vector_mul(
- 2*dmnsn_vector_dot(state->viewer, intersection->normal),
- intersection->normal),
- state->viewer
- );
-
- state->pigment = dmnsn_black;
- state->diffuse = dmnsn_black;
- state->additional = dmnsn_black;
-}
-
-/** Main helper for dmnsn_ray_trace_scene_impl - shoot a ray. */
-static dmnsn_color dmnsn_ray_shoot(dmnsn_rtstate *state, dmnsn_line ray);
-
-/* Actually ray-trace a scene */
-static int
-dmnsn_ray_trace_scene_concurrent(void *ptr, unsigned int thread,
- unsigned int nthreads)
-{
- const dmnsn_ray_trace_payload *payload = ptr;
- dmnsn_future *future = payload->future;
- dmnsn_scene *scene = payload->scene;
- dmnsn_prtree *prtree = payload->prtree;
-
- dmnsn_rtstate state = {
- .parent = NULL,
- .scene = scene,
- .prtree = prtree,
- };
-
- /* Iterate through each pixel */
- for (size_t y = thread; y < scene->canvas->height; y += nthreads) {
- for (size_t x = 0; x < scene->canvas->width; ++x) {
- /* Get the ray corresponding to the (x,y)'th pixel */
- dmnsn_line ray = dmnsn_camera_ray(
- scene->camera,
- ((double)(x + scene->region_x))/(scene->outer_width - 1),
- ((double)(y + scene->region_y))/(scene->outer_height - 1)
- );
-
- /* Shoot a ray */
- state.reclevel = scene->reclimit;
- state.ior = 1.0;
- state.adc_value = dmnsn_white;
- dmnsn_color color = dmnsn_ray_shoot(&state, ray);
-
- dmnsn_canvas_set_pixel(scene->canvas, x, y, color);
- }
-
- dmnsn_future_increment(future);
- }
-
- return 0;
-}
-
-/** Calculate the background color. */
-static dmnsn_color
-dmnsn_trace_background(const dmnsn_rtstate *state, dmnsn_line ray)
-{
- dmnsn_pigment *background = state->scene->background;
- if (state->scene->quality & DMNSN_RENDER_PIGMENT) {
- return dmnsn_pigment_evaluate(background, dmnsn_vector_normalized(ray.n));
- } else {
- return background->quick_color;
- }
-}
-
-/** Calculate the base pigment at the intersection. */
-static void
-dmnsn_trace_pigment(dmnsn_rtstate *state)
-{
- dmnsn_pigment *pigment = state->texture->pigment;
- if (state->scene->quality & DMNSN_RENDER_PIGMENT) {
- state->pigment = dmnsn_pigment_evaluate(pigment, state->pigment_r);
- } else {
- state->pigment = pigment->quick_color;
- }
-
- state->diffuse = state->pigment;
-}
-
-/** Get the color of a light ray at an intersection point. */
-static bool
-dmnsn_trace_light_ray(dmnsn_rtstate *state, const dmnsn_light *light,
- dmnsn_color *color)
-{
- /** @todo: Start at the light source */
- dmnsn_line shadow_ray = dmnsn_new_line(
- state->r,
- light->direction_fn(light, state->r)
- );
- state->light = dmnsn_vector_normalized(shadow_ray.n);
- /* Add epsilon to avoid hitting ourselves with the shadow ray */
- shadow_ray = dmnsn_line_add_epsilon(shadow_ray);
-
- /* Check if we're casting a shadow on ourself */
- if (dmnsn_vector_dot(shadow_ray.n, state->intersection->normal)
- * dmnsn_vector_dot(state->viewer, state->intersection->normal) < 0.0)
- {
- return false;
- }
-
- *color = light->illumination_fn(light, state->r);
-
- /* Test for shadow ray intersections */
- unsigned int reclevel = state->reclevel;
- while (reclevel-- > 0
- && dmnsn_color_intensity(*color) >= state->scene->adc_bailout)
- {
- dmnsn_intersection shadow_caster;
- bool shadow_was_cast = dmnsn_prtree_intersection(state->prtree, shadow_ray,
- &shadow_caster, false);
-
- if (!shadow_was_cast || !light->shadow_fn(light, shadow_caster.t)) {
- return true;
- }
-
- /* Handle transparency */
- if (state->scene->quality & DMNSN_RENDER_TRANSPARENCY) {
- dmnsn_rtstate shadow_state = *state;
- dmnsn_rtstate_initialize(&shadow_state, &shadow_caster);
- dmnsn_trace_pigment(&shadow_state);
-
- if (shadow_state.pigment.trans >= dmnsn_epsilon) {
- /* Reflect the light */
- const dmnsn_reflection *reflection =
- shadow_state.texture->finish.reflection;
- if ((state->scene->quality & DMNSN_RENDER_REFLECTION) && reflection) {
- dmnsn_color reflected = reflection->reflection_fn(
- reflection, *color, shadow_state.pigment, shadow_state.reflected,
- shadow_state.intersection->normal
- );
- *color = dmnsn_color_sub(*color, reflected);
- }
-
- /* Filter the light */
- *color = dmnsn_filter_light(*color, shadow_state.pigment);
- shadow_ray.x0 = dmnsn_line_point(shadow_ray, shadow_caster.t);
- shadow_ray.n = light->direction_fn(light, shadow_ray.x0);
- shadow_ray = dmnsn_line_add_epsilon(shadow_ray);
- continue;
- }
- }
-
- break;
- }
-
- return false;
-}
-
-/** Handle light, shadow, and shading. */
-static void
-dmnsn_trace_lighting(dmnsn_rtstate *state)
-{
- /* The ambient color */
- state->diffuse = dmnsn_black;
-
- const dmnsn_finish *finish = &state->texture->finish;
- if (finish->ambient) {
- state->diffuse =
- finish->ambient->ambient_fn(finish->ambient, state->pigment);
- }
-
- /* Iterate over each light */
- DMNSN_ARRAY_FOREACH (dmnsn_light **, light, state->scene->lights) {
- dmnsn_color light_color;
- if (dmnsn_trace_light_ray(state, *light, &light_color)) {
- if (state->scene->quality & DMNSN_RENDER_FINISH) {
- /* Get this light's specular contribution to the object */
- dmnsn_color specular = dmnsn_black;
- if (finish->specular) {
- specular = finish->specular->specular_fn(
- finish->specular, light_color, state->pigment, state->light,
- state->intersection->normal, state->viewer
- );
- light_color = dmnsn_color_sub(light_color, specular);
- }
-
- /* Reflect the light */
- const dmnsn_reflection *reflection = state->texture->finish.reflection;
- if ((state->scene->quality & DMNSN_RENDER_REFLECTION) && reflection) {
- dmnsn_color reflected = reflection->reflection_fn(
- reflection, light_color, state->pigment, state->reflected,
- state->intersection->normal
- );
- light_color = dmnsn_color_sub(light_color, reflected);
- }
-
- /* Get this light's diffuse contribution to the object */
- dmnsn_color diffuse = dmnsn_black;
- if (finish->diffuse) {
- diffuse = finish->diffuse->diffuse_fn(
- finish->diffuse, light_color, state->pigment, state->light,
- state->intersection->normal
- );
- }
-
- state->diffuse = dmnsn_color_add(diffuse, state->diffuse);
- state->additional = dmnsn_color_add(specular, state->additional);
- } else {
- state->diffuse = state->pigment;
- state->diffuse.trans = 0.0;
- state->diffuse.filter = 0.0;
- }
- }
- }
-}
-
-/** Trace a reflected ray. */
-static dmnsn_color
-dmnsn_trace_reflection(const dmnsn_rtstate *state)
-{
- dmnsn_color reflected = dmnsn_black;
-
- const dmnsn_reflection *reflection = state->texture->finish.reflection;
- if (reflection) {
- dmnsn_line refl_ray = dmnsn_new_line(state->r, state->reflected);
- refl_ray = dmnsn_line_add_epsilon(refl_ray);
-
- dmnsn_rtstate recursive_state = *state;
-
- /* Calculate ADC value */
- recursive_state.adc_value = reflection->reflection_fn(
- reflection, state->adc_value, state->pigment, state->reflected,
- state->intersection->normal
- );
-
- /* Shoot the reflected ray */
- dmnsn_color rec = dmnsn_ray_shoot(&recursive_state, refl_ray);
- reflected = reflection->reflection_fn(
- reflection, rec, state->pigment, state->reflected,
- state->intersection->normal
- );
- reflected.trans = 0.0;
- reflected.filter = 0.0;
- }
-
- return reflected;
-}
-
-/** Handle transparency - must be called last to work correctly. */
-static void
-dmnsn_trace_transparency(dmnsn_rtstate *state)
-{
- if (state->pigment.trans >= dmnsn_epsilon) {
- dmnsn_line trans_ray = dmnsn_new_line(state->r, state->intersection->ray.n);
- trans_ray = dmnsn_line_add_epsilon(trans_ray);
-
- dmnsn_vector r = dmnsn_vector_normalized(trans_ray.n);
- dmnsn_vector n = state->intersection->normal;
-
- dmnsn_rtstate recursive_state = *state;
-
- /* Calculate new refractive index */
- if (dmnsn_vector_dot(r, n) < 0.0) {
- /* We are entering an object */
- recursive_state.ior = state->interior->ior;
- recursive_state.parent = state;
- } else {
- /* We are leaving an object */
- recursive_state.ior = state->parent ? state->parent->ior : 1.0;
- recursive_state.parent = state->parent ? state->parent->parent : NULL;
- }
-
- /* Calculate transmitted ray direction */
- double iorr = state->ior/recursive_state.ior; /* ior ratio */
- double c1 = -dmnsn_vector_dot(r, n);
- double c2 = 1.0 - iorr*iorr*(1.0 - c1*c1);
- if (c2 <= 0.0) {
- /* Total internal reflection */
- return;
- }
- c2 = sqrt(c2);
- if (c1 >= 0.0) {
- trans_ray.n = dmnsn_vector_add(
- dmnsn_vector_mul(iorr, r),
- dmnsn_vector_mul(iorr*c1 - c2, n)
- );
- } else {
- trans_ray.n = dmnsn_vector_add(
- dmnsn_vector_mul(iorr, r),
- dmnsn_vector_mul(iorr*c1 + c2, n)
- );
- }
-
- /* Calculate ADC value */
- recursive_state.adc_value =
- dmnsn_filter_light(state->adc_value, state->pigment);
-
- /* Shoot the transmitted ray */
- dmnsn_color rec = dmnsn_ray_shoot(&recursive_state, trans_ray);
- dmnsn_color filtered = dmnsn_filter_light(rec, state->pigment);
-
- /* Conserve energy */
- const dmnsn_reflection *reflection = state->texture->finish.reflection;
- if ((state->scene->quality & DMNSN_RENDER_REFLECTION) && reflection) {
- dmnsn_color reflected = reflection->reflection_fn(
- reflection, filtered, state->pigment, state->reflected,
- state->intersection->normal
- );
- filtered = dmnsn_color_sub(filtered, reflected);
- }
-
- state->diffuse.filter = state->pigment.filter;
- state->diffuse.trans = state->pigment.trans;
- state->diffuse = dmnsn_apply_transparency(filtered, state->diffuse);
- }
-}
-
-/* Shoot a ray, and calculate the color */
-static dmnsn_color
-dmnsn_ray_shoot(dmnsn_rtstate *state, dmnsn_line ray)
-{
- if (state->reclevel == 0
- || dmnsn_color_intensity(state->adc_value) < state->scene->adc_bailout)
- {
- return dmnsn_black;
- }
-
- --state->reclevel;
-
- dmnsn_intersection intersection;
- bool reset = state->reclevel == state->scene->reclimit - 1;
- if (dmnsn_prtree_intersection(state->prtree, ray, &intersection, reset)) {
- /* Found an intersection */
- dmnsn_rtstate_initialize(state, &intersection);
-
- /* Pigment */
- dmnsn_trace_pigment(state);
-
- /* Finishes and shadows */
- if (state->scene->quality & DMNSN_RENDER_LIGHTS) {
- dmnsn_trace_lighting(state);
- }
-
- /* Reflection */
- if (state->scene->quality & DMNSN_RENDER_REFLECTION) {
- state->additional = dmnsn_color_add(
- dmnsn_trace_reflection(state),
- state->additional
- );
- }
-
- /* Transparency */
- if (state->scene->quality & DMNSN_RENDER_TRANSPARENCY) {
- dmnsn_trace_transparency(state);
- }
-
- return dmnsn_color_add(state->diffuse, state->additional);
- } else {
- /* No intersection, return the background color */
- return dmnsn_trace_background(state, ray);
- }
-}