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author | Tavian Barnes <tavianator@tavianator.com> | 2014-08-19 17:10:03 -0400 |
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committer | Tavian Barnes <tavianator@tavianator.com> | 2015-10-25 11:03:56 -0400 |
commit | 7b09710392d35fb55b52031d447a542d99fc6b4b (patch) | |
tree | 270eb927ee8c52ceeb99926ebf4843704775a610 /libdimension/render | |
parent | 200c86b91ea7063d35be3bffc11c5da53c054653 (diff) | |
download | dimension-7b09710392d35fb55b52031d447a542d99fc6b4b.tar.xz |
Modularize the libdimension codebase.
Diffstat (limited to 'libdimension/render')
-rw-r--r-- | libdimension/render/render.c | 548 |
1 files changed, 548 insertions, 0 deletions
diff --git a/libdimension/render/render.c b/libdimension/render/render.c new file mode 100644 index 0000000..842b41e --- /dev/null +++ b/libdimension/render/render.c @@ -0,0 +1,548 @@ +/************************************************************************* + * Copyright (C) 2010-2014 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 "internal/bvh.h" +#include "internal/concurrency.h" +#include "dimension/render.h" +#include <stdlib.h> + +//////////////////////////////////// +// Boilerplate for multithreading // +//////////////////////////////////// + +/// Payload type for passing arguments to worker threads. +typedef struct { + dmnsn_future *future; + dmnsn_scene *scene; + dmnsn_bvh *bvh; +} dmnsn_render_payload; + +// Ray-trace a scene +void +dmnsn_render(dmnsn_scene *scene) +{ + dmnsn_future *future = dmnsn_render_async(scene); + if (dmnsn_future_join(future) != 0) { + dmnsn_error("Error occured while ray-tracing."); + } +} + +/// Background thread callback. +static int dmnsn_render_scene_thread(void *ptr); + +// Ray-trace a scene in the background +dmnsn_future * +dmnsn_render_async(dmnsn_scene *scene) +{ + dmnsn_future *future = dmnsn_new_future(); + + dmnsn_render_payload *payload = DMNSN_MALLOC(dmnsn_render_payload); + payload->future = future; + payload->scene = scene; + + dmnsn_new_thread(future, dmnsn_render_scene_thread, payload); + + return future; +} + +/// Worker thread callback. +static int dmnsn_render_scene_concurrent(void *ptr, unsigned int thread, + unsigned int nthreads); + +// Thread callback -- set up the multithreaded engine +static int +dmnsn_render_scene_thread(void *ptr) +{ + dmnsn_render_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->bvh = dmnsn_new_bvh(payload->scene->objects, DMNSN_BVH_PRTREE); + 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(payload->future, + dmnsn_render_scene_concurrent, + payload, payload->scene->nthreads); + dmnsn_timer_stop(&payload->scene->render_timer); + + dmnsn_delete_bvh(payload->bvh); + 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_bvh *bvh; + unsigned int reclevel; + + dmnsn_vector r; + dmnsn_vector pigment_r; + dmnsn_vector viewer; + dmnsn_vector reflected; + + bool is_shadow_ray; + dmnsn_vector light_ray; + dmnsn_color light_color; + + dmnsn_tcolor pigment; + dmnsn_tcolor color; + + 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); +/// Main helper for dmnsn_render_scene_concurrent - shoot a ray. +static dmnsn_tcolor dmnsn_ray_shoot(dmnsn_rtstate *state, dmnsn_ray ray); + +// Actually ray-trace a scene +static int +dmnsn_render_scene_concurrent(void *ptr, unsigned int thread, unsigned int nthreads) +{ + const dmnsn_render_payload *payload = ptr; + dmnsn_future *future = payload->future; + dmnsn_scene *scene = payload->scene; + dmnsn_bvh *bvh = payload->bvh; + + dmnsn_rtstate state = { + .parent = NULL, + .scene = scene, + .bvh = bvh, + }; + + // 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_ray 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_tcolor tcolor = dmnsn_ray_shoot(&state, ray); + dmnsn_canvas_set_pixel(scene->canvas, x, y, tcolor); + } + + dmnsn_future_increment(future); + } + + return 0; +} + +// Compute rtstate fields +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_ray_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->is_shadow_ray = false; +} + +/// Calculate the background color. +static void dmnsn_trace_background(dmnsn_rtstate *state, dmnsn_ray ray); +/// Calculate the base pigment at the intersection. +static void dmnsn_trace_pigment(dmnsn_rtstate *state); +/// Handle light, shadow, and shading. +static void dmnsn_trace_lighting(dmnsn_rtstate *state); +/// Trace a reflected ray. +static void dmnsn_trace_reflection(dmnsn_rtstate *state); +/// Trace a transmitted ray. +static void dmnsn_trace_transparency(dmnsn_rtstate *state); + +// Shoot a ray, and calculate the color +static dmnsn_tcolor +dmnsn_ray_shoot(dmnsn_rtstate *state, dmnsn_ray ray) +{ + if (state->reclevel == 0 + || dmnsn_color_intensity(state->adc_value) < state->scene->adc_bailout) + { + return DMNSN_TCOLOR(dmnsn_black); + } + + --state->reclevel; + + dmnsn_intersection intersection; + bool reset = state->reclevel == state->scene->reclimit - 1; + dmnsn_bvh_intersection(state->bvh, ray, &intersection, reset); + if (dmnsn_bvh_intersection(state->bvh, ray, &intersection, reset)) { + // Found an intersection + dmnsn_rtstate_initialize(state, &intersection); + + dmnsn_trace_pigment(state); + if (state->scene->quality & DMNSN_RENDER_LIGHTS) { + dmnsn_trace_lighting(state); + } + if (state->scene->quality & DMNSN_RENDER_REFLECTION) { + dmnsn_trace_reflection(state); + } + if (state->scene->quality & DMNSN_RENDER_TRANSPARENCY) { + dmnsn_trace_transparency(state); + } + } else { + // No intersection, return the background color + dmnsn_trace_background(state, ray); + } + + return state->color; +} + +static void +dmnsn_trace_background(dmnsn_rtstate *state, dmnsn_ray ray) +{ + dmnsn_pigment *background = state->scene->background; + if (state->scene->quality & DMNSN_RENDER_PIGMENT) { + dmnsn_vector r = dmnsn_vector_normalized(ray.n); + state->color = dmnsn_pigment_evaluate(background, r); + } else { + state->color = background->quick_color; + } +} + +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->color = state->pigment; +} + +/// Determine the amount of specular highlight. +static inline dmnsn_color +dmnsn_evaluate_specular(const dmnsn_rtstate *state) +{ + const dmnsn_finish *finish = &state->texture->finish; + if (finish->specular) { + return finish->specular->specular_fn( + finish->specular, state->light_color, state->pigment.c, + state->light_ray, state->intersection->normal, state->viewer + ); + } else { + return dmnsn_black; + } +} + +/// Determine the amount of reflected light. +static inline dmnsn_color +dmnsn_evaluate_reflection(const dmnsn_rtstate *state, + dmnsn_color light, dmnsn_vector direction) +{ + const dmnsn_reflection *reflection = state->texture->finish.reflection; + if (reflection && (state->scene->quality & DMNSN_RENDER_REFLECTION)) { + return reflection->reflection_fn( + reflection, light, state->pigment.c, direction, + state->intersection->normal + ); + } else { + return dmnsn_black; + } +} + +/// Determine the amount of transmitted light. +static inline dmnsn_color +dmnsn_evaluate_transparency(const dmnsn_rtstate *state, dmnsn_color light) +{ + if (state->pigment.T >= dmnsn_epsilon + && (state->scene->quality & DMNSN_RENDER_TRANSPARENCY)) + { + return dmnsn_tcolor_filter(light, state->pigment); + } else { + return dmnsn_black; + } +} + +/// Get a light's diffuse contribution to the object +static inline dmnsn_color +dmnsn_evaluate_diffuse(const dmnsn_rtstate *state) +{ + const dmnsn_finish *finish = &state->texture->finish; + if (finish->diffuse) { + return finish->diffuse->diffuse_fn( + finish->diffuse, state->light_color, state->pigment.c, + state->light_ray, state->intersection->normal + ); + } else { + return dmnsn_black; + } +} + +/// 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_ray shadow_ray = dmnsn_new_ray( + state->r, + light->direction_fn(light, state->r) + ); + // Add epsilon to avoid hitting ourselves with the shadow ray + shadow_ray = dmnsn_ray_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) + && (!state->is_shadow_ray || state->pigment.T < dmnsn_epsilon)) + { + return false; + } + + state->light_ray = dmnsn_vector_normalized(shadow_ray.n); + state->light_color = light->illumination_fn(light, state->r); + + // Test for shadow ray intersections + dmnsn_intersection shadow_caster; + bool in_shadow = dmnsn_bvh_intersection(state->bvh, shadow_ray, + &shadow_caster, false); + if (!in_shadow || !light->shadow_fn(light, shadow_caster.t)) { + return true; + } + + if (state->reclevel > 0 + && dmnsn_color_intensity(state->adc_value) >= state->scene->adc_bailout + && (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.T >= dmnsn_epsilon) { + --shadow_state.reclevel; + shadow_state.adc_value = dmnsn_evaluate_transparency( + &shadow_state, shadow_state.adc_value + ); + shadow_state.is_shadow_ray = true; + if (dmnsn_trace_light_ray(&shadow_state, light)) { + state->light_color = shadow_state.light_color; + + // Handle reflection + dmnsn_color reflected = dmnsn_evaluate_reflection( + &shadow_state, state->light_color, state->light_ray + ); + state->light_color = dmnsn_color_sub(state->light_color, reflected); + + // Handle transparency + state->light_color = dmnsn_evaluate_transparency( + &shadow_state, state->light_color + ); + + return true; + } + } + } + + return false; +} + +static void +dmnsn_trace_lighting(dmnsn_rtstate *state) +{ + // Calculate the ambient color + state->color = DMNSN_TCOLOR(dmnsn_black); + const dmnsn_finish *finish = &state->texture->finish; + if (finish->ambient) { + dmnsn_color ambient = finish->ambient->ambient; + + // Handle reflection and transmittance of the ambient light + dmnsn_color reflected = dmnsn_evaluate_reflection( + state, ambient, state->intersection->normal + ); + ambient = dmnsn_color_sub(ambient, reflected); + dmnsn_color transmitted = dmnsn_evaluate_transparency(state, ambient); + ambient = dmnsn_color_sub(ambient, transmitted); + + state->color.c = dmnsn_color_illuminate(ambient, state->pigment.c); + } + + // Iterate over each light + DMNSN_ARRAY_FOREACH (dmnsn_light **, light, state->scene->lights) { + if (dmnsn_trace_light_ray(state, *light)) { + if (state->scene->quality & DMNSN_RENDER_FINISH) { + dmnsn_color specular = dmnsn_evaluate_specular(state); + state->light_color = dmnsn_color_sub(state->light_color, specular); + + dmnsn_color reflected = dmnsn_evaluate_reflection( + state, state->light_color, state->reflected + ); + state->light_color = dmnsn_color_sub(state->light_color, reflected); + + dmnsn_color transmitted = dmnsn_evaluate_transparency( + state, state->light_color + ); + state->light_color = dmnsn_color_sub(state->light_color, transmitted); + + dmnsn_color diffuse = dmnsn_evaluate_diffuse(state); + + state->color.c = dmnsn_color_add(state->color.c, specular); + state->color.c = dmnsn_color_add(state->color.c, diffuse); + } else { + state->color.c = state->pigment.c; + break; + } + } + } +} + +static void +dmnsn_trace_reflection(dmnsn_rtstate *state) +{ + const dmnsn_reflection *reflection = state->texture->finish.reflection; + if (reflection) { + dmnsn_ray refl_ray = dmnsn_new_ray(state->r, state->reflected); + refl_ray = dmnsn_ray_add_epsilon(refl_ray); + + dmnsn_rtstate recursive_state = *state; + + // Calculate ADC value + recursive_state.adc_value = dmnsn_evaluate_reflection( + state, state->adc_value, state->reflected + ); + + // Shoot the reflected ray + dmnsn_color rec = dmnsn_ray_shoot(&recursive_state, refl_ray).c; + dmnsn_color reflected = dmnsn_evaluate_reflection( + state, rec, state->reflected + ); + + state->color.c = dmnsn_color_add(state->color.c, reflected); + } +} + +static void +dmnsn_trace_transparency(dmnsn_rtstate *state) +{ + if (state->pigment.T >= dmnsn_epsilon) { + const dmnsn_interior *interior = state->interior; + + dmnsn_ray trans_ray = dmnsn_new_ray(state->r, state->intersection->ray.n); + trans_ray = dmnsn_ray_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 = 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_evaluate_transparency( + state, state->adc_value + ); + dmnsn_color adc_reflected = dmnsn_evaluate_reflection( + state, recursive_state.adc_value, state->reflected + ); + recursive_state.adc_value = dmnsn_color_sub( + recursive_state.adc_value, adc_reflected + ); + + // Shoot the transmitted ray + dmnsn_color rec = dmnsn_ray_shoot(&recursive_state, trans_ray).c; + dmnsn_color filtered = dmnsn_evaluate_transparency(state, rec); + + // Conserve energy + dmnsn_color reflected = dmnsn_evaluate_reflection( + state, filtered, state->reflected + ); + filtered = dmnsn_color_sub(filtered, reflected); + + state->color.c = dmnsn_color_add(state->color.c, filtered); + } +} |