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+/*************************************************************************
+ * 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);
+ }
+}