From 2cca3158de0fbb40861a06f76bdd5043ac31f046 Mon Sep 17 00:00:00 2001 From: Tavian Barnes Date: Thu, 7 Jan 2010 02:30:28 -0500 Subject: Clean up internal raytracing API a bit. --- libdimension/raytrace.c | 134 ++++++++++++++++++++++++++---------------------- 1 file changed, 74 insertions(+), 60 deletions(-) (limited to 'libdimension/raytrace.c') diff --git a/libdimension/raytrace.c b/libdimension/raytrace.c index 7906df0..6d9d0d9 100644 --- a/libdimension/raytrace.c +++ b/libdimension/raytrace.c @@ -215,10 +215,16 @@ dmnsn_raytrace_scene_multithread_thread(void *ptr) * Raytracing algorithm */ +typedef struct dmnsn_raytrace_state { + const dmnsn_scene *scene; + const dmnsn_intersection *intersection; + dmnsn_kD_splay_tree *kD_splay_tree; +} dmnsn_raytrace_state; + /* 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, unsigned int level); +static dmnsn_color dmnsn_raytrace_shoot(dmnsn_raytrace_state *state, + dmnsn_line ray, dmnsn_color background, + unsigned int level); /* Actually raytrace a scene */ static int @@ -226,28 +232,31 @@ dmnsn_raytrace_scene_impl(dmnsn_progress *progress, dmnsn_scene *scene, dmnsn_kD_splay_tree *kD_splay_tree, unsigned int index, unsigned int threads) { - unsigned int x, y; - unsigned int width, height; - dmnsn_line ray; - dmnsn_color color; + dmnsn_raytrace_state state = { + .scene = scene, + .kD_splay_tree = kD_splay_tree + }; - width = scene->canvas->x; - height = scene->canvas->y; + unsigned int width = scene->canvas->x; + unsigned int height = scene->canvas->y; /* Iterate through each pixel */ + unsigned int y; for (y = index; y < height; y += threads) { + unsigned int x; for (x = 0; x < width; ++x) { /* Set the pixel to the background color */ - color = scene->background; + dmnsn_color color = scene->background; if (scene->quality & DMNSN_RENDER_OBJECTS) { /* Get the ray corresponding to the (x,y)'th pixel */ - ray = (*scene->camera->ray_fn)(scene->camera, - ((double)x)/(scene->canvas->x - 1), - ((double)y)/(scene->canvas->y - 1)); + dmnsn_line ray = (*scene->camera->ray_fn)( + scene->camera, + ((double)x)/(scene->canvas->x - 1), + ((double)y)/(scene->canvas->y - 1) + ); /* Shoot a ray */ - color = dmnsn_raytrace_shoot(ray, scene, kD_splay_tree, color, - 10); + color = dmnsn_raytrace_shoot(&state, ray, color, 10); } dmnsn_set_pixel(scene->canvas, x, y, color); @@ -259,6 +268,7 @@ dmnsn_raytrace_scene_impl(dmnsn_progress *progress, dmnsn_scene *scene, return 0; } +/* Add epsilon*l.n to l.x0, to avoid self-intersections */ static dmnsn_line dmnsn_line_add_epsilon(dmnsn_line l) { @@ -272,25 +282,26 @@ dmnsn_line_add_epsilon(dmnsn_line l) } static dmnsn_color -dmnsn_raytrace_pigment(dmnsn_intersection *intersection, dmnsn_scene *scene) +dmnsn_raytrace_pigment(const dmnsn_raytrace_state *state) { /* Default to black if there's no texture/pigment */ dmnsn_color color = dmnsn_black; /* Use the default texture if given a NULL texture */ - const dmnsn_texture *texture = intersection->texture ? intersection->texture - : scene->default_texture; + const dmnsn_texture *texture + = state->intersection->texture ? state->intersection->texture + : state->scene->default_texture; if (texture) { /* Use the default pigment if given a NULL pigment */ const dmnsn_pigment *pigment = texture->pigment ? texture->pigment - : scene->default_texture->pigment; + : state->scene->default_texture->pigment; if (pigment) { color = (*pigment->pigment_fn)( pigment, - dmnsn_line_point(intersection->ray, intersection->t) + dmnsn_line_point(state->intersection->ray, state->intersection->t) ); } } @@ -300,35 +311,41 @@ dmnsn_raytrace_pigment(dmnsn_intersection *intersection, dmnsn_scene *scene) /* 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, +dmnsn_raytrace_light_ray(const dmnsn_raytrace_state *state, const dmnsn_light *light, dmnsn_color *color, unsigned int level) { *color = dmnsn_black; - dmnsn_vector x0 = dmnsn_line_point(intersection->ray, intersection->t); + dmnsn_vector x0 = dmnsn_line_point(state->intersection->ray, + state->intersection->t); dmnsn_line shadow_ray = dmnsn_new_line(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) + if (dmnsn_vector_dot(shadow_ray.n, state->intersection->normal) < 0.0) return false; *color = (*light->light_fn)(light, x0); - dmnsn_intersection *shadow_caster; while (level) { --level; - shadow_caster = dmnsn_kD_splay_search(kD_splay_tree, shadow_ray); + + dmnsn_intersection *shadow_caster = dmnsn_kD_splay_search( + state->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); + dmnsn_raytrace_state shadow_state = *state; + shadow_state.intersection = shadow_caster; + + dmnsn_color pigment = dmnsn_raytrace_pigment(&shadow_state); if (pigment.filter || pigment.trans) { *color = dmnsn_color_filter(*color, pigment); shadow_ray.x0 = dmnsn_line_point(shadow_ray, shadow_caster->t); @@ -347,18 +364,19 @@ dmnsn_raytrace_light_ray(dmnsn_intersection *intersection, dmnsn_scene *scene, } static dmnsn_color -dmnsn_raytrace_lighting(dmnsn_intersection *intersection, dmnsn_scene *scene, - dmnsn_kD_splay_tree *kD_splay_tree, dmnsn_color color, +dmnsn_raytrace_lighting(const dmnsn_raytrace_state *state, dmnsn_color color, unsigned int level) { /* Use the default texture if given a NULL texture */ - const dmnsn_texture *texture = intersection->texture ? intersection->texture - : scene->default_texture; + const dmnsn_texture *texture + = state->intersection->texture ? state->intersection->texture + : state->scene->default_texture; const dmnsn_finish *finish = NULL; if (texture) { /* Use the default finish if given a NULL finish */ - finish = texture->finish ? texture->finish : scene->default_texture->finish; + finish = texture->finish ? texture->finish + : state->scene->default_texture->finish; } /* The illuminated color */ @@ -366,28 +384,28 @@ dmnsn_raytrace_lighting(dmnsn_intersection *intersection, dmnsn_scene *scene, if (finish && finish->ambient_fn) illum = (*finish->ambient_fn)(finish, color); - dmnsn_vector x0 = dmnsn_line_point(intersection->ray, intersection->t); + dmnsn_vector x0 = dmnsn_line_point(state->intersection->ray, + state->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); + for (i = 0; i < dmnsn_array_size(state->scene->lights); ++i) { + dmnsn_array_get(state->scene->lights, i, &light); dmnsn_color light_color; - if (dmnsn_raytrace_light_ray(intersection, scene, kD_splay_tree, light, - &light_color, level)) - { - if (scene->quality & DMNSN_RENDER_FINISH + if (dmnsn_raytrace_light_ray(state, light, &light_color, level)) { + if (state->scene->quality & DMNSN_RENDER_FINISH && finish && finish->finish_fn) { 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)); + dmnsn_vector normal = state->intersection->normal; + dmnsn_vector viewer = dmnsn_vector_normalize( + dmnsn_vector_negate(state->intersection->ray.n) + ); /* Get this light's color contribution to the object */ dmnsn_color contrib = (*finish->finish_fn)(finish, @@ -405,22 +423,24 @@ dmnsn_raytrace_lighting(dmnsn_intersection *intersection, dmnsn_scene *scene, /* Shoot a ray, and calculate the color, using `color' as the background */ static dmnsn_color -dmnsn_raytrace_shoot(dmnsn_line ray, dmnsn_scene *scene, - dmnsn_kD_splay_tree *kD_splay_tree, dmnsn_color background, - unsigned int level) +dmnsn_raytrace_shoot(dmnsn_raytrace_state *state, dmnsn_line ray, + dmnsn_color background, unsigned int level) { if (level <= 0) return dmnsn_black; --level; - dmnsn_intersection *intersection = dmnsn_kD_splay_search(kD_splay_tree, ray); + dmnsn_intersection *intersection + = dmnsn_kD_splay_search(state->kD_splay_tree, ray); dmnsn_color color = background; if (intersection) { + state->intersection = intersection; + /* Get the pigment of the object */ dmnsn_color pigment = dmnsn_black; - if (scene->quality & DMNSN_RENDER_PIGMENT) { - pigment = dmnsn_raytrace_pigment(intersection, scene); + if (state->scene->quality & DMNSN_RENDER_PIGMENT) { + pigment = dmnsn_raytrace_pigment(state); } color = pigment; color.filter = 0.0; @@ -428,12 +448,8 @@ dmnsn_raytrace_shoot(dmnsn_line ray, dmnsn_scene *scene, /* Account for finishes and shadows */ dmnsn_color illum = pigment; - if (scene->quality & DMNSN_RENDER_LIGHTS) { - illum = dmnsn_raytrace_lighting(intersection, - scene, - kD_splay_tree, - pigment, - level); + if (state->scene->quality & DMNSN_RENDER_LIGHTS) { + illum = dmnsn_raytrace_lighting(state, pigment, level); } color = illum; color.filter = 0.0; @@ -441,7 +457,7 @@ dmnsn_raytrace_shoot(dmnsn_line ray, dmnsn_scene *scene, /* Account for translucency */ dmnsn_color trans = illum; - if (scene->quality & DMNSN_RENDER_TRANSLUCENCY + if (state->scene->quality & DMNSN_RENDER_TRANSLUCENCY && (pigment.filter || pigment.trans)) { trans = dmnsn_color_mul(1.0 - pigment.filter - pigment.trans, illum); @@ -454,11 +470,9 @@ dmnsn_raytrace_shoot(dmnsn_line ray, dmnsn_scene *scene, ); trans_ray = dmnsn_line_add_epsilon(trans_ray); - dmnsn_color rec = dmnsn_raytrace_shoot(trans_ray, - scene, - kD_splay_tree, - background, - level); + dmnsn_raytrace_state recursive_state = *state; + dmnsn_color rec + = dmnsn_raytrace_shoot(&recursive_state, trans_ray, background, level); dmnsn_color filtered = dmnsn_color_filter(rec, pigment); trans = dmnsn_color_add(trans, filtered); } -- cgit v1.2.3