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/*************************************************************************
* 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 "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_bvh *bvh;
} 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(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->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_ray_trace_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_ray_trace_scene_concurrent - shoot a ray. */
static dmnsn_tcolor 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_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_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_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_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->is_shadow_ray = false;
}
/** Calculate the background color. */
static void dmnsn_trace_background(dmnsn_rtstate *state, dmnsn_line 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_line 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_line 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_line shadow_ray = dmnsn_new_line(
state->r,
light->direction_fn(light, state->r)
);
/* 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)
&& (!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_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 = 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_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 = 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);
}
}
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