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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_progress *progress;
dmnsn_scene *scene;
dmnsn_prtree *prtree;
} dmnsn_raytrace_payload;
/* Raytrace a scene */
void
dmnsn_raytrace_scene(dmnsn_scene *scene)
{
dmnsn_progress *progress = dmnsn_raytrace_scene_async(scene);
if (dmnsn_finish_progress(progress) != 0) {
dmnsn_error("Error occured while raytracing.");
}
}
/** Background thread callback. */
static int dmnsn_raytrace_scene_thread(void *ptr);
/* Raytrace a scene in the background */
dmnsn_progress *
dmnsn_raytrace_scene_async(dmnsn_scene *scene)
{
dmnsn_progress *progress = dmnsn_new_progress();
dmnsn_raytrace_payload *payload =
dmnsn_malloc(sizeof(dmnsn_raytrace_payload));
payload->progress = progress;
payload->scene = scene;
dmnsn_new_thread(progress, dmnsn_raytrace_scene_thread, payload);
return progress;
}
/** Worker thread callback. */
static int dmnsn_raytrace_scene_concurrent(void *ptr, unsigned int thread,
unsigned int nthreads);
/* Thread callback -- set up the multithreaded engine */
static int
dmnsn_raytrace_scene_thread(void *ptr)
{
dmnsn_raytrace_payload *payload = ptr;
/* Pre-calculate bounding box transformations, etc. */
dmnsn_initialize_scene(payload->scene);
/* Time the bounding tree construction */
dmnsn_start_timer(&payload->scene->bounding_timer);
payload->prtree = dmnsn_new_prtree(payload->scene->objects);
dmnsn_stop_timer(&payload->scene->bounding_timer);
/* Set up the progress object */
dmnsn_set_progress_total(payload->progress, payload->scene->canvas->height);
/* Time the render itself */
dmnsn_start_timer(&payload->scene->render_timer);
int ret = dmnsn_execute_concurrently(dmnsn_raytrace_scene_concurrent,
payload, payload->scene->nthreads);
dmnsn_stop_timer(&payload->scene->render_timer);
dmnsn_delete_prtree(payload->prtree);
dmnsn_free(payload);
return ret;
}
/*
* Raytracing algorithm
*/
/** The current state of the ray-tracing engine. */
typedef struct dmnsn_raytrace_state {
const struct dmnsn_raytrace_state *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_raytrace_state;
/** Compute a raytrace state from an intersection. */
static inline void
dmnsn_initialize_raytrace_state(dmnsn_raytrace_state *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_vector(
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_raytrace_scene_impl - shoot a ray. */
static dmnsn_color dmnsn_raytrace_shoot(dmnsn_raytrace_state *state,
dmnsn_line ray);
/* Actually raytrace a scene */
static int
dmnsn_raytrace_scene_concurrent(void *ptr, unsigned int thread,
unsigned int nthreads)
{
const dmnsn_raytrace_payload *payload = ptr;
dmnsn_progress *progress = payload->progress;
dmnsn_scene *scene = payload->scene;
dmnsn_prtree *prtree = payload->prtree;
dmnsn_raytrace_state 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_raytrace_shoot(&state, ray);
dmnsn_set_pixel(scene->canvas, x, y, color);
}
dmnsn_increment_progress(progress);
}
return 0;
}
/** Calculate the background color. */
static dmnsn_color
dmnsn_raytrace_background(const dmnsn_raytrace_state *state, dmnsn_line ray)
{
dmnsn_pigment *background = state->scene->background;
if (state->scene->quality & DMNSN_RENDER_PIGMENT) {
return dmnsn_evaluate_pigment(background, dmnsn_vector_normalized(ray.n));
} else {
return background->quick_color;
}
}
/** Calculate the base pigment at the intersection. */
static void
dmnsn_raytrace_pigment(dmnsn_raytrace_state *state)
{
dmnsn_pigment *pigment = state->texture->pigment;
if (state->scene->quality & DMNSN_RENDER_PIGMENT) {
state->pigment = dmnsn_evaluate_pigment(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 dmnsn_color
dmnsn_raytrace_light_ray(dmnsn_raytrace_state *state,
const dmnsn_light *light)
{
/** @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 dmnsn_black;
dmnsn_color 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 color;
}
/* Handle transparency */
if (state->scene->quality & DMNSN_RENDER_TRANSPARENCY) {
dmnsn_raytrace_state shadow_state = *state;
dmnsn_initialize_raytrace_state(&shadow_state, &shadow_caster);
dmnsn_raytrace_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 dmnsn_black;
}
/** Handle light, shadow, and shading. */
static void
dmnsn_raytrace_lighting(dmnsn_raytrace_state *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 = dmnsn_raytrace_light_ray(state, *light);
if (!dmnsn_color_is_black(light_color)) {
if (state->scene->quality & DMNSN_RENDER_FINISH) {
/* 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 color 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
);
}
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
);
}
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_raytrace_reflection(const dmnsn_raytrace_state *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_raytrace_state 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_raytrace_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_raytrace_transparency(dmnsn_raytrace_state *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_raytrace_state 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_raytrace_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_raytrace_shoot(dmnsn_raytrace_state *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_initialize_raytrace_state(state, &intersection);
/* Pigment */
dmnsn_raytrace_pigment(state);
/* Finishes and shadows */
if (state->scene->quality & DMNSN_RENDER_LIGHTS) {
dmnsn_raytrace_lighting(state);
}
/* Reflection */
if (state->scene->quality & DMNSN_RENDER_REFLECTION) {
state->additional = dmnsn_color_add(
dmnsn_raytrace_reflection(state),
state->additional
);
}
/* Transparency */
if (state->scene->quality & DMNSN_RENDER_TRANSPARENCY) {
dmnsn_raytrace_transparency(state);
}
return dmnsn_color_add(state->diffuse, state->additional);
} else {
/* No intersection, return the background color */
return dmnsn_raytrace_background(state, ray);
}
}
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