#include "camera.h" #include "ray.h" #include "rng.h" #include #include #include #define MAX_ITER 10 #define MIN_T 1e-6 #define NSAMPLES 100 #define SAMPLE_WEIGHT (1.0 / (double)NSAMPLES) #define SAMPLE_STDDEV 0.333 #define GAMMA 2.2 #define NTHREADS 40 typedef struct { const camera_t *camera; const obj_t *scene; pix_t *pixels; rng_t rng; unsigned start_y, row_count, scene_count; } work_slice_t; static const vec3_t lightblue = { 0.4, 0.6, 1.0 }; static const vec3_t white = { 1.0, 1.0, 1.0 }; static const vec3_t black = { 0.0, 0.0, 0.0 }; static ray_t scatter(hit_t hit, rng_t *rng) { return (ray_t) { .orig = hit.point, .dir = vec3_add(hit.normal, rng_vec3(rng)), }; } static vec3_t trace(ray_t ray, const obj_t *scene, unsigned scene_count, rng_t *rng) { double coeff = 1.0; for (unsigned i = 0; i < MAX_ITER; ++i) { hit_t hit = { .t = DBL_MAX }; for (unsigned j = 0; j < scene_count; ++j) scene[j].intersect(scene[j].params, ray, &hit, MIN_T, hit.t); if (hit.t == DBL_MAX) { const double a = (ray.dir.y + 1.0) / 2.0; return vec3_scale( vec3_add(vec3_scale(lightblue, a), vec3_scale(white, 1 - a)), coeff); } ray = scatter(hit, rng); coeff *= 0.3; } return black; } static double linear_to_gamma(double channel) { return pow(fmin(channel, 1.0), 1.0 / GAMMA); } static void setpix(vec3_t col, pix_t *out) { out->r = UINT16_MAX * linear_to_gamma(col.x); out->g = UINT16_MAX * linear_to_gamma(col.y); out->b = UINT16_MAX * linear_to_gamma(col.z); out->a = UINT16_MAX; } static int render_thread(void *arg) { work_slice_t *slice = (work_slice_t *)arg; const camera_t *camera = slice->camera; const uint32_t w = camera->img_width; const unsigned stop_y = slice->start_y + slice->row_count; for (unsigned y = slice->start_y; y < stop_y; ++y) { const vec3_t row = vec3_add(camera->pix_origin, vec3_scale(camera->y_step, y)); for (unsigned x = 0; x < w; ++x) { const vec3_t pix = vec3_add(row, vec3_scale(camera->x_step, x)); vec3_t colour = black; for (unsigned i = 0; i < NSAMPLES; ++i) { const vec3_t jitter = rng_gaussian_xy(&slice->rng, SAMPLE_STDDEV); const vec3_t offset = vec3_add( vec3_scale(camera->x_step, jitter.x), vec3_scale(camera->y_step, jitter.y)); const ray_t ray = { .orig = camera->pos, .dir = vec3_unit(vec3_add(pix, offset)), }; const vec3_t sample = trace( ray, slice->scene, slice->scene_count, &slice->rng); colour = vec3_add(colour, vec3_scale(sample, SAMPLE_WEIGHT)); } setpix(colour, slice->pixels + (w * y + x)); } } return 0; } camera_t camera_init( vec3_t pos, double focal_len, double viewport_height, uint32_t img_width, uint32_t img_height) { const double aspect = (double)img_width / (double)img_height; const double viewport_width = viewport_height * aspect; const vec3_t viewport_disp = { 0, 0, focal_len }; const vec3_t u = { viewport_width, 0, 0 }; const vec3_t v = { 0, -viewport_height, 0 }; const vec3_t topleft = vec3_sub( vec3_sub(pos, viewport_disp), vec3_scale(vec3_add(u, v), 0.5)); const vec3_t x_step = vec3_scale(u, 1.0 / (double)img_width); const vec3_t y_step = vec3_scale(v, 1.0 / (double)img_height); const vec3_t pix_origin = vec3_add(topleft, vec3_scale(vec3_add(x_step, y_step), 0.5)); return (camera_t) { .pos = pos, .pix_origin = pix_origin, .x_step = x_step, .y_step = y_step, .img_width = img_width, .img_height = img_height, }; } void camera_render( const camera_t *camera, const obj_t *scene, unsigned scene_count, img_t *img_out) { img_out->w = camera->img_width; img_out->h = camera->img_height; const unsigned rows_per_thread = img_out->h / NTHREADS; const unsigned rem_rows = img_out->h % NTHREADS; thrd_t threads[NTHREADS]; work_slice_t slices[NTHREADS]; for (unsigned i = 0; i < NTHREADS; ++i) { slices[i].camera = camera; slices[i].scene = scene; slices[i].scene_count = scene_count; slices[i].pixels = img_out->pix; slices[i].rng = rng_init(i); slices[i].start_y = i * rows_per_thread; slices[i].row_count = rows_per_thread; if (rem_rows != 0 && i == NTHREADS - 1) slices[i].row_count += rem_rows; thrd_create(threads + i, render_thread, slices + i); } for (unsigned i = 0; i < NTHREADS; ++i) thrd_join(threads[i], 0); }