#include "render.h" #include "ray.h" #include "rng.h" #include #include #include #include #include #define MAX_ITER 200 #define MIN_T 1e-6 #define SAMPLE_STDDEV 0.333 #define GAMMA 2.2 #define NTHREADS 20 typedef struct { const camera_t *camera; const scene_t *scene; pix_t *pixels; rng_t rng; unsigned samples_per_pixel; unsigned start_y, row_count; atomic_uint *progress; } work_slice_t; static const vec3_t white = { 1.0, 1.0, 1.0 }; static const vec3_t black = { 0.0, 0.0, 0.0 }; static vec3_t trace(ray_t ray, const scene_t *scene, rng_t *rng) { vec3_t colour = white; for (unsigned i = 0; i < MAX_ITER; ++i) { hit_t hit = { .t = DBL_MAX }; material_t material = {}; for (unsigned j = 0; j < scene->obj_count; ++j) { const obj_t *obj = scene->objs + j; if (obj->intersect(obj->params, ray, &hit, MIN_T, hit.t)) material = obj->material; } if (hit.t == DBL_MAX) { const double a = (ray.dir.y + 1.0) / 2.0; const vec3_t bg = vec3_add( vec3_scale(scene->sky_colour, a), vec3_scale(white, 1 - a)); return vec3_hadamard(colour, bg); } vec3_t atten; if (!material.scatter(material.params, hit, rng, &ray, &atten)) return black; colour = vec3_hadamard(colour, atten); } 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 double sample_weight = 1.0 / (double)slice->samples_per_pixel; 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 < slice->samples_per_pixel; ++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 vec3_t jittered_pix = vec3_add(pix, offset); const ray_t ray = { .orig = camera->pos, .dir = vec3_unit(vec3_sub(jittered_pix, camera->pos)), }; const vec3_t sample = trace(ray, slice->scene, &slice->rng); colour = vec3_add(colour, vec3_scale(sample, sample_weight)); } setpix(colour, slice->pixels + (w * y + x)); } atomic_fetch_add(slice->progress, 1); } return 0; } void render( const camera_t *camera, const scene_t *scene, img_t *img_out, unsigned samples_per_pixel) { img_out->w = camera->img_width; img_out->h = camera->img_height; const unsigned rows = camera->img_height; const unsigned rows_per_thread = rows / NTHREADS; const unsigned rem_rows = rows % NTHREADS; atomic_uint progress = 0; 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].pixels = img_out->pix; slices[i].rng = rng_init(i); slices[i].samples_per_pixel = samples_per_pixel; 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; slices[i].progress = &progress; thrd_create(threads + i, render_thread, slices + i); } const unsigned digits = (unsigned)floor(log(rows) / log(10)) + 1; unsigned done; do { thrd_sleep(&(struct timespec) { .tv_nsec = 50'000'000 }, nullptr); done = atomic_load(&progress); fprintf(stderr, "\r[%*d/%d]", digits, done, rows); fflush(stderr); } while (done < rows); for (unsigned i = 0; i < NTHREADS; ++i) thrd_join(threads[i], 0); }