#include #include #include #include #include #include "vector.h" #include "ray.h" #include "scene.h" #include "pgm.h" #define TESTW 1000 #define TESTH 1000 #define PERCENTSTEP (TESTH / 100) #define WORKERS 4 void *worker_func(void *arg); typedef struct { unsigned id; color_t *image; } office_t; // Height percentage, workers take turn at printing to it. This maaaay be a bad idea unsigned percent = 0; pthread_mutex_t percentlock; #define OBJECTS 10 #define MATERIALS 6 #define LIGHTS 1 char container[ CONTAINER_SIZE(OBJECTS, MATERIALS, LIGHTS) ]; container_t *cont = (container_t *) container; settings_t gfx_high = { .arealight_samples = 64, .envlight_samples = 64, .antialias_samples = 2, .globallight_samples = 64, .gl_opt_depth = 1, .depth = 1, }; settings_t gfx_low = { .arealight_samples = 16, .envlight_samples = 16, .antialias_samples = 2, .globallight_samples = 16, .gl_opt_depth = 1, .depth = 1, }; settings_t gfx_very = { .arealight_samples = 8, .envlight_samples = 8, .antialias_samples = 2, .globallight_samples = 2, .gl_opt_depth = 0, .depth = 1, }; // Implement random COORD_T ray_rand(void *seed) { return (COORD_T) rand_r( (unsigned *)seed ) / RAND_MAX; } int main() { container_init(cont, OBJECTS, MATERIALS, LIGHTS); // Init space_t space_t *s = container_prepare_space(cont);; // Set space options color_set(&s->ambient, 0.09, 0.09, 0.09); //color_set(&s->back, 0.8, 0.8, 0.8); color_set(&s->back, 0.0, 0.0, 0.0); color_set(&s->env_color, 0.13, 0.13, 0.13); s->env_enabled = false; s->gfx = &gfx_high; // Set viewpoint options vector_set(&s->view.position, 0, 5, 4); vector_set(&s->view.target, 0, 5, 0); s->view.width = TESTW; s->view.height = TESTH; // Create materials material_t *m = add_material(cont); vector_set(&m->color, 1, 1, 1); m->defuse = 1; m->specular = 0; m->shine = 80; m->reflective = 0.0; material_t *ml = add_material(cont); vector_set(&ml->color, 1, 1, 1); ml->emissive = 1; material_t *m2 = add_material(cont); vector_set(&m2->color, 1, 1, 1); m2->defuse = 0; m2->specular = 0.1; m2->shine = 1; m2->reflective = 1; material_t *mpl = add_material(cont); vector_set(&mpl->color, 1, 1, 1); mpl->defuse = 1; mpl->specular = 0.0; mpl->shine = 50; mpl->reflective = 0; material_t *mplgreen = add_material(cont); memcpy(mplgreen, mpl, sizeof(material_t)); vector_set(&mplgreen->color, 0.3, 0.3, 1); //mplgreen->reflective = 1; //mplgreen->defuse = 0; material_t *mplred = add_material(cont); memcpy(mplred, mplgreen, sizeof(material_t)); vector_set(&mplred->color, 1, 0.3, 0.3); viewpoint_init(&s->view); object_t *o; o = add_object(cont, TYPE_SPHERE); vector_set(&o->sph.center, 2, 6, -1); o->sph.radius = 1; o->m = m2; o = add_object(cont, TYPE_SPHERE); vector_set(&o->sph.center, 0, 4, -1); o->sph.radius = 1.3; o->m = m; o = add_object(cont, TYPE_SPHERE); vector_set(&o->sph.center, -2, 5, -2); o->sph.radius = 1.3; o->m = m; o = add_object(cont, TYPE_PLANE); vector_set(&o->pl.start, 0, 0, 0); vector_set(&o->pl.norm, 0, 1, 0); o->m = mpl; o = add_object(cont, TYPE_PLANE); vector_set(&o->pl.start, 0, 10, 0); vector_set(&o->pl.norm, 0, 1, 0); o->m = mpl; o = add_object(cont, TYPE_PLANE); vector_set(&o->pl.start, 0, 0, -5); vector_set(&o->pl.norm, 0, 0, 1); o->m = mpl; o = add_object(cont, TYPE_PLANE); vector_set(&o->pl.start, 0, 0, 10); vector_set(&o->pl.norm, 0, 0, 1); o->m = mpl; o = add_object(cont, TYPE_PLANE); vector_set(&o->pl.start, -5, 0, 0); vector_set(&o->pl.norm, 1, 0, 0); o->m = mplgreen; o = add_object(cont, TYPE_PLANE); vector_set(&o->pl.start, 5, 0, 0); vector_set(&o->pl.norm, 1, 0, 0); o->m = mplred; // Used for the light ball o = add_object(cont, TYPE_SPHERE); vector_set(&o->sph.center, 0, 7, 0); o->sph.radius = 0.5; o->m = ml; light_t *l = add_light(cont, TYPE_L_AREA); //vector_set(&l->point.pos, 0, 5, 0); l->area = o; color_set(&l->color, 1, 1, 1); l->radiance = 0.1; pgm_write_header(stdout, TESTW, TESTH); // Create image array. Not as memory efficient but much simpler when multiprocessing color_t *image = malloc( sizeof(color_t) * TESTW * TESTH); if (!image) { fprintf(stderr, "Could not allocate image array"); exit(1); } if (pthread_mutex_init(&percentlock, NULL)) { fprintf(stderr, "Could not percent lock\n"); exit(1); } // Hire the workers pthread_t workers[WORKERS]; for (int i = 0; i < WORKERS; i++) { office_t *office = malloc(sizeof(office_t)); office->id = i; office->image = image; // Start them and show them their office(chunk in the array in this case :-D) int rc = pthread_create(&workers[i], NULL, worker_func, office); if (rc) { fprintf(stderr, "Could not create worker %d\nsorry\n", i); exit(1); } } // Wait for the threads to finish and print as we go for (int i = 0; i < WORKERS; i++) { pthread_join(workers[i], NULL); } // Print the stuff the worker was responsable for. for (int y = 0; y < TESTH; y++) { for(int x = 0; x < TESTW; x++) { pgm_write_pixel(stdout, &image[ y * TESTW + x]); } } free(image); } void *worker_func(void *arg) { // Organize our office office_t *office = (office_t *) arg; int seed; // Start working for (int y = office->id; y < TESTH; y += WORKERS) { // Start time for (int x = 0; x < TESTW; x++) { color_t *c = &office->image[ y * TESTW + x ]; //color_t c; seed = x * y; ray_trace(&cont->space, TESTW - x, TESTH - y, c, &seed); color_clamp(c); } if (y % PERCENTSTEP == 0) { // Unlock the thingy pthread_mutex_lock(&percentlock); fprintf(stderr, "%d%\n", percent++); pthread_mutex_unlock(&percentlock); } } //free(office); pthread_exit(NULL); }