#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; char container[ CONTAINER_SIZE(5, 4, 1) ]; container_t *cont = (container_t *) container; // Implement random COORD_T ray_rand(void *seed) { return (COORD_T) rand_r( (int *)seed ) / RAND_MAX; } int main() { container_init(cont, 5, 4, 1); // 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->env_color, 0.13, 0.13, 0.13); s->env_samples = 16; // Set viewpoint options vector_set(&s->view.position, 0, 16, 6); vector_set(&s->view.target, 0, 0, 6); s->view.width = TESTW; s->view.height = TESTH; // Create materials material_t *m = add_material(cont); vector_set(&m->color, 0.4, 0.4, 1); m->defuse = 1; m->specular = 0.0; m->shine = 80; m->reflective = 0.0; material_t *m3 = add_material(cont); vector_set(&m3->color, 1, 0.3, 0.1); m3->defuse = 0.95; m3->specular = 0.0; m3->shine = 80; m3->reflective = 0.05; material_t *m2 = add_material(cont); vector_set(&m2->color, 1, 1, 1); m2->defuse = 0.0; m2->specular = 0.5; m2->shine = 80; 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 = 0.0; viewpoint_init(&s->view); object_t *o = add_object(cont, TYPE_SPHERE); vector_set(&o->sph.center, 0, 4, 7); o->sph.radius = 5; o->m = m2; o = add_object(cont, TYPE_SPHERE); vector_set(&o->sph.center, 8, 8, 4); o->sph.radius = 2; o->m = m3; o = add_object(cont, TYPE_SPHERE); vector_set(&o->sph.center, -10, 9, 5); o->sph.radius = 3; o->m = m; o = add_object(cont, TYPE_SPHERE); vector_set(&o->sph.center, -10, -5, 5); o->sph.radius = 3; o->m = m; o = add_object(cont, TYPE_PLANE); vector_set(&o->pl.start, 0, 0, 2); vector_set(&o->pl.norm, 0, 0, 1); o->m = mpl; light_t *l = add_light(cont); vector_set(&l->pos, 20, 10, 30); color_set(&l->defuse, 0.3, 0.3, 0.3); color_set(&l->specular, 0.5, 0.5, 0.5); 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, 2, c, &seed); } 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); }