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#include <stdio.h>
#include <math.h>
#include <stdlib.h>
#include <pthread.h>
#include <string.h>
#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);
}
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