//================================================================================================== // Written in 2016 by Peter Shirley // // To the extent possible under law, the author(s) have dedicated all copyright and related and // neighboring rights to this software to the public domain worldwide. This software is distributed // without any warranty. // // You should have received a copy (see file COPYING.txt) of the CC0 Public Domain Dedication along // with this software. If not, see . //================================================================================================== #include #include #include #include #include #include "camera.h" #include "hitable_list.h" #include "material.h" #include "random.h" #include "sphere.h" vec3 color(const ray& r, const hittable_list &world) { ray cur_ray = r; vec3 cur_attenuation = vec3(1.0, 1.0, 1.0); for(int i = 0; i < 50; i++) { hit_record rec; if (world.hit(cur_ray, 0.001f, FLT_MAX, rec)) { ray scattered; vec3 attenuation; if(rec.mat_ptr->scatter(cur_ray, rec, attenuation, scattered)) { cur_attenuation *= attenuation; cur_ray = scattered; } else { return vec3(0.0,0.0,0.0); } } else { vec3 unit_direction = unit_vector(cur_ray.direction()); float t = 0.5f * (unit_direction.y() + 1.0f); vec3 c = (1.0f - t) * vec3(1.0, 1.0, 1.0) + t * vec3(0.5, 0.7, 1.0); return cur_attenuation * c; } } return vec3(0.0,0.0,0.0); // exceeded recursion } hittable_list random_scene() { int n = 500; sphere **list = new sphere*[n+1]; list[0] = new sphere(vec3(0,-1000,0), 1000, new lambertian(vec3(0.5, 0.5, 0.5))); int i = 1; for (int a = -11; a < 11; a++) { for (int b = -11; b < 11; b++) { float choose_mat = random_double(); vec3 center(a+0.9*random_double(),0.2,b+0.9*random_double()); if ((center-vec3(4,0.2,0)).length() > 0.9) { if (choose_mat < 0.8f) { // diffuse list[i++] = new sphere( center, 0.2, new lambertian(vec3(random_double()*random_double(), random_double()*random_double(), random_double()*random_double())) ); } else if (choose_mat < 0.95f) { // metal list[i++] = new sphere( center, 0.2, new metal(vec3(0.5*(1 + random_double()), 0.5*(1 + random_double()), 0.5*(1 + random_double())), 0.5*random_double()) ); } else { // glass list[i++] = new sphere(center, 0.2, new dielectric(1.5)); } } } } list[i++] = new sphere(vec3(0, 1, 0), 1.0, new dielectric(1.5)); list[i++] = new sphere(vec3(-4, 1, 0), 1.0, new lambertian(vec3(0.4, 0.2, 0.1))); list[i++] = new sphere(vec3(4, 1, 0), 1.0, new metal(vec3(0.7, 0.6, 0.5), 0.0)); return hittable_list(list,i); } void write_image(uint8_t *image, int nx, int ny) { std::cout << "P3\n" << nx << " " << ny << "\n255\n"; for (int j = ny-1; j >= 0; j--) { for (int i = 0; i < nx; ++i) { std::cout << static_cast(image[3*(j*nx+i)+0]) << " "; std::cout << static_cast(image[3*(j*nx+i)+1]) << " "; std::cout << static_cast(image[3*(j*nx+i)+2]) << "\n"; } } } int main() { int nx = 1200; int ny = 800; int ns = 10; // --- Tiling parameters --- const int tx = 8; // Tile width const int ty = 4; // Tile height const int tiles_x = (nx + tx - 1) / tx; // Number of tiles in X dimension const int tiles_y = (ny + ty - 1) / ty; // Number of tiles in Y dimension const int total_tiles = tiles_x * tiles_y; hittable_list world = random_scene(); vec3 lookfrom(13,2,3); vec3 lookat(0,0,0); float dist_to_focus = 10.0; float aperture = 0.1; camera cam(lookfrom, lookat, vec3(0,1,0), 30, float(nx)/float(ny), aperture, dist_to_focus); std::vector image(nx * ny * 3); const int k_threads = std::thread::hardware_concurrency(); std::vector threads(k_threads); for (int t = 0; t < k_threads; ++t) { // Each thread will start at its index 't' and jump by 'k_threads' to get its next tile. threads[t] = std::thread([&, t] { // Each thread processes a strided range of tiles. for (int tile_idx = t; tile_idx < total_tiles; tile_idx += k_threads) { int tile_x = tile_idx % tiles_x; int tile_y = tile_idx / tiles_x; int i_start = tile_x * tx; int j_start = tile_y * ty; // Iterate over pixels within the tile for (int j = j_start; j < j_start + ty && j < ny; ++j) { for (int i = i_start; i < i_start + tx && i < nx; ++i) { vec3 col(0, 0, 0); for (int s=0; s < ns; s++) { float u = float(i + random_double()) / float(nx); float v = float(j + random_double()) / float(ny); ray r = cam.get_ray(u, v); col += color(r, world); } col /= float(ns); col = vec3( sqrt(col[0]), sqrt(col[1]), sqrt(col[2]) ); image[3*(j*nx+i)+0] = int(255.99*col[0]); image[3*(j*nx+i)+1] = int(255.99*col[1]); image[3*(j*nx+i)+2] = int(255.99*col[2]); } } } }); } for (int t = 0; t < k_threads; ++t) { threads[t].join(); } write_image(&image[0], nx, ny); }