Files
CPU-Raytracer/interface.c
T

122 lines
4.0 KiB
C

//
// Created by ary on 29.07.2026.
//
#include <stdatomic.h>
#include <stdio.h>
#ifdef _WIN32
#include <windows.h>
#define SLEEP_SECONDS(s) Sleep((s) * 1000)
#else
#include <unistd.h>
#define SLEEP_SECONDS(s) sleep(s)
#endif
#include "interface.h"
#include "examples.h"
#include "structs.h"
#include "vectorOp.h"
#include "raytrace.h"
#include <stdlib.h>
#include "helper.h"
#include <pthread.h>
#include <stdatomic.h>
#define WORKTHREADSIZE 16
void* renderPixel(RenderArgs *arg, int pixelId) {
RenderArgs *args = (RenderArgs*)arg;
int step = pixelId * args->channels;
int x = pixelId % args->width;
int y = pixelId / args->width;
RGBA pixelColor;
vec3 *pixelOrigin = (vec3 *)malloc(sizeof(vec3));
*pixelOrigin = vec3Add(*args->screenTopLeft,
vec3Add(
vec3Scale(*args->vecPixelStepX, x),
vec3Scale(*args->vecPixelStepY, y)
)
);
ray *lightRay = (ray *)malloc(sizeof(ray));;
lightRay->origin = args->cam1->origin;
lightRay->direction = vec3Normalize(vec3Subtract(*pixelOrigin, args->cam1->origin));
pixelColor = getPixelColor(args->objectList,args->objectCount, lightRay);
free(pixelOrigin);
free(lightRay);
(*args->image)[step] = (int)(pixelColor.r * 255.0);
(*args->image)[step+1] = (int)(pixelColor.g * 255.0);
(*args->image)[step+2] = (int)(pixelColor.b * 255.0);
if (args->channels == 4) {
(*args->image)[step+3] = 255;
}
return NULL;
}
void *workerLoop(void *arg) {
RenderArgs *args = (RenderArgs*)arg;
while (1) {
int pixelId = atomic_fetch_add(&args->nextPixelId, 1);
if (pixelId >= args->pixelCount) break;
renderPixel(args, pixelId);
}
return NULL;
}
void* monitorProgress(void *arg) {
MonitorArgs *args = (MonitorArgs*)arg;
while (1){
int pixelId = *atomic_load(&args->nextPixelId);
if (pixelId >= args->pixelCount) break;
double progress = 100.0 * pixelId / args->pixelCount;
printf("progress: %lf%%\n", progress);
SLEEP_SECONDS(1);
}
return NULL;
}
void displaySzene(object objectList[], int objectCount, camera cam1, int width, int height, int channels, unsigned char **image) {
const vec3 worldUp = (vec3){0, 1, 0};
vec3 screenX = vec3Cross(worldUp, cam1.direction);
vec3 screenY = vec3Cross(screenX, cam1.direction);
vec3 screenMiddlePoint = vec3Add(cam1.origin, vec3Scale(cam1.direction, cam1.screenDistance));
vec3 screenTopLeft = vec3Add(
vec3Add(screenMiddlePoint,
vec3Scale(screenY, -cam1.height/2.0)),///////////////////////////////////////////////////////////////////////////////////////////////////////////////aendern minus weg
vec3Scale(screenX, -cam1.width/2.0)
);
double pixelStepX = cam1.width / cam1.resolutionX;
double pixelStepY = cam1.height / cam1.resolutionY;
vec3 vecPixelStepX = vec3Scale(screenX, pixelStepX);
vec3 vecPixelStepY = vec3Scale(screenY, pixelStepY);
pthread_t *threadIdList = (pthread_t *)malloc(sizeof(pthread_t) * WORKTHREADSIZE);
RenderArgs *args = (RenderArgs*)malloc(sizeof(RenderArgs));
*args = (RenderArgs){objectList, objectCount, width, channels, &screenTopLeft, &vecPixelStepX, &vecPixelStepY, &cam1, image, 0, 0,width * height};
pthread_mutex_init(&args->mutexKey, NULL);
//pthread_t threadId;
for (int i = 0; i < WORKTHREADSIZE; i++) {
pthread_create(&(threadIdList[i]), NULL, workerLoop, args);
}
pthread_t monitorThread;
pthread_create(&monitorThread, NULL, monitorProgress, (void*)(&(MonitorArgs){&args->nextPixelId, args->pixelCount, &args->mutexKey}));
//renderPixel(i, objectList, objectCount, width, channels, &screenTopLeft, &vecPixelStepX, &vecPixelStepY, &cam1, image);
for (int i = 0; i < WORKTHREADSIZE; i++) {
pthread_join(threadIdList[i], NULL);
}
pthread_join(monitorThread, NULL);
pthread_mutex_destroy(&args->mutexKey);
free(threadIdList);
free(args);
}