126 lines
4.1 KiB
C
126 lines
4.1 KiB
C
//
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// Created by ary on 29.07.2026.
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//
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#include <stdio.h>
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#ifdef _WIN32
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#include <windows.h>
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#define SLEEP_SECONDS(s) Sleep((s) * 1000)
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#else
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#include <unistd.h>
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#define SLEEP_SECONDS(s) sleep(s)
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#endif
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#include "interface.h"
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#include "examples.h"
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#include "structs.h"
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#include "vectorOp.h"
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#include "raytrace.h"
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#include <stdlib.h>
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#include "helper.h"
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#include <pthread.h>
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#define WORKTHREADSIZE 32
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void* renderPixel(RenderArgs *arg, int pixelId) {
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RenderArgs *args = (RenderArgs*)arg;
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int step = pixelId * args->channels;
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int x = pixelId % args->width;
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int y = pixelId / args->width;
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RGBA pixelColor;
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vec3 *pixelOrigin = (vec3 *)malloc(sizeof(vec3));
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*pixelOrigin = vec3Add(*args->screenTopLeft,
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vec3Add(
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vec3Scale(*args->vecPixelStepX, x),
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vec3Scale(*args->vecPixelStepY, y)
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)
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);
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ray *lightRay = (ray *)malloc(sizeof(ray));;
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lightRay->origin = args->cam1->origin;
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lightRay->direction = vec3Normalize(vec3Subtract(*pixelOrigin, args->cam1->origin));
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pixelColor = getPixelColor(args->objectList,args->objectCount, lightRay);
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free(pixelOrigin);
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free(lightRay);
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(*args->image)[step] = (int)(pixelColor.r * 255.0);
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(*args->image)[step+1] = (int)(pixelColor.g * 255.0);
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(*args->image)[step+2] = (int)(pixelColor.b * 255.0);
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if (args->channels == 4) {
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(*args->image)[step+3] = 255;
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}
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return NULL;
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}
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void *workerLoop(void *arg) {
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RenderArgs *args = (RenderArgs*)arg;
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while (1) {
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pthread_mutex_lock(&args->mutexKey);
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int pixelId = args->nextPixelId;
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args->nextPixelId++;
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pthread_mutex_unlock(&args->mutexKey);
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if (pixelId >= args->pixelCount) break;
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renderPixel(args, pixelId);
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}
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return NULL;
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}
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void* monitorProgress(void *arg) {
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MonitorArgs *args = (MonitorArgs*)arg;
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while (1){
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pthread_mutex_lock(args->mutexKey);
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int pixelId = *args->nextPixelId;
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pthread_mutex_unlock(args->mutexKey);
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if (pixelId >= args->pixelCount) break;
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double progress = 100.0 * pixelId / args->pixelCount;
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printf("progress: %lf%%\n", progress);
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SLEEP_SECONDS(1);
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}
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return NULL;
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}
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void displaySzene(object objectList[], int objectCount, camera cam1, int width, int height, int channels, unsigned char **image) {
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const vec3 worldUp = (vec3){0, 1, 0};
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vec3 screenX = vec3Cross(worldUp, cam1.direction);
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vec3 screenY = vec3Cross(screenX, cam1.direction);
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vec3 screenMiddlePoint = vec3Add(cam1.origin, vec3Scale(cam1.direction, cam1.screenDistance));
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vec3 screenTopLeft = vec3Add(
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vec3Add(screenMiddlePoint,
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vec3Scale(screenY, -cam1.height/2.0)),///////////////////////////////////////////////////////////////////////////////////////////////////////////////aendern minus weg
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vec3Scale(screenX, -cam1.width/2.0)
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);
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double pixelStepX = cam1.width / cam1.resolutionX;
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double pixelStepY = cam1.height / cam1.resolutionY;
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vec3 vecPixelStepX = vec3Scale(screenX, pixelStepX);
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vec3 vecPixelStepY = vec3Scale(screenY, pixelStepY);
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pthread_t *threadIdList = (pthread_t *)malloc(sizeof(pthread_t) * WORKTHREADSIZE);
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RenderArgs *args = (RenderArgs*)malloc(sizeof(RenderArgs));
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*args = (RenderArgs){objectList, objectCount, width, channels, &screenTopLeft, &vecPixelStepX, &vecPixelStepY, &cam1, image, 0, 0,width * height};
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pthread_mutex_init(&args->mutexKey, NULL);
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//pthread_t threadId;
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for (int i = 0; i < WORKTHREADSIZE; i++) {
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pthread_create(&(threadIdList[i]), NULL, workerLoop, args);
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}
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pthread_t monitorThread;
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pthread_create(&monitorThread, NULL, monitorProgress, (void*)(&(MonitorArgs){&args->nextPixelId, args->pixelCount, &args->mutexKey}));
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//renderPixel(i, objectList, objectCount, width, channels, &screenTopLeft, &vecPixelStepX, &vecPixelStepY, &cam1, image);
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for (int i = 0; i < WORKTHREADSIZE; i++) {
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pthread_join(threadIdList[i], NULL);
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}
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pthread_join(monitorThread, NULL);
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pthread_mutex_destroy(&args->mutexKey);
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free(threadIdList);
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free(args);
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} |