comparison c-ray-mt.c @ 0:11a4bcadac2a

Initial SSR version
author Merten Sach <msach@mailbox.tu-berlin.de>
date Thu, 22 Sep 2011 14:16:25 +0200
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children b6c9e5f46e98
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-1:000000000000 0:3a419e74fa58
1 /* c-ray-mt - a simple multithreaded raytracing filter.
2 * Copyright (C) 2006 John Tsiombikas <nuclear@siggraph.org>
3 *
4 * You are free to use, modify and redistribute this program under the
5 * terms of the GNU General Public License v2 or (at your option) later.
6 * see "http://www.gnu.org/licenses/gpl.txt" for details.
7 * ---------------------------------------------------------------------
8 * Usage:
9 * compile: just type make
10 * (add any arch-specific optimizations for your compiler in CFLAGS first)
11 * run: cat scene | ./c-ray-mt [-t num-threads] >foo.ppm
12 * (on broken systems such as windows try: c-ray-mt -i scene -o foo.ppm)
13 * enjoy: display foo.ppm
14 * (with imagemagick, or use your favorite image viewer)
15 * ---------------------------------------------------------------------
16 * Scene file format:
17 * # sphere (many)
18 * s x y z rad r g b shininess reflectivity
19 * # light (many)
20 * l x y z
21 * # camera (one)
22 * c x y z fov tx ty tz
23 * ---------------------------------------------------------------------
24 */
25 #include <stdio.h>
26 #include <stdlib.h>
27 #include <string.h>
28 #include <math.h>
29 #include <ctype.h>
30 #include <errno.h>
31 #include <pthread.h>
32 #include "SSR_lib/SSR.h"
33
34 #define VER_MAJOR 1
35 #define VER_MINOR 1
36 #define VER_STR "c-ray-mt v%d.%d\n"
37
38 #if !defined(unix) && !defined(__unix__)
39 #ifdef __MACH__
40 #define unix 1
41 #define __unix__ 1
42 #endif /* __MACH__ */
43 #endif /* unix */
44
45 /* find the appropriate way to define explicitly sized types */
46 /* for C99 or GNU libc (also mach's libc) we can use stdint.h */
47 #if (__STDC_VERSION__ >= 199900) || defined(__GLIBC__) || defined(__MACH__)
48 #include <stdint.h>
49 #elif defined(unix) || defined(__unix__) /* some UNIX systems have them in sys/types.h */
50 #include <sys/types.h>
51 #elif defined(__WIN32__) || defined(WIN32) /* the nameless one */
52 typedef unsigned __int8 uint8_t;
53 typedef unsigned __int32 uint32_t;
54 #endif /* sized type detection */
55
56 struct vec3 {
57 double x, y, z;
58 };
59
60 struct ray {
61 struct vec3 orig, dir;
62 };
63
64 struct material {
65 struct vec3 col; /* color */
66 double spow; /* specular power */
67 double refl; /* reflection intensity */
68 };
69
70 struct sphere {
71 struct vec3 pos;
72 double rad;
73 struct material mat;
74 struct sphere *next;
75 };
76
77 struct spoint {
78 struct vec3 pos, normal, vref; /* position, normal and view reflection */
79 double dist; /* parametric distance of intersection along the ray */
80 };
81
82 struct camera {
83 struct vec3 pos, targ;
84 double fov;
85 };
86
87 struct procr_data {
88 VirtProcr *VP;
89 VirtProcr *parentVP;
90 int sl_start, sl_count;
91 uint32_t *pixels;
92 };
93 typedef struct procr_data procr_data;
94
95 void render_scanline(int xsz, int ysz, int sl, uint32_t *fb, int samples);
96 struct vec3 trace(struct ray ray, int depth);
97 struct vec3 shade(struct sphere *obj, struct spoint *sp, int depth);
98 struct vec3 reflect(struct vec3 v, struct vec3 n);
99 struct vec3 cross_product(struct vec3 v1, struct vec3 v2);
100 struct ray get_primary_ray(int x, int y, int sample);
101 struct vec3 get_sample_pos(int x, int y, int sample);
102 struct vec3 jitter(int x, int y, int s);
103 int ray_sphere(const struct sphere *sph, struct ray ray, struct spoint *sp);
104 void load_scene(FILE *fp);
105 unsigned long get_msec(void);
106
107 void thread_func(void *tdata, VirtProcr *VProc);
108
109 #define MAX_LIGHTS 16 /* maximum number of lights */
110 #define RAY_MAG 1000.0 /* trace rays of this magnitude */
111 #define MAX_RAY_DEPTH 5 /* raytrace recursion limit */
112 #define FOV 0.78539816 /* field of view in rads (pi/4) */
113 #define HALF_FOV (FOV * 0.5)
114 #define ERR_MARGIN 1e-6 /* an arbitrary error margin to avoid surface acne */
115
116 /* bit-shift ammount for packing each color into a 32bit uint */
117 #ifdef LITTLE_ENDIAN
118 #define RSHIFT 16
119 #define BSHIFT 0
120 #else /* big endian */
121 #define RSHIFT 0
122 #define BSHIFT 16
123 #endif /* endianess */
124 #define GSHIFT 8 /* this is the same in both byte orders */
125
126 /* some helpful macros... */
127 #define SQ(x) ((x) * (x))
128 #define MAX(a, b) ((a) > (b) ? (a) : (b))
129 #define MIN(a, b) ((a) < (b) ? (a) : (b))
130 #define DOT(a, b) ((a).x * (b).x + (a).y * (b).y + (a).z * (b).z)
131 #define NORMALIZE(a) do {\
132 double len = sqrt(DOT(a, a));\
133 (a).x /= len; (a).y /= len; (a).z /= len;\
134 } while(0);
135
136 //SSR Message Types
137 #define WORK_START 1
138 #define WORK_END 2
139
140 /* global state */
141 int xres = 800;
142 int yres = 600;
143 int rays_per_pixel = 1;
144 double aspect = 1.333333;
145 struct sphere *obj_list;
146 struct vec3 lights[MAX_LIGHTS];
147 int lnum = 0;
148 struct camera cam;
149
150 int thread_num = 1;
151 struct procr_data *procrs;
152
153 volatile int end = 0;
154 volatile int start = 0;
155 int32 end_mutex, end_cond;
156 int32 start_cond, start_mutex;
157
158 #define NRAN 1024
159 #define MASK (NRAN - 1)
160 struct vec3 urand[NRAN];
161 int irand[NRAN];
162
163 unsigned long rend_time, start_time;
164
165 const char *usage = {
166 "Usage: c-ray-mt [options]\n"
167 " Reads a scene file from stdin, writes the image to stdout, and stats to stderr.\n\n"
168 "Options:\n"
169 " -t <num> how many threads to use (default: 1)\n"
170 " -s WxH where W is the width and H the height of the image\n"
171 " -r <rays> shoot <rays> rays per pixel (antialiasing)\n"
172 " -i <file> read from <file> instead of stdin\n"
173 " -o <file> write to <file> instead of stdout\n"
174 " -h this help screen\n\n"
175 };
176
177 char __ProgrammName[] = "c-ray";
178 char __DataSet[255];
179
180
181 void raytrace(void *pixels, VirtProcr *Vprocr);
182
183 int main(int argc, char **argv) {
184 int i;
185 uint32_t *pixels;
186 FILE *infile = stdin, *outfile = stdout;
187
188 for(i=1; i<argc; i++) {
189 if(argv[i][0] == '-' && argv[i][2] == 0) {
190 char *sep;
191 switch(argv[i][1]) {
192 case 't':
193 if(!isdigit(argv[++i][0])) {
194 fprintf(stderr, "-t mus be followed by the number of worker threads to spawn\n");
195 return EXIT_FAILURE;
196 }
197 thread_num = atoi(argv[i]);
198 if(!thread_num) {
199 fprintf(stderr, "invalid number of threads specified: %d\n", thread_num);
200 return EXIT_FAILURE;
201 }
202 break;
203
204 case 's':
205 if(!isdigit(argv[++i][0]) || !(sep = strchr(argv[i], 'x')) || !isdigit(*(sep + 1))) {
206 fputs("-s must be followed by something like \"640x480\"\n", stderr);
207 return EXIT_FAILURE;
208 }
209 xres = atoi(argv[i]);
210 yres = atoi(sep + 1);
211 aspect = (double)xres / (double)yres;
212 break;
213
214 case 'i':
215 if(!(infile = fopen(argv[++i], "rb"))) {
216 fprintf(stderr, "failed to open input file %s: %s\n", argv[i], strerror(errno));
217 return EXIT_FAILURE;
218 }
219 break;
220
221 case 'o':
222 if(!(outfile = fopen(argv[++i], "wb"))) {
223 fprintf(stderr, "failed to open output file %s: %s\n", argv[i], strerror(errno));
224 return EXIT_FAILURE;
225 }
226 break;
227
228 case 'r':
229 if(!isdigit(argv[++i][0])) {
230 fputs("-r must be followed by a number (rays per pixel)\n", stderr);
231 return EXIT_FAILURE;
232 }
233 rays_per_pixel = atoi(argv[i]);
234 break;
235
236 case 'h':
237 fputs(usage, stdout);
238 return 0;
239
240 default:
241 fprintf(stderr, "unrecognized argument: %s\n", argv[i]);
242 fputs(usage, stderr);
243 return EXIT_FAILURE;
244 }
245 } else {
246 fprintf(stderr, "unrecognized argument: %s\n", argv[i]);
247 fputs(usage, stderr);
248 return EXIT_FAILURE;
249 }
250 }
251
252
253 if(!(pixels = malloc(xres * yres * sizeof *pixels))) {
254 perror("pixel buffer allocation failed");
255 return EXIT_FAILURE;
256 }
257 load_scene(infile);
258
259 //This is the transition to the VMS runtime
260 SSR__create_seed_procr_and_do_work(raytrace, (void*)pixels);
261
262 /* output statistics to stderr */
263 fprintf(stderr, "Rendering took: %lu seconds (%lu milliseconds)\n", rend_time / 1000, rend_time);
264
265 /* output the image */
266 fprintf(outfile, "P6\n%d %d\n255\n", xres, yres);
267 for(i=0; i<xres * yres; i++) {
268 fputc((pixels[i] >> RSHIFT) & 0xff, outfile);
269 fputc((pixels[i] >> GSHIFT) & 0xff, outfile);
270 fputc((pixels[i] >> BSHIFT) & 0xff, outfile);
271 }
272 fflush(outfile);
273
274 if(infile != stdin) fclose(infile);
275 if(outfile != stdout) fclose(outfile);
276
277 struct sphere *walker = obj_list;
278 while(walker) {
279 struct sphere *tmp = walker;
280 walker = walker->next;
281 free(tmp);
282 }
283 free(pixels);
284 return 0;
285 }
286
287 /* this is run after the VMS is set up*/
288 void raytrace(void *pixels, VirtProcr *VProc)
289 {
290 int i;
291 double sl, sl_per_procr;
292
293 /* initialize the random number tables for the jitter */
294 for(i=0; i<NRAN; i++) urand[i].x = (double)rand() / RAND_MAX - 0.5;
295 for(i=0; i<NRAN; i++) urand[i].y = (double)rand() / RAND_MAX - 0.5;
296 for(i=0; i<NRAN; i++) irand[i] = (int)(NRAN * ((double)rand() / RAND_MAX));
297
298 if(thread_num > yres) {
299 fprintf(stderr, "more threads than scanlines specified, reducing number of threads to %d\n", yres);
300 thread_num = yres;
301 }
302
303
304 if(!(procrs = SSR__malloc_to(thread_num * sizeof(procr_data), VProc))) {
305 perror("failed to allocate thread table");
306 exit(EXIT_FAILURE);
307 }
308
309 sl = 0.0;
310 sl_per_procr = (double)yres / (double)thread_num;
311 for(i=0; i<thread_num; i++) {
312 procrs[i].sl_start = (int)sl;
313 sl += sl_per_procr;
314 procrs[i].sl_count = (int)sl - procrs[i].sl_start;
315 procrs[i].pixels = (uint32_t*)pixels;
316 procrs[i].parentVP = VProc;
317
318 procrs[i].VP = SSR__create_procr_with((VirtProcrFnPtr)thread_func,
319 (void*)(&procrs[i]), VProc);
320 }
321
322 procrs[thread_num - 1].sl_count = yres - procrs[thread_num - 1].sl_start;
323
324 fprintf(stderr, VER_STR, VER_MAJOR, VER_MINOR);
325
326 // start worker threads
327 //printf("start of worker thread (%d)\n", VProc->procrID);
328 start_time = get_msec();
329 for(i=0; i<thread_num; i++)
330 SSR__send_of_type_to(VProc, NULL, WORK_START, procrs[i].VP);
331
332 //printf("wait for worker (%d)\n", VProc->procrID);
333 for(i=0; i<thread_num; i++)
334 SSR__receive_type_to(WORK_END, VProc);
335
336 rend_time = get_msec() - start_time;
337
338 SSR__free(procrs,VProc);
339 SSR__dissipate_procr(VProc);
340 }
341
342 /* render a frame of xsz/ysz dimensions into the provided framebuffer */
343 void render_scanline(int xsz, int ysz, int sl, uint32_t *fb, int samples) {
344 int i, s;
345 double rcp_samples = 1.0 / (double)samples;
346
347 for(i=0; i<xsz; i++) {
348 double r, g, b;
349 r = g = b = 0.0;
350
351 for(s=0; s<samples; s++) {
352 struct vec3 col = trace(get_primary_ray(i, sl, s), 0);
353 r += col.x;
354 g += col.y;
355 b += col.z;
356 }
357
358 r = r * rcp_samples;
359 g = g * rcp_samples;
360 b = b * rcp_samples;
361
362 fb[sl * xsz + i] = ((uint32_t)(MIN(r, 1.0) * 255.0) & 0xff) << RSHIFT |
363 ((uint32_t)(MIN(g, 1.0) * 255.0) & 0xff) << GSHIFT |
364 ((uint32_t)(MIN(b, 1.0) * 255.0) & 0xff) << BSHIFT;
365 }
366 }
367
368 /* trace a ray throught the scene recursively (the recursion happens through
369 * shade() to calculate reflection rays if necessary).
370 */
371 struct vec3 trace(struct ray ray, int depth) {
372 struct vec3 col;
373 struct spoint sp, nearest_sp;
374 struct sphere *nearest_obj = 0;
375 struct sphere *iter = obj_list->next;
376
377 /* if we reached the recursion limit, bail out */
378 if(depth >= MAX_RAY_DEPTH) {
379 col.x = col.y = col.z = 0.0;
380 return col;
381 }
382
383 /* find the nearest intersection ... */
384 while(iter) {
385 if(ray_sphere(iter, ray, &sp)) {
386 if(!nearest_obj || sp.dist < nearest_sp.dist) {
387 nearest_obj = iter;
388 nearest_sp = sp;
389 }
390 }
391 iter = iter->next;
392 }
393
394 /* and perform shading calculations as needed by calling shade() */
395 if(nearest_obj) {
396 col = shade(nearest_obj, &nearest_sp, depth);
397 } else {
398 col.x = col.y = col.z = 0.0;
399 }
400
401 return col;
402 }
403
404 /* Calculates direct illumination with the phong reflectance model.
405 * Also handles reflections by calling trace again, if necessary.
406 */
407 struct vec3 shade(struct sphere *obj, struct spoint *sp, int depth) {
408 int i;
409 struct vec3 col = {0, 0, 0};
410
411 /* for all lights ... */
412 for(i=0; i<lnum; i++) {
413 double ispec, idiff;
414 struct vec3 ldir;
415 struct ray shadow_ray;
416 struct sphere *iter = obj_list->next;
417 int in_shadow = 0;
418
419 ldir.x = lights[i].x - sp->pos.x;
420 ldir.y = lights[i].y - sp->pos.y;
421 ldir.z = lights[i].z - sp->pos.z;
422
423 shadow_ray.orig = sp->pos;
424 shadow_ray.dir = ldir;
425
426 /* shoot shadow rays to determine if we have a line of sight with the light */
427 while(iter) {
428 if(ray_sphere(iter, shadow_ray, 0)) {
429 in_shadow = 1;
430 break;
431 }
432 iter = iter->next;
433 }
434
435 /* and if we're not in shadow, calculate direct illumination with the phong model. */
436 if(!in_shadow) {
437 NORMALIZE(ldir);
438
439 idiff = MAX(DOT(sp->normal, ldir), 0.0);
440 ispec = obj->mat.spow > 0.0 ? pow(MAX(DOT(sp->vref, ldir), 0.0), obj->mat.spow) : 0.0;
441
442 col.x += idiff * obj->mat.col.x + ispec;
443 col.y += idiff * obj->mat.col.y + ispec;
444 col.z += idiff * obj->mat.col.z + ispec;
445 }
446 }
447
448 /* Also, if the object is reflective, spawn a reflection ray, and call trace()
449 * to calculate the light arriving from the mirror direction.
450 */
451 if(obj->mat.refl > 0.0) {
452 struct ray ray;
453 struct vec3 rcol;
454
455 ray.orig = sp->pos;
456 ray.dir = sp->vref;
457 ray.dir.x *= RAY_MAG;
458 ray.dir.y *= RAY_MAG;
459 ray.dir.z *= RAY_MAG;
460
461 rcol = trace(ray, depth + 1);
462 col.x += rcol.x * obj->mat.refl;
463 col.y += rcol.y * obj->mat.refl;
464 col.z += rcol.z * obj->mat.refl;
465 }
466
467 return col;
468 }
469
470 /* calculate reflection vector */
471 struct vec3 reflect(struct vec3 v, struct vec3 n) {
472 struct vec3 res;
473 double dot = v.x * n.x + v.y * n.y + v.z * n.z;
474 res.x = -(2.0 * dot * n.x - v.x);
475 res.y = -(2.0 * dot * n.y - v.y);
476 res.z = -(2.0 * dot * n.z - v.z);
477 return res;
478 }
479
480 struct vec3 cross_product(struct vec3 v1, struct vec3 v2) {
481 struct vec3 res;
482 res.x = v1.y * v2.z - v1.z * v2.y;
483 res.y = v1.z * v2.x - v1.x * v2.z;
484 res.z = v1.x * v2.y - v1.y * v2.x;
485 return res;
486 }
487
488 /* determine the primary ray corresponding to the specified pixel (x, y) */
489 struct ray get_primary_ray(int x, int y, int sample) {
490 struct ray ray;
491 float m[3][3];
492 struct vec3 i, j = {0, 1, 0}, k, dir, orig, foo;
493
494 k.x = cam.targ.x - cam.pos.x;
495 k.y = cam.targ.y - cam.pos.y;
496 k.z = cam.targ.z - cam.pos.z;
497 NORMALIZE(k);
498
499 i = cross_product(j, k);
500 j = cross_product(k, i);
501 m[0][0] = i.x; m[0][1] = j.x; m[0][2] = k.x;
502 m[1][0] = i.y; m[1][1] = j.y; m[1][2] = k.y;
503 m[2][0] = i.z; m[2][1] = j.z; m[2][2] = k.z;
504
505 ray.orig.x = ray.orig.y = ray.orig.z = 0.0;
506 ray.dir = get_sample_pos(x, y, sample);
507 ray.dir.z = 1.0 / HALF_FOV;
508 ray.dir.x *= RAY_MAG;
509 ray.dir.y *= RAY_MAG;
510 ray.dir.z *= RAY_MAG;
511
512 dir.x = ray.dir.x + ray.orig.x;
513 dir.y = ray.dir.y + ray.orig.y;
514 dir.z = ray.dir.z + ray.orig.z;
515 foo.x = dir.x * m[0][0] + dir.y * m[0][1] + dir.z * m[0][2];
516 foo.y = dir.x * m[1][0] + dir.y * m[1][1] + dir.z * m[1][2];
517 foo.z = dir.x * m[2][0] + dir.y * m[2][1] + dir.z * m[2][2];
518
519 orig.x = ray.orig.x * m[0][0] + ray.orig.y * m[0][1] + ray.orig.z * m[0][2] + cam.pos.x;
520 orig.y = ray.orig.x * m[1][0] + ray.orig.y * m[1][1] + ray.orig.z * m[1][2] + cam.pos.y;
521 orig.z = ray.orig.x * m[2][0] + ray.orig.y * m[2][1] + ray.orig.z * m[2][2] + cam.pos.z;
522
523 ray.orig = orig;
524 ray.dir.x = foo.x + orig.x;
525 ray.dir.y = foo.y + orig.y;
526 ray.dir.z = foo.z + orig.z;
527
528 return ray;
529 }
530
531
532 struct vec3 get_sample_pos(int x, int y, int sample) {
533 struct vec3 pt;
534 static double sf = 0.0;
535
536 if(sf == 0.0) {
537 sf = 1.5 / (double)xres;
538 }
539
540 pt.x = ((double)x / (double)xres) - 0.5;
541 pt.y = -(((double)y / (double)yres) - 0.65) / aspect;
542
543 if(sample) {
544 struct vec3 jt = jitter(x, y, sample);
545 pt.x += jt.x * sf;
546 pt.y += jt.y * sf / aspect;
547 }
548 return pt;
549 }
550
551 /* jitter function taken from Graphics Gems I. */
552 struct vec3 jitter(int x, int y, int s) {
553 struct vec3 pt;
554 pt.x = urand[(x + (y << 2) + irand[(x + s) & MASK]) & MASK].x;
555 pt.y = urand[(y + (x << 2) + irand[(y + s) & MASK]) & MASK].y;
556 return pt;
557 }
558
559 /* Calculate ray-sphere intersection, and return {1, 0} to signify hit or no hit.
560 * Also the surface point parameters like position, normal, etc are returned through
561 * the sp pointer if it is not NULL.
562 */
563 int ray_sphere(const struct sphere *sph, struct ray ray, struct spoint *sp) {
564 double a, b, c, d, sqrt_d, t1, t2;
565
566 a = SQ(ray.dir.x) + SQ(ray.dir.y) + SQ(ray.dir.z);
567 b = 2.0 * ray.dir.x * (ray.orig.x - sph->pos.x) +
568 2.0 * ray.dir.y * (ray.orig.y - sph->pos.y) +
569 2.0 * ray.dir.z * (ray.orig.z - sph->pos.z);
570 c = SQ(sph->pos.x) + SQ(sph->pos.y) + SQ(sph->pos.z) +
571 SQ(ray.orig.x) + SQ(ray.orig.y) + SQ(ray.orig.z) +
572 2.0 * (-sph->pos.x * ray.orig.x - sph->pos.y * ray.orig.y - sph->pos.z * ray.orig.z) - SQ(sph->rad);
573
574 if((d = SQ(b) - 4.0 * a * c) < 0.0) return 0;
575
576 sqrt_d = sqrt(d);
577 t1 = (-b + sqrt_d) / (2.0 * a);
578 t2 = (-b - sqrt_d) / (2.0 * a);
579
580 if((t1 < ERR_MARGIN && t2 < ERR_MARGIN) || (t1 > 1.0 && t2 > 1.0)) return 0;
581
582 if(sp) {
583 if(t1 < ERR_MARGIN) t1 = t2;
584 if(t2 < ERR_MARGIN) t2 = t1;
585 sp->dist = t1 < t2 ? t1 : t2;
586
587 sp->pos.x = ray.orig.x + ray.dir.x * sp->dist;
588 sp->pos.y = ray.orig.y + ray.dir.y * sp->dist;
589 sp->pos.z = ray.orig.z + ray.dir.z * sp->dist;
590
591 sp->normal.x = (sp->pos.x - sph->pos.x) / sph->rad;
592 sp->normal.y = (sp->pos.y - sph->pos.y) / sph->rad;
593 sp->normal.z = (sp->pos.z - sph->pos.z) / sph->rad;
594
595 sp->vref = reflect(ray.dir, sp->normal);
596 NORMALIZE(sp->vref);
597 }
598 return 1;
599 }
600
601 /* Load the scene from an extremely simple scene description file */
602 #define DELIM " \t\n"
603 void load_scene(FILE *fp) {
604 char line[256], *ptr, type;
605
606 obj_list = malloc(sizeof(struct sphere));
607 obj_list->next = 0;
608
609 while((ptr = fgets(line, 256, fp))) {
610 int i;
611 struct vec3 pos, col;
612 double rad, spow, refl;
613
614 while(*ptr == ' ' || *ptr == '\t') ptr++;
615 if(*ptr == '#' || *ptr == '\n') continue;
616
617 if(!(ptr = strtok(line, DELIM))) continue;
618 type = *ptr;
619
620 for(i=0; i<3; i++) {
621 if(!(ptr = strtok(0, DELIM))) break;
622 *((double*)&pos.x + i) = atof(ptr);
623 }
624
625 if(type == 'l') {
626 lights[lnum++] = pos;
627 continue;
628 }
629
630 if(!(ptr = strtok(0, DELIM))) continue;
631 rad = atof(ptr);
632
633 for(i=0; i<3; i++) {
634 if(!(ptr = strtok(0, DELIM))) break;
635 *((double*)&col.x + i) = atof(ptr);
636 }
637
638 if(type == 'c') {
639 cam.pos = pos;
640 cam.targ = col;
641 cam.fov = rad;
642 continue;
643 }
644
645 if(!(ptr = strtok(0, DELIM))) continue;
646 spow = atof(ptr);
647
648 if(!(ptr = strtok(0, DELIM))) continue;
649 refl = atof(ptr);
650
651 if(type == 's') {
652 struct sphere *sph = malloc(sizeof *sph);
653 sph->next = obj_list->next;
654 obj_list->next = sph;
655
656 sph->pos = pos;
657 sph->rad = rad;
658 sph->mat.col = col;
659 sph->mat.spow = spow;
660 sph->mat.refl = refl;
661 } else {
662 fprintf(stderr, "unknown type: %c\n", type);
663 }
664 }
665 }
666
667
668 /* provide a millisecond-resolution timer for each system */
669 #if defined(unix) || defined(__unix__)
670 #include <time.h>
671 #include <sys/time.h>
672 unsigned long get_msec(void) {
673 static struct timeval timeval, first_timeval;
674
675 gettimeofday(&timeval, 0);
676 if(first_timeval.tv_sec == 0) {
677 first_timeval = timeval;
678 return 0;
679 }
680 return (timeval.tv_sec - first_timeval.tv_sec) * 1000 + (timeval.tv_usec - first_timeval.tv_usec) / 1000;
681 }
682 #elif defined(__WIN32__) || defined(WIN32)
683 #include <windows.h>
684 unsigned long get_msec(void) {
685 return GetTickCount();
686 }
687 #else
688 #error "I don't know how to measure time on your platform"
689 #endif
690
691 void thread_func(void *tdata, VirtProcr *VProc) {
692 int i;
693 procr_data *td = (procr_data*)tdata;
694
695 SSR__receive_type_to(WORK_START, VProc);
696
697 for(i=0; i<td->sl_count; i++) {
698 render_scanline(xres, yres, i + td->sl_start, td->pixels, rays_per_pixel);
699 }
700
701 SSR__send_of_type_to(VProc, NULL, WORK_END, td->parentVP);
702
703 SSR__dissipate_procr(VProc);
704 }