#include // smallpt, a Path Tracer by Kevin Beason, 2008 #include // Make : g++ -O3 -fopenmp smallpt.cpp -o smallpt #include // Remove "-fopenmp" for g++ version < 4.2 #include #include #include #include struct Vec { // Usage: time ./smallpt 5000 && xv image.ppm double x, y, z; // position, also color (r,g,b) Vec(double x_=0, double y_=0, double z_=0){ x=x_; y=y_; z=z_; } Vec operator+(const Vec &b) const { return Vec(x+b.x,y+b.y,z+b.z); } Vec operator-(const Vec &b) const { return Vec(x-b.x,y-b.y,z-b.z); } Vec operator*(double b) const { return Vec(x*b,y*b,z*b); } Vec mult(const Vec &b) const { return Vec(x*b.x,y*b.y,z*b.z); } Vec& norm(){ return *this = *this * (1/sqrt(x*x+y*y+z*z)); } double dot(const Vec &b) const { return x*b.x+y*b.y+z*b.z; } // cross: Vec operator%(Vec&b){return Vec(y*b.z-z*b.y,z*b.x-x*b.z,x*b.y-y*b.x);} }; struct Ray { Vec o, d; Ray(Vec o_, Vec d_) : o(o_), d(d_) {} }; enum Refl_t { DIFF, SPEC, REFR }; // material types, used in radiance() struct Sphere { double rad; // radius Vec p, e, c; // position, emission, color Refl_t refl; // reflection type (DIFFuse, SPECular, REFRactive) Sphere(double rad_, Vec p_, Vec e_, Vec c_, Refl_t refl_): rad(rad_), p(p_), e(e_), c(c_), refl(refl_) {} double intersect(const Ray &r) const { // returns distance, 0 if nohit Vec op = p-r.o; // Solve t^2*d.d + 2*t*(o-p).d + (o-p).(o-p)-R^2 = 0 double t, eps=1e-4, b=op.dot(r.d), det=b*b-op.dot(op)+rad*rad; if (det<0) return 0; else det=sqrt(det); return (t=b-det)>eps ? t : ((t=b+det)>eps ? t : 0); } }; //#define SKY 1 #define WADA 1 #if SKY // Idea stolen from Picogen http://picogen.org/ by phresnel/greenhybrid Vec Cen(50,40.8,-860); Sphere spheres[] = {//Scene: radius, position, emission, color, material // center 50 40.8 62 // floor 0 // back 0 Sphere(1600, Vec(1,0,2)*3000, Vec(1,.9,.8)*1.2e1*1.56*2,Vec(), DIFF), // sun Sphere(1560, Vec(1,0,2)*3500,Vec(1,.5,.05)*4.8e1*1.56*2, Vec(), DIFF), // horizon sun2 // Sphere(10000,Cen+Vec(0,0,-200), Vec(0.0627, 0.188, 0.569)*6e-2*8, Vec(.7,.7,1)*.25, DIFF), // sky Sphere(10000,Cen+Vec(0,0,-200), Vec(0.00063842, 0.02001478, 0.28923243)*6e-2*8, Vec(.7,.7,1)*.25, DIFF), // sky Sphere(100000, Vec(50, -100000, 0), Vec(),Vec(.3,.3,.3),DIFF), // grnd Sphere(110000, Vec(50, -110048.5, 0), Vec(.9,.5,.05)*4,Vec(),DIFF),// horizon brightener Sphere(4e4, Vec(50, -4e4-30, -3000), Vec(),Vec(.2,.2,.2),DIFF),// mountains // Sphere(3.99e4, Vec(50, -3.99e4+20.045, -3000), Vec(),Vec(.7,.7,.7),DIFF),// mountains snow Sphere(26.5,Vec(22,26.5,42), Vec(),Vec(1,1,1)*.596, SPEC), // white Mirr Sphere(13,Vec(75,13,82), Vec(),Vec(.96,.96,.96)*.96, REFR),// Glas Sphere(22,Vec(87,22,24), Vec(),Vec(.6,.6,.6)*.696, REFR) // Glas2 }; #elif WADA double R=60; //double R=120; double T=30*M_PI/180.; double D=R/cos(T); double Z=60; Sphere spheres[] = {//Scene: radius, position, emission, color, material // center 50 40.8 62 // floor 0 // back 0 Sphere(1e5, Vec(50, 100, 0), Vec(1,1,1)*3e0, Vec(), DIFF), // sky Sphere(1e5, Vec(50, -1e5-D-R, 0), Vec(), Vec(.1,.1,.1),DIFF), //grnd Sphere(R, Vec(50,40.8,62)+Vec( cos(T),sin(T),0)*D, Vec(), Vec(1,.3,.3)*.999, SPEC), //red Sphere(R, Vec(50,40.8,62)+Vec(-cos(T),sin(T),0)*D, Vec(), Vec(.3,1,.3)*.999, SPEC), //grn Sphere(R, Vec(50,40.8,62)+Vec(0,-1,0)*D, Vec(), Vec(.3,.3,1)*.999, SPEC), //blue Sphere(R, Vec(50,40.8,62)+Vec(0,0,-1)*D, Vec(), Vec(.53,.53,.53)*.999, SPEC), //back Sphere(R, Vec(50,40.8,62)+Vec(0,0,1)*D, Vec(), Vec(1,1,1)*.999, REFR), //front // Sphere(R, Vec(50,35,Z)+Vec( cos(T),sin(T),0)*D, Vec(1,1,1)*1e-1, Vec(1,1,1)*.999, SPEC), //red // Sphere(R, Vec(50,35,Z)+Vec(-cos(T),sin(T),0)*D, Vec(1,1,1)*1e-1, Vec(1,1,1)*.999, SPEC), //grn // Sphere(R, Vec(50,35,Z)+Vec(0,-1,0)*D, Vec(1,1,1)*1e-1, Vec(1,1,1)*.999, SPEC), //blue // Sphere(R, Vec(50,35,Z)+Vec(0,0,-1)*D*1.6, Vec(1,1,1)*0e-1, Vec(0.275, 0.612, 0.949)*.999, SPEC), //back // Sphere(R, Vec(50,40.8,62)+Vec(0,0,1)*D*.2877, Vec(1,1,1)*0e-1, Vec(1,1,1)*.999, REFR), //front }; #else Sphere spheres[] = {//Scene: radius, position, emission, color, material Sphere(1e5, Vec( 1e5+1,40.8,81.6), Vec(),Vec(.75,.25,.25),DIFF),//Left Sphere(1e5, Vec(-1e5+99,40.8,81.6),Vec(),Vec(.25,.25,.75),DIFF),//Rght Sphere(1e5, Vec(50,40.8, 1e5), Vec(),Vec(.75,.75,.75),DIFF),//Back Sphere(1e5, Vec(50,40.8,-1e5+170), Vec(),Vec(), DIFF),//Frnt Sphere(1e5, Vec(50, 1e5, 81.6), Vec(),Vec(.75,.75,.75),DIFF),//Botm Sphere(1e5, Vec(50,-1e5+81.6,81.6),Vec(),Vec(.75,.75,.75),DIFF),//Top Sphere(16.5,Vec(27,16.5,47), Vec(),Vec(1,1,1)*.999, SPEC),//Mirr Sphere(16.5,Vec(73,16.5,78), Vec(),Vec(1,1,1)*.999, REFR),//Glas Sphere(600, Vec(50,681.6-.27,81.6),Vec(12,12,12), Vec(), DIFF) //Lite }; #endif inline double clamp(double x){ return x<0 ? 0 : x>1 ? 1 : x; } inline int toInt(double x){ return int(pow(clamp(x),1/2.2)*255+.5); } inline bool intersect(const Ray &r, double &t, int &id){ double n=sizeof(spheres)/sizeof(Sphere), d, inf=t=1e20; for(int i=int(n);i--;) if((d=spheres[i].intersect(r))&&df.y && f.x>f.z ? f.x : f.y>f.z ? f.y : f.z; // max refl if (++depth>5) if (erand48(Xi) MAX_DEPTH) return obj.e; //don't recurse forever if (obj.refl == DIFF){ // Ideal DIFFUSE reflection double r1=2*M_PI*erand48(Xi), r2=erand48(Xi), r2s=sqrt(r2); Vec w=nl, u=((fabs(w.x)>.1?Vec(0,1):Vec(1))%w).norm(), v=w%u; Vec d = (u*cos(r1)*r2s + v*sin(r1)*r2s + w*sqrt(1-r2)).norm(); return obj.e + f.mult(radiance(Ray(x,d),depth,Xi)); } else if (obj.refl == SPEC) // Ideal SPECULAR reflection return obj.e + f.mult(radiance(Ray(x,r.d-n*2*n.dot(r.d)),depth,Xi)); Ray reflRay(x, r.d-n*2*n.dot(r.d)); // Ideal dielectric REFRACTION bool into = n.dot(nl)>0; // Ray from outside going in? double nc=1, nt=1.5, nnt=into?nc/nt:nt/nc, ddn=r.d.dot(nl), cos2t; if ((cos2t=1-nnt*nnt*(1-ddn*ddn))<0) // Total internal reflection return obj.e + f.mult(radiance(reflRay,depth,Xi)); Vec tdir = (r.d*nnt - n*((into?1:-1)*(ddn*nnt+sqrt(cos2t)))).norm(); double a=nt-nc, b=nt+nc, R0=a*a/(b*b), c = 1-(into?-ddn:tdir.dot(n)); double Re=R0+(1-R0)*c*c*c*c*c,Tr=1-Re,P=.25+.5*Re,RP=Re/P,TP=Tr/(1-P); return obj.e + f.mult(depth>2 ? (erand48(Xi)

(1 << yShift)) yShift++; // figure out mask for x xMask = (1 << yShift) - 1; // set up rng unsigned short Xi[3]={0,0,args.id}; int w = args.w; int h = args.h; const Vec &cx = args.cx; const Vec &cy = args.cy; const Ray &cam = args.cam; for(;;) { unsigned offset = lfsr; lfsr = (lfsr >> 1) ^ (-(lfsr & 1u) & args.poly); unsigned y = h - (offset >> yShift) - 1; unsigned x = offset & xMask; Vec c, r; for (int sy=0; sy<2; sy++) // 2x2 subpixel rows for (int sx=0; sx<2; sx++, r=Vec()){ // 2x2 subpixel cols double r1=2*erand48(Xi), dx=r1<1 ? sqrt(r1)-1: 1-sqrt(2-r1); double r2=2*erand48(Xi), dy=r2<1 ? sqrt(r2)-1: 1-sqrt(2-r2); Vec d = cx*( ( (sx+.5 + dx)/2 + x)/w - .5) + cy*( ( (sy+.5 + dy)/2 + y)/h - .5) + cam.d; r = r + radiance(Ray(cam.o+d*140,d.norm()),0,Xi); c = c + Vec(clamp(r.x),clamp(r.y),clamp(r.z))*.25; //TODO move clamp? } volatile unsigned *lock = args.rgnLocks + (offset & (args.rgnLockCount - 1)); #if STATS bool spun = false; #endif // lock our region while(__sync_val_compare_and_swap(lock, 0, 1)) { #if STATS __sync_fetch_and_add(&sRgnLockSpins, 1); spun = true; #endif } #if STATS if(spun) __sync_fetch_and_add(&sRgnLockSpinEvents, 1); #endif Vec ac = (args.accum[offset] = args.accum[offset] + c); // update accumulator (and retain result) unsigned div = (++args.samps[offset]) + 1; // update sample count (and retain result) -- add 1 for a fade-in effect // generate new rgb value args.rgb[offset] = (toInt(ac.x / div) << 16) | (toInt(ac.y / div) << 8) | toInt(ac.z / div); fence(); *lock = 0; // unlock #if STATS __sync_fetch_and_add(&sTotalSamples, 1); #endif // check for quit every once in a while if(!(lfsr & 1023) && *args.quit) break; } return NULL; } struct EntryThreadArgs { volatile int w, h; // out unsigned * volatile rgb; // out pthread_mutex_t initMutex; pthread_cond_t initCond; }; static void *entryThreadProc(void *arg){ EntryThreadArgs &args = *(EntryThreadArgs *)arg; int w=512, h=512; Ray cam(Vec(50,52,295.6), Vec(0,-0.042612,-1).norm()); // cam pos, dir Vec cx=Vec(w*.5135/h), cy=(cx%cam.d).norm()*.5135, *c=new Vec[w*h]; // unsigned poly = (1 << 19) | (1 << 16); // poly for 20 bit lfsr (1024x1024) unsigned poly = (1 << 17) | (1 << 10); // poly for 18 bit lfsr (512x512) // unsigned poly = (1 << 15) | (1 << 13) | (1 << 12) | (1 << 10); // poly for 16 bit lfsr (256x256) unsigned *rgb = (unsigned *)calloc(sizeof(unsigned), w*h); unsigned *samps = (unsigned *)calloc(sizeof(unsigned), w*h); volatile bool quit = false; args.w = w; args.h = h; args.rgb = rgb; pthread_mutex_lock(&args.initMutex); pthread_cond_signal(&args.initCond); pthread_mutex_unlock(&args.initMutex); #define THREAD_COUNT 4 #define RGN_LOCK_COUNT 65536 unsigned rgnLocks[RGN_LOCK_COUNT] = { 0 }; pthread_t threads[THREAD_COUNT]; for(int i = 0; i < THREAD_COUNT; i++) { ThreadArgs args = { cam, w, h, cx, cy, c, samps, rgb, poly, rgnLocks, RGN_LOCK_COUNT, i, &quit }; pthread_create(threads + i, NULL, threadProc, new ThreadArgs(args)); } #define SLEEP_TIME 10 #ifndef __AVM2__ //TODO sleep(15); #else __asm("yield(%0)" : : "r"(SLEEP_TIME * 1000)); #endif #if 0 // go forever! quit = true; #endif for(int i = 0; i < THREAD_COUNT; i++) pthread_join(threads[i], NULL); FILE *f = fopen("image.ppm", "w"); // Write image to PPM file. fprintf(f, "P3\n%d %d\n%d\n", w, h, 255); for (int i=0; i> 16, (rgb[i] >> 8) & 255, rgb[i] & 255); #if STATS fprintf(stderr, "rgnLock spins: %d spin events: %d total samples: %d\n", sRgnLockSpins, sRgnLockSpinEvents, sTotalSamples); #endif } struct UpdateArgs { int w, h; unsigned *rgb; }; static AS3::value updateProc(void *arg, AS3::value vargs) { UpdateArgs &args = *(UpdateArgs *)arg; static bool sFirst = true; static AS3::value sBMD; if(sFirst) { AS3::value namespaceClass = AS3::getlex(AS3::new_String("Namespace")); AS3::value flashDisplayNS = AS3::construct(namespaceClass, AS3::new_String("flash.display")); AS3::value bitmapDataClass = AS3::getlex(flashDisplayNS, AS3::new_String("BitmapData")); sBMD = AS3::construct(bitmapDataClass, AS3::new_int(args.w), AS3::new_int(args.h), AS3::_false); AS3::value bitmapClass = AS3::getlex(flashDisplayNS, AS3::new_String("Bitmap")); AS3::value bitmap = AS3::construct(bitmapClass, sBMD); AS3::value stage = AS3::get_Stage(); AS3::call(stage["addChild"], stage, 1, &bitmap); sFirst = false; } AS3::value setPixelsArgs[] = { sBMD["rect"], AS3::get_ram() }; AS3::call(sBMD["setPixels"], sBMD, 2, setPixelsArgs, args.rgb); return AS3::_undefined; } int main(int argc, char *argv[]) { EntryThreadArgs entryArgs = { 0, 0, NULL, PTHREAD_MUTEX_INITIALIZER, PTHREAD_COND_INITIALIZER }; pthread_t entryThread; pthread_mutex_lock(&entryArgs.initMutex); pthread_create(&entryThread, NULL, entryThreadProc, &entryArgs); pthread_cond_wait(&entryArgs.initCond, &entryArgs.initMutex); pthread_mutex_unlock(&entryArgs.initMutex); printf("%d %d %p\n", entryArgs.w, entryArgs.h, entryArgs.rgb); UpdateArgs *updateArgs = new UpdateArgs; updateArgs->w = entryArgs.w; updateArgs->h = entryArgs.h; updateArgs->rgb = entryArgs.rgb; AS3::value fun = AS3::new_Function(updateProc, updateArgs); AS3::value stage = AS3::get_Stage(); stage["frameRate"] = AS3::new_Number(10); // 10fps AS3::value aelArgs[] = { AS3::new_String("enterFrame"), fun }; AS3::call(stage["addEventListener"], stage, 2, aelArgs); AS3_LibInit(); return 0; }