#include "renderer/superrenderer.h" #include "camera/camera.h" #include "scene/scene.h" #include #include #include #include void SuperRenderer::renderThread(const Scene *scene, Camera const *camera, Texture *image, int width, int widthStep, int widthOffset, int height, int heightStep, int heightOffset, std::atomic *k, int const stepSize, int superSamplingFactor) { int const sampleCount = superSamplingFactor * superSamplingFactor; float const samplingStep = 1.0f / superSamplingFactor; float const aspectRatio = static_cast(height) / width; for (int y = heightOffset; y < image->height(); y += heightStep) { for (int x = widthOffset; x < image->width(); x += widthStep) { // The fragment color is averaged over all sub-pixel rays Color fragmentColor; for (int xs = 0; xs < superSamplingFactor; ++xs) { for (int ys = 0; ys < superSamplingFactor; ++ys) { Ray ray = camera->createRay(((xs * samplingStep + x) / width * 2 - 1), -((ys * samplingStep + y) / height * 2 - 1) * aspectRatio); fragmentColor += scene->traceRay(ray); } } image->setPixelAt(x, y, clamped(fragmentColor / float(sampleCount))); // Super hacky progress bar! if (++*k % stepSize == 0) { std::cout << "=" << std::flush; } } } } Texture SuperRenderer::renderImage(Scene const &scene, Camera const &camera, int width, int height) { Texture image(width, height); // Setup timer std::chrono::steady_clock::time_point start, stop; // ICGVARIANT ray_counting // Reset Ray counting Ray::resetRayCount(); // ENDVARIANT ray_counting // Super-hacky progress bar! std::cout << "(SuperRenderer): Begin rendering..." << std::endl; std::cout << "| 0%"; int const barSize = 50; int const stepSize = (width * height) / barSize; for (int i = 0; i < barSize - 3 - 5; ++i) std::cout << " "; std::cout << "100% |" << std::endl << "|"; std::atomic k(0); // Start timer start = std::chrono::steady_clock::now(); // Spawn a thread for every logical processor -1, calling the renderThread function int const nThreads = std::thread::hardware_concurrency(); std::vector threads; for (int t = 0; t < nThreads - 1; ++t) { threads.emplace_back(renderThread, &scene, &camera, &image, width, nThreads, t, height, 1, 0, &k, stepSize, this->superSamplingFactor_); } // Call the renderThread function yourself renderThread(&scene, &camera, &image, width, nThreads, nThreads - 1, height, 1, 0, &k, stepSize, this->superSamplingFactor_); // Rejoin the threads for (int t = 0; t < nThreads - 1; ++t) { threads[t].join(); } // Stop timer stop = std::chrono::steady_clock::now(); std::cout << "| Done!" << std::endl; // Calculate the Time taken in seconds double seconds = std::chrono::duration_cast>(stop - start).count(); std::cout << "Time: " << seconds << "s" << std::endl; // ICGVARIANT ray_counting // Get the number of seconds per ray int rays = Ray::getRayCount(); std::cout << "Paths: " << rays << std::endl; std::cout << "Paths per second: " << std::fixed << std::setprecision(0) << rays / seconds << std::endl; // ENDVARIANT ray_counting return image; }