cloudy-raytracer/renderer/superrenderer.cpp
2022-12-13 02:47:01 +01:00

110 lines
4.1 KiB
C++

//
// Created by arvids on 13.12.22.
//
#include "superrenderer.h"
#include "common/ray.h"
#include <iostream>
#include <chrono>
#include <vector>
#include <iomanip>
#include "camera/camera.h"
#include "scene/scene.h"
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<int> *k,
int const stepSize, int superSamplingFactor) {
float const aspectRatio = static_cast<float>(height) / width;
for (int y = heightOffset; y < height; y += heightStep) {
for (int x = widthOffset; x < width; x += widthStep) {
Color fragmentColor = {};
fragmentColor = calcSuperColor(scene, camera, width, height, superSamplingFactor, aspectRatio, y, x,
fragmentColor);
fragmentColor /= static_cast<float>(superSamplingFactor * superSamplingFactor);
image->setPixelAt(x, y, clamped(fragmentColor));
// Super hacky progress bar!
if (++*k % stepSize == 0) {
std::cout << "=" << std::flush;
}
}
}
}
Color &
SuperRenderer::calcSuperColor(const Scene *scene, const Camera *camera, int width, int height, int superSamplingFactor,
const float aspectRatio, int y, int x, Color &fragmentColor) {
for (int x1 = 0; x1 < superSamplingFactor; x1++) {
for (int y1 = 0; y1 < superSamplingFactor; y1++) {
float offsetX = (-0.5f + static_cast<float>(x1) / static_cast<float>(superSamplingFactor - 1));
float offsetY = (-0.5f + static_cast<float>(y1) / static_cast<float>(superSamplingFactor - 1));
Ray ray = camera->createRay(((static_cast<float>(x) + offsetX) / static_cast<float>(width) * 2.0f - 1),
-((static_cast<float>(y) + offsetY) / static_cast<float>(height) * 2.0f - 1) * aspectRatio);
fragmentColor += scene->traceRay(ray);
}
}
return fragmentColor;
}
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;
// Reset Ray counting
Ray::resetRayCount();
// 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<int> 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<std::thread> 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<std::chrono::duration<double>>(stop - start).count();
std::cout << "Time: " << seconds << "s" << std::endl;
// 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;
return image;
}
void SuperRenderer::setSuperSamplingFactor(int superSamplingFactor) {
SuperRenderer::superSamplingFactor = superSamplingFactor;
}