Esempio n. 1
0
Canvas *
detect_edges_canvas(Canvas * base,
                    int num_threads) {

    Canvas * grayscaled_canv = grayscale_canvas(base, num_threads);
    
    const int w = base->w;
    const int h = base->h;
    Canvas * grad_canv = new_canvas(w, h);
    
    omp_set_num_threads((num_threads < 2) ? 1 : num_threads);
    
    int x;
    int y;
    #pragma omp parallel private(x, y)
    #pragma omp for collapse(2) schedule(dynamic, IMG_CHUNK)
    for(x = 1; x < w - 1; ++x) {
        for(y = 1; y < h - 1; ++y) {
            int i;
            int j;
            
            int gx = 0;
            for(i = -1; i < 2; ++i) {
                for(j = -1; j < 2; ++j) {
                    gx += mattrix_x[i + 1][j + 1] * get_pixel(x + i, y + j, grayscaled_canv).r;
                }
            }
            
            int gy = 0;
            for(i = -1; i < 2; ++i) {
                for(j = -1; j < 2; ++j) {
                    gy += mattrix_y[i + 1][j + 1] * get_pixel(x + i, y + j, grayscaled_canv).r;
                }
            }
            
            Byte grad = (Byte) sqrt(gx * gx + gy * gy);
            set_pixel(x, y, rgb(grad, grad, grad), grad_canv);
        }
    }
    
    release_canvas(grayscaled_canv);
    return grad_canv;
}
Esempio n. 2
0
int
main(void) {
    Camera * camera = create_camera();
    
    Canvas * canvas = new_canvas(CANVAS_W,
                                 CANVAS_H);
    
    int i;
    for(i = 0; i < MAX_SERPINSKY_PYRAMID_LEVEL; i++) {
        Scene * scene = new_scene(MAX_OBJECTS_NUMBER,
                                  MAX_LIGHT_SOURCES_NUMBER,
                                  BACKGROUND_COLOR);
    
        create_serpinsky_pyramid(scene, i);
        
        // Randomness causes unreproducible results
        // But in general - results are similar to Serpinsky pyramid
        //generate_random_spheres(scene, i * 400);

        prepare_scene(scene);
    
        printf("Number of polygons: %i. ", scene->last_object_index + 1);
    
        render_scene(scene,
                     camera,
                     canvas,
                     THREADS_NUM);
    
        release_scene(scene);
    }
    
    release_canvas(canvas);
    release_camera(camera);
    
    return 0;
}
Esempio n. 3
0
int
main(void) {
    // Allocating scene
    Scene * scene = new_scene(MAX_OBJECTS_NUMBER,
                              MAX_LIGHT_SOURCES_NUMBER,
                              BACKGROUND_COLOR);
    
    // Allocating new sphere
    Float radius = 100;
    Point3d center = point3d(0, 0, 0);
    Color sphere_color = rgb(250, 30, 30);
    Material sphere_material = material(1, 5, 5, 10, 0, 10);
    Object3d * sphere = new_sphere(center,
                                   radius,
                                   sphere_color,
                                   sphere_material);
    
    // Adding sphere to the scene
    add_object(scene,
               sphere);
    
    // Allocating new triangle
    Object3d * triangle = new_triangle(point3d(-700, -700, -130), // vertex 1
                                       point3d( 700, -700, -130), // vertex 2
                                       point3d(   0,  400, -130), // vertex 3
                                       rgb(100, 255, 30),         // color
                                       material(1, 6, 0, 2, 0, 0) // surface params
                                       );
    
    // Adding triangle to the scene
    add_object(scene,
               triangle);
    
    // Loading 3D model of cow from *.obj file
    // defining transformations and parameters of 3D model
    // TODO: must be refactored...
    SceneFaceHandlerParams load_params =
    new_scene_face_handler_params(scene,
                                  // scale:
                                  40,
                                  // move dx, dy, dz:
                                  -150, -100, 30,
                                  // rotate around axises x, y, z:
                                  0, 0, 0,
                                  // color
                                  rgb(200, 200, 50),
                                  // surface params
                                  material(2, 3, 0, 0, 0, 0)
                                  );
    
    load_obj("./demo/models/cow.obj",
             // default handler which adding polygons of 3D model to scene:
             scene_face_handler,
             &load_params);
    
    // This function is requried (bulding k-d tree of entire scene)
    prepare_scene(scene);
    
    printf("\nNumber of polygons: %i\n", scene->last_object_index + 1);
    
    // Allocating new light source
    Color light_source_color = rgb(255, 255, 255);
    Point3d light_source_location = point3d(-300, 300, 300);
    LightSource3d * light_source = new_light_source(light_source_location,
                                                    light_source_color);
    // Adding light source to the scene
    add_light_source(scene,
                     light_source);
    
    // Adding fog
    Float density = 0.002;
    set_exponential_fog(scene, density);
    
    // Allocating camera
    // TODO: It's a pity, but quaternions are not implemented yet :(
    Point3d camera_location = point3d(0, 500, 0);
    Float focus = 320;
    Float x_angle = -1.57;
    Float y_angle = 0;
    Float z_angle = 3.14;
    Camera * camera = new_camera(camera_location,
                                 x_angle,
                                 y_angle,
                                 z_angle,
                                 focus);
    
    // Rotate camera if needed
    // rotate_camera(camera, d_x_angle, d_y_angle, d_z_angle);
    
    // Move camera if needed
    // move_camera(camera, vector3df(d_x, d_y, d_z));
    
    // Alocate new canvas, to render scene on it
    Canvas * canvas = new_canvas(CANVAS_W,
                                 CANVAS_H);
    
    render_scene(scene,
                 camera,
                 canvas,
                 THREADS_NUM);
    
    // Saving rendered image in PNG format
    write_png("example.png",
              canvas);
    
    release_canvas(canvas);
    release_scene(scene);
    release_camera(camera);
    
    return 0;
}
Esempio n. 4
0
void
render_scene(const Scene * const scene,
             const Camera * const camera,
             Canvas * canvas,
             const int num_threads) {
    
    const int w = canvas->w;
    const int h = canvas->h;
    const Float dx = w / 2.0;
    const Float dy = h / 2.0;
    const Float focus = camera->proj_plane_dist;
    
    // TODO: consider possibility to define these OpenMP parameters
    // in declarative style (using directives of preprocessor)
    omp_set_num_threads((num_threads < 2) ? 1 : num_threads);
    
    #ifdef RAY_INTERSECTIONS_STAT
    // intersections_per_ray is not atomic variable
    // avoid multithreaded rendering to prevent from race-conditions
    // in case of incrementing this variable
    omp_set_num_threads(1);
    intersections_per_ray = 0;
    #endif // RAY_INTERSECTIONS_STAT
    
    int i;
    int j;
    #pragma omp parallel private(i, j)
    #pragma omp for collapse(2) schedule(dynamic, CHUNK)
    for(i = 0; i < w; i++) {
        for(j = 0; j < h; j++) {
            const Float x = i - dx;
            const Float y = j - dy;
            const Vector3d ray = vector3df(x, y, focus);
            const Color col = trace(scene, camera, ray);
            set_pixel(i, j, col, canvas);
        }
    }
    
    // TODO: argument of the function? global variable?
    const int antialiasing = ANTIALIASING;
    
    if(antialiasing) {
        Canvas * edges = detect_edges_canvas(canvas, num_threads);
        #pragma omp parallel private(i, j)
        #pragma omp for collapse(2) schedule(dynamic, CHUNK)
        for(i = 1; i < w - 1; i++) {
            for(j = 1; j < h - 1; j++) {
                // edges canvas is grayscaled
                // it means that color components (r, g, b) are equal
                Byte gray = get_pixel(i, j, edges).r;
            
                // TODO: improve
                if(gray > 10) {
                    const Float x = i - dx;
                    const Float y = j - dy;
                
                    Color c = get_pixel(i, j, canvas);
                
                    const Float weight = 1.0 / 4;
                    c = mul_color(c, weight);
                    c = add_colors(c, mul_color(trace(scene, camera, vector3df(x + 0.5, y, focus)), weight));
                    c = add_colors(c, mul_color(trace(scene, camera, vector3df(x, y + 0.5, focus)), weight));
                    c = add_colors(c, mul_color(trace(scene, camera, vector3df(x + 0.5, y + 0.5, focus)), weight));
                
                    set_pixel(i, j, c, canvas);
                }
            }
        }
        release_canvas(edges);
    }
    
    #ifdef RAY_INTERSECTIONS_STAT
    intersections_per_ray /= (w * h);
    printf("Average intersections number per pixel: %li\n", intersections_per_ray);
    #endif // RAY_INTERSECTIONS_STAT
}