diff --git a/src/ray_marching.go b/src/ray_marching.go index bb3b4e9..0dc2551 100644 --- a/src/ray_marching.go +++ b/src/ray_marching.go @@ -6,6 +6,8 @@ package main import ( "math" + "runtime" + "sync" rl "github.com/gen2brain/raylib-go/raylib" ) @@ -13,8 +15,8 @@ import ( const MAX_DIST = 1000.0 const MAX_STEP = 1000 const EPS = 0.01 -const WIDTH = 1000 -const HEIGHT = 1000 +const WIDTH = 500 +const HEIGHT = 500 const PI = math.Pi const SOFT_SHADOW_COEFF = 32 @@ -102,32 +104,52 @@ func rayMarch(origin Vector3, direction Vector3) (bool, Vector3) { } func genImage() *rl.Image { - screenCartesian, _, theta_vec, phi_vec := screenSpherical.SphericalToCartesian() + screenCartesian, _, thetaVec, phiVec := screenSpherical.SphericalToCartesian() screenCenter := cameraPos.Add(screenCartesian) image := rl.GenImageColor(WIDTH, HEIGHT, rl.Black) - for pixel_x := range WIDTH { - for pixel_y := range HEIGHT { - sx := screenPhysicalSize * (float64(pixel_x)/WIDTH - 0.5) - sy := screenPhysicalSize * (float64(pixel_y)/WIDTH - 0.5) + numWorkers := runtime.NumCPU() + var wg sync.WaitGroup + wg.Add(numWorkers) - origin := screenCenter.Add(phi_vec.Scale(-sx)).Add(theta_vec.Scale(sy)) - direction := (origin.Sub(cameraPos)).Normalized() + bandHeight := HEIGHT / numWorkers - hit, color_vec := rayMarch(origin, direction) - var fr, fg, fb float64 - if hit { - fr, fg, fb = color_vec.Unpack() - } else { - fr, fg, fb = 0, 0, 0 - } - fr, fg, fb = Clamp(fr, 0, 255), Clamp(fg, 0, 255), Clamp(fb, 0, 255) - r, g, b := uint8(fr), uint8(fg), uint8(fb) - rl.ImageDrawPixel(image, int32(pixel_x), int32(pixel_y), rl.Color{R: r, G: g, B: b, A: 255}) + for worker := range numWorkers { + startY := worker * bandHeight + endY := startY + bandHeight + if worker == numWorkers-1 { + endY = HEIGHT } + + go func(y0, y1 int) { + defer wg.Done() + + for pixelY := y0; pixelY < y1; pixelY++ { + for pixelX := range WIDTH { + sx := screenPhysicalSize * (float64(pixelX)/WIDTH - 0.5) + sy := screenPhysicalSize * (float64(pixelY)/HEIGHT - 0.5) + + origin := screenCenter.Add(phiVec.Scale(-sx)).Add(thetaVec.Scale(sy)) + direction := (origin.Sub(cameraPos)).Normalized() + + hit, colorVec := rayMarch(origin, direction) + var fr, fg, fb float64 + if hit { + fr, fg, fb = colorVec.Unpack() + } else { + fr, fg, fb = 0, 0, 0 + } + fr, fg, fb = Clamp(fr, 0, 255), Clamp(fg, 0, 255), Clamp(fb, 0, 255) + r, g, b := uint8(fr), uint8(fg), uint8(fb) + + rl.ImageDrawPixel(image, int32(pixelX), int32(pixelY), rl.Color{R: r, G: g, B: b, A: 255}) + } + } + }(startY, endY) } + wg.Wait() return image }