Multithreading

This commit is contained in:
Crizomb 2025-09-27 21:38:10 +02:00
parent 71c86e3570
commit 10086e103b

View file

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