Multithreading
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71c86e3570
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1 changed files with 41 additions and 19 deletions
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@ -6,6 +6,8 @@ package main
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import (
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import (
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"math"
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"math"
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"runtime"
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"sync"
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rl "github.com/gen2brain/raylib-go/raylib"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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)
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@ -13,8 +15,8 @@ import (
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const MAX_DIST = 1000.0
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const MAX_DIST = 1000.0
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const MAX_STEP = 1000
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const MAX_STEP = 1000
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const EPS = 0.01
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const EPS = 0.01
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const WIDTH = 1000
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const WIDTH = 500
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const HEIGHT = 1000
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const HEIGHT = 500
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const PI = math.Pi
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const PI = math.Pi
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const SOFT_SHADOW_COEFF = 32
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const SOFT_SHADOW_COEFF = 32
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@ -102,32 +104,52 @@ func rayMarch(origin Vector3, direction Vector3) (bool, Vector3) {
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}
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}
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func genImage() *rl.Image {
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func genImage() *rl.Image {
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screenCartesian, _, theta_vec, phi_vec := screenSpherical.SphericalToCartesian()
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screenCartesian, _, thetaVec, phiVec := screenSpherical.SphericalToCartesian()
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screenCenter := cameraPos.Add(screenCartesian)
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screenCenter := cameraPos.Add(screenCartesian)
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image := rl.GenImageColor(WIDTH, HEIGHT, rl.Black)
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image := rl.GenImageColor(WIDTH, HEIGHT, rl.Black)
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for pixel_x := range WIDTH {
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numWorkers := runtime.NumCPU()
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for pixel_y := range HEIGHT {
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var wg sync.WaitGroup
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sx := screenPhysicalSize * (float64(pixel_x)/WIDTH - 0.5)
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wg.Add(numWorkers)
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sy := screenPhysicalSize * (float64(pixel_y)/WIDTH - 0.5)
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origin := screenCenter.Add(phi_vec.Scale(-sx)).Add(theta_vec.Scale(sy))
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bandHeight := HEIGHT / numWorkers
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direction := (origin.Sub(cameraPos)).Normalized()
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hit, color_vec := rayMarch(origin, direction)
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for worker := range numWorkers {
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var fr, fg, fb float64
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startY := worker * bandHeight
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if hit {
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endY := startY + bandHeight
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fr, fg, fb = color_vec.Unpack()
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if worker == numWorkers-1 {
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} else {
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endY = HEIGHT
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fr, fg, fb = 0, 0, 0
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}
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fr, fg, fb = Clamp(fr, 0, 255), Clamp(fg, 0, 255), Clamp(fb, 0, 255)
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r, g, b := uint8(fr), uint8(fg), uint8(fb)
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rl.ImageDrawPixel(image, int32(pixel_x), int32(pixel_y), rl.Color{R: r, G: g, B: b, A: 255})
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}
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}
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go func(y0, y1 int) {
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defer wg.Done()
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for pixelY := y0; pixelY < y1; pixelY++ {
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for pixelX := range WIDTH {
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sx := screenPhysicalSize * (float64(pixelX)/WIDTH - 0.5)
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sy := screenPhysicalSize * (float64(pixelY)/HEIGHT - 0.5)
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origin := screenCenter.Add(phiVec.Scale(-sx)).Add(thetaVec.Scale(sy))
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direction := (origin.Sub(cameraPos)).Normalized()
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hit, colorVec := rayMarch(origin, direction)
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var fr, fg, fb float64
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if hit {
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fr, fg, fb = colorVec.Unpack()
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} else {
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fr, fg, fb = 0, 0, 0
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}
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fr, fg, fb = Clamp(fr, 0, 255), Clamp(fg, 0, 255), Clamp(fb, 0, 255)
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r, g, b := uint8(fr), uint8(fg), uint8(fb)
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rl.ImageDrawPixel(image, int32(pixelX), int32(pixelY), rl.Color{R: r, G: g, B: b, A: 255})
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}
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}
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}(startY, endY)
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}
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}
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wg.Wait()
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return image
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return image
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}
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}
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