Add renderstat to get some info about rendering.

This commit is contained in:
Godzil
2020-02-27 17:20:55 +00:00
parent a4ddfddbf3
commit a6f0422bd1
19 changed files with 194 additions and 12 deletions

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@@ -16,6 +16,7 @@ file(GLOB RAY_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/*.cpp ${CMAKE_CURRENT_SOURCE_D
target_include_directories(rayonnement PUBLIC include pattern)
target_sources(rayonnement PRIVATE ${RAY_HEADERS} ${RAY_SOURCES})
target_link_libraries(rayonnement LodePNG)
if (USE_OPENMP)
target_link_libraries(rayonnement OpenMP::OpenMP_CXX)
endif()

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@@ -13,6 +13,7 @@
#include <camera.h>
#include <stdio.h>
#include <renderstat.h>
Camera::Camera(uint32_t hsize, uint32_t vsize, double fov) : verticalSize(vsize), horizontalSize(hsize), fieldOfView(fov)
{
@@ -33,7 +34,6 @@ Camera::Camera(uint32_t hsize, uint32_t vsize, double fov) : verticalSize(vsize)
this->pixelSize = (this->halfWidth * 2) / this->horizontalSize;
this->setTransform(Matrix4().identity());
}
void Camera::setTransform(Matrix transform)
@@ -62,7 +62,7 @@ Canvas Camera::render(World world, uint32_t depth)
uint32_t x, y;
Canvas image = Canvas(this->horizontalSize, this->verticalSize);
#pragma omp parallel private(x, y) shared(image)
#pragma omp parallel private(x, y) shared(image, stats)
{
#pragma omp for
for (y = 0 ; y < this->verticalSize ; y++)
@@ -71,10 +71,14 @@ Canvas Camera::render(World world, uint32_t depth)
{
Ray r = this->rayForPixel(x, y);
Tuple colour = world.colourAt(r, depth);
stats.addPixel();
image.putPixel(x, y, colour);
}
}
}
stats.printStats();
return image;
}

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@@ -9,6 +9,8 @@
#ifndef DORAYME_BOUNDINGBOX_H
#define DORAYME_BOUNDINGBOX_H
#include <renderstat.h>
struct BoundingBox
{
private:
@@ -110,9 +112,12 @@ public:
{
return true;
}
stats.addDiscardedIntersect();
return false;
}
};
#endif //DORAYME_BOUNDINGBOX_H
#endif /* DORAYME_BOUNDINGBOX_H */

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@@ -12,6 +12,7 @@
#include <shape.h>
#include <ray.h>
#include <intersect.h>
#include <renderstat.h>
class Cone : public Shape {
protected:
@@ -27,7 +28,7 @@ public:
double minCap;
double maxCap;
Cone() : minCap(-INFINITY), maxCap(INFINITY), isClosed(false), Shape(SHAPE_CONE) {};
Cone() : minCap(-INFINITY), maxCap(INFINITY), isClosed(false), Shape(SHAPE_CONE) { stats.addCone(); };
BoundingBox getBounds();
bool haveFiniteBounds() { return !(isinf(this->minCap) || isinf(this->maxCap)); };
};

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@@ -12,6 +12,7 @@
#include <shape.h>
#include <ray.h>
#include <intersect.h>
#include <renderstat.h>
class Cube : public Shape {
private:
@@ -22,7 +23,7 @@ private:
Tuple localNormalAt(Tuple point);
public:
Cube() : Shape(SHAPE_CUBE) {};
Cube() : Shape(SHAPE_CUBE) { stats.addCube(); };
};
#endif /* DORAYME_CUBE_H */

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@@ -12,6 +12,7 @@
#include <shape.h>
#include <ray.h>
#include <intersect.h>
#include <renderstat.h>
class Cylinder : public Shape {
private:
@@ -27,7 +28,7 @@ public:
double minCap;
double maxCap;
Cylinder() : minCap(-INFINITY), maxCap(INFINITY), isClosed(false), Shape(SHAPE_CYLINDER) {};
Cylinder() : minCap(-INFINITY), maxCap(INFINITY), isClosed(false), Shape(SHAPE_CYLINDER) { stats.addCylinder(); };
BoundingBox getBounds();
bool haveFiniteBounds() { return !(isinf(this->minCap) || isinf(this->maxCap)); };

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@@ -12,6 +12,7 @@
#include <stdlib.h>
#include <ray.h>
#include <material.h>
#include <renderstat.h>
class Shape;
class Intersect;
@@ -74,7 +75,7 @@ public:
Shape *object;
public:
Intersection(double t, Shape *object) : t(t), object(object) { };
Intersection(double t, Shape *object) : t(t), object(object) { stats.addIntersection(); };
bool nothing() { return (this->object == nullptr); };
Computation prepareComputation(Ray r, Intersect *xs = nullptr);

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@@ -11,6 +11,7 @@
#include <tuple.h>
#include <colour.h>
#include <renderstat.h>
enum LightType
{
@@ -26,7 +27,8 @@ public:
public:
Light(LightType type = POINT_LIGHT, Tuple position=Point(0, 0, 0),
Colour intensity=Colour(1, 1, 1)) : type(type), position(position), intensity(intensity) { };
Colour intensity=Colour(1, 1, 1)) : type(type), position(position), intensity(intensity)
{ stats.addLight(); };
bool operator==(const Light &b) const { return this->intensity == b.intensity &&
this->position == b.position &&

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@@ -9,6 +9,8 @@
#ifndef DORAYME_PLANE_H
#define DORAYME_PLANE_H
#include <renderstat.h>
class Plane : public Shape
{
private:
@@ -16,7 +18,7 @@ private:
Tuple localNormalAt(Tuple point);
public:
Plane() : Shape(SHAPE_PLANE) { };
Plane() : Shape(SHAPE_PLANE) { stats.addPlane(); };
BoundingBox getBounds();
bool haveFiniteBounds() { return false; };
};

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@@ -10,6 +10,7 @@
#define DORAYME_RAY_H
#include <tuple.h>
#include <renderstat.h>
class Ray
{
@@ -17,7 +18,7 @@ public:
Tuple direction;
Tuple origin;
Ray(Tuple origin, Tuple direction) : origin(origin), direction(direction) { };
Ray(Tuple origin, Tuple direction) : origin(origin), direction(direction) { stats.addRay(); };
Tuple position(double t) { return this->origin + this->direction * t; };
};

125
source/include/renderstat.h Normal file
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@@ -0,0 +1,125 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Render statistics header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_RENDERSTAT_H
#define DORAYME_RENDERSTAT_H
#include <stdint.h>
#ifdef RENDER_STATS
#include <stdio.h>
class RenderStats
{
private:
uint64_t coneCount; /* Total number of cones */
uint64_t cylinderCount; /* Total number of cylinder */
uint64_t cubeCount; /* Total number of cubes */
uint64_t groupCount; /* Total number of groups */
uint64_t lightCount; /* Total number of light */
uint64_t planeCount; /* Total number of plane */
uint64_t sphereCount; /* Total number of sphere */
uint64_t triangleCount; /* Total number of triangle */
uint64_t pixelCount; /* Total number of rendered pixels */
uint64_t rayCount; /* Total number of rays */
uint64_t lightRayEmitedCount; /* Total number of ray launched for light tests */
uint64_t reflectionRayCount; /* Total number of reflection ray launched */
uint64_t refractedRayCount; /* Total number of refracted ray launched */
uint64_t intersectCount; /* Total number of intersect object created */
uint64_t intersectionCount; /* Total number of intersection for all casted rays, including light and reflections */
uint64_t reallocCallCount; /* Total number of time realloc being called */
uint64_t mallocCallCount; /* Total number of time malloc/calloc being called */
uint64_t discardedIntersectCount; /* Number of time a bounding box check said "no need to test me" */
uint64_t maxDepthAttained; /* Report the lowest depth attained during ray recursion */
uint64_t maxIntersectOnARay; /* Biggest intersect done */
public:
RenderStats() : coneCount(0), cylinderCount(0), cubeCount(0), groupCount(0), lightCount(0), planeCount(0), sphereCount(0), triangleCount(0),
pixelCount(0), rayCount(0), lightRayEmitedCount(0), reflectionRayCount(0), refractedRayCount(0),
intersectCount(0), intersectionCount(0), reallocCallCount(0), mallocCallCount(0),
discardedIntersectCount(0), maxDepthAttained(UINT64_MAX), maxIntersectOnARay(0) {};
void addCone() { this->coneCount++; };
void addCylinder() { this->cylinderCount++; };
void addCube() { this->cubeCount++; };
void addGroup() { this->groupCount++; };
void addLight() { this->lightCount++; };
void addPlane() { this->planeCount++; };
void addSphere() { this->sphereCount++; };
void addTriangle() { this->triangleCount++; };
void addPixel() { this->pixelCount++; };
void addRay() { this->rayCount++; };
void addLightRay() { this->lightRayEmitedCount++; };
void addReflectRay() { this->reflectionRayCount++; };
void addRefractRay() { this->refractedRayCount++; };
void addIntersect() { this->intersectCount++; };
void addIntersection() { this->intersectionCount++; };
void addMalloc() { this->mallocCallCount++; };
void addRealloc() { this->reallocCallCount++; };
void addDiscardedIntersect() { this->discardedIntersectCount++; };
void setMaxDepth(uint32_t depth) { if (this->maxDepthAttained>depth) { this->maxDepthAttained = depth; } };
void setMaxIntersect(uint32_t count) { if (this->maxIntersectOnARay<count) { this->maxIntersectOnARay = count; } };
void printStats() {
printf("Rendering statistics:\n");
printf("Cones : %ld\n", this->coneCount);
printf("Cubes : %ld\n", this->cubeCount);
printf("Cylinders : %ld\n", this->cylinderCount);
printf("Groups : %ld\n", this->groupCount);
printf("Lights : %ld\n", this->lightCount);
printf("Planes : %ld\n", this->planeCount);
printf("Spheres : %ld\n", this->sphereCount);
printf("Triangles : %ld\n", this->triangleCount);
printf("==================================================\n");
printf("Pixel rendered : %ld\n", this->pixelCount);
printf("Ray casted : %ld\n", this->rayCount);
printf("Light Ray casted : %ld\n", this->lightRayEmitedCount);
printf("Reflection ray casted : %ld\n", this->reflectionRayCount);
printf("Refraction ray casted : %ld\n", this->refractedRayCount);
printf("Intersect object created: %ld\n", this->intersectCount);
printf("Intersection created : %ld\n", this->intersectionCount);
printf("Malloc called : %ld\n", this->mallocCallCount);
printf("Realloc called : %ld\n", this->reallocCallCount);
printf("Bounding box missed : %ld\n", this->discardedIntersectCount);
printf("Min depth atteined : %ld\n", this->maxDepthAttained);
printf("Max intersect count : %ld\n", this->maxIntersectOnARay);
printf("==================================================\n");
};
};
#else
class RenderStats
{
public:
static void addCone() {};
static void addCylinder() {};
static void addCube() {};
static void addGroup() {};
static void addLight() {};
static void addPlane() {};
static void addSphere() {};
static void addTriangle() {};
static void printStats() {};
static void addPixel() {};
static void addRay() {};
static void addLightRay() {};
static void addReflectRay() {};
static void addRefractRay() {};
static void addIntersection() {};
static void addDiscardedIntersect() {};
static void setMaxDepth(uint32_t depth) {};
static void addIntersect() {};
static void addMalloc() {};
static void addRealloc() {};
static void setMaxIntersect(uint32_t count) {};
};
#endif
extern RenderStats stats;
#endif /* DORAYME_RENDERSTAT_H */

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@@ -12,6 +12,7 @@
#include <shape.h>
#include <ray.h>
#include <intersect.h>
#include <renderstat.h>
class Sphere : public Shape
{
@@ -20,7 +21,7 @@ protected:
Tuple localNormalAt(Tuple point);
public:
Sphere() : Shape(SHAPE_SPHERE) { };
Sphere() : Shape(SHAPE_SPHERE) { stats.addSphere(); };
/* All sphere are at (0, 0, 0) and radius 1 in the object space */
};

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@@ -11,13 +11,21 @@
#include <intersect.h>
#include <float.h>
#include <renderstat.h>
#define MIN_ALLOC (2)
/* TODO: Memory allocation, even if using standard calloc/realloc have a huge impact on performances. need to find a way
* to reuse the intersect object without reallocating from scratch all the time. We use a lot of Intersect objects as
* there is at least 2 per ray (one for Ray intersect object, one object per light)
*/
Intersect::Intersect()
{
this->allocated = MIN_ALLOC;
this->list = (Intersection **)calloc(sizeof(Intersection *), MIN_ALLOC);
stats.addMalloc();
stats.addIntersect();
this->num = 0;
}
@@ -35,10 +43,13 @@ void Intersect::add(Intersection i)
if ((this->num + 1) > this->allocated)
{
this->allocated *= 2;
stats.addRealloc();
this->list = (Intersection **)realloc(this->list, sizeof(Intersection *) * this->allocated);
}
this->list[this->num++] = new Intersection(i.t, i.object);
stats.setMaxIntersect(this->num);
/* Now sort.. */
for(j = 1; j < (this->num); j++)
{

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@@ -101,6 +101,7 @@ Matrix Matrix::operator*(const Matrix &b) const
return ret;
}
/* TODO: Check if we can optimise this function. It is called a lot */
Tuple Matrix::operator*(const Tuple &b) const
{
return Tuple(b.x * this->get(0, 0) + b.y * this->get(0, 1) + b.z * this->get(0, 2) + b.w * this->get(0, 3),

11
source/renderstat.cpp Normal file
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@@ -0,0 +1,11 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Render statistics implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <renderstat.h>
RenderStats stats;

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@@ -9,13 +9,14 @@
#include <tuple.h>
#include <ray.h>
#include <group.h>
#include <cone.h>
#include <math_helper.h>
#include <renderstat.h>
#define MIN_ALLOC (2)
Group::Group() : Shape(SHAPE_GROUP)
{
stats.addGroup();
this->allocatedObjectCount = MIN_ALLOC;
this->objectList = (Shape **)calloc(sizeof(Shape *), MIN_ALLOC);
this->objectCount = 0;

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@@ -10,9 +10,12 @@
#include <shape.h>
#include <triangle.h>
#include <math_helper.h>
#include <renderstat.h>
Triangle::Triangle(Point p1, Point p2, Point p3) : Shape(SHAPE_TRIANGLE), p1(p1), p2(p2), p3(p3)
{
stats.addTriangle();
this->e1 = p2 - p1;
this->e2 = p3 - p1;
this->normal = e2.cross(e1).normalise();

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@@ -123,6 +123,8 @@ Tuple World::colourAt(Ray r, uint32_t depthCount)
Intersect allHits = this->intersect(r);
Intersection hit = allHits.hit();
stats.setMaxDepth(depthCount);
if (hit.nothing())
{
return Colour(0, 0, 0);
@@ -140,6 +142,7 @@ bool World::isShadowed(Tuple point, uint32_t light)
Tuple direction = v.normalise();
Ray r = Ray(point, direction);
stats.addLightRay();
Intersect xs = this->intersect(r);
int i;
@@ -166,6 +169,7 @@ Colour World::reflectColour(Computation comps, uint32_t depthCount)
/* So it is reflective, even just a bit. Let'sr reflect the ray! */
Ray reflectedRay = Ray(comps.overHitPoint, comps.reflectVector);
stats.addReflectRay();
Tuple hitColour = this->colourAt(reflectedRay, depthCount - 1);
hitColour = hitColour * comps.material->reflective;
@@ -188,6 +192,7 @@ Colour World::refractedColour(Computation comps, uint32_t depthCount)
Tuple direction = comps.normalVector * (nRatio * cos_i - cos_t) - comps.eyeVector * nRatio;
Ray refractedRay = Ray(comps.underHitPoint, direction);
stats.addRefractRay();
Tuple hitColour = this->colourAt(refractedRay, depthCount - 1) * comps.material->transparency;