#include #include #include #include #include #include #include "images/images.h" #include "marcher.h" typedef int bool; #define true 1 #define false 0 #define BENCH_VERSION "1.0" /* Mandelbulb scene object Currently cannot be set at a specific location, always resides at origin (0,0,0) Color function is just a flat shader, detail is displayed with ambient occlusion */ double mandelbulb_dist(Point pt, SceneObject *self) { int iters = self->args[0]; double power = self->args[1]; Point z = pt; float dr = 1.0; float r = 0.0; for (int i = 0; i < iters ; i++) { r = pt_length(z); if (r>2) { break; } // convert to polar coordinates float theta = acos(z.z/r); float phi = atan2(z.y,z.x); dr = pow(r, power-1.0)*power*dr + 1.0; // scale and rotate the point float zr = pow(r, power); theta = theta*power; phi = phi*power; // convert back to cartesian coordinates z = pt_mult(pt_new(sin(theta)*cos(phi), sin(phi)*sin(theta), cos(theta)), zr); pt_add(&z, pt); } return 0.5*log(r)*r/dr; } Color mandelbulb_color(Point hit, Point direction, SceneObject *self) { return self->color; } // constructs the scene object SceneObject mandelbulb_new(Point location, int iters, double power) { SceneObject so; so.location = location; so.args = malloc(sizeof(double) * 3); so.args[0] = iters; // iterations so.args[1] = power; // power so.args[2] = -1; // reserved for color calculations so.distance = mandelbulb_dist; so.get_color = mandelbulb_color; so.color = color_new(255,255,255); return so; } int run_bench(int size, float pow, int threads, const char path[], bool save) { float cam_position = 1.15; int steps = 2000; int iters = 1000; float threshold = 0.0001; Camera cam; cam.fov = 90; camera_set_looking_at(&cam, pt_new(cam_position, cam_position, cam_position), pt_new(0,0,0)); // create basic scene with up to 10 objects Scene scene = scene_new(size, size, 1); scene.perf_opts.max_steps = steps; scene.perf_opts.threshold = threshold; scene.perf_opts.speed_cutoff = 10; scene.background = color_new(0,0,0); scene_add_obj(&scene, mandelbulb_new(pt_new(0,0,0), iters, pow)); Image *img = render_scene(&scene, &cam, threads); if (save) { image_save_bmp(*img, path); } image_destroy_shared(*img); scene_destroy(scene); return 0; } struct timer { struct timeval start; struct timeval end; char *name; }; void timer_start(struct timer *t) { printf("\n\n\nStarting bench %s\n", t->name); gettimeofday(&t->start, NULL); } void timer_end(struct timer *t) { gettimeofday(&t->end, NULL); } void timer_print(struct timer t) { long time, secs, usecs; secs = t.end.tv_sec - t.start.tv_sec; usecs = t.end.tv_usec - t.start.tv_usec; time = ((secs) * 1000 + usecs/1000.0) + 0.5; printf("\nBenchmark %s took %ldms (%.2fs)\n", t.name, time, time / 1000.0f); } int main(int argc, char *argv[]) { int threads = get_nprocs(); struct timer bench; int size = 1080; printf("Mandelbulb Benchmark v%s\n\nDetected %d threads...\n", BENCH_VERSION, threads); sleep(2); bench.name = "1080px render with saving"; timer_start(&bench); run_bench(1080, 3.0, threads, "bench-pow3-1080p.bmp", true); timer_end(&bench); timer_print(bench); sleep(2); bench.name = "1080px render without saving"; timer_start(&bench); run_bench(1080, 3.0, threads, "", false); timer_end(&bench); timer_print(bench); sleep(2); bench.name = "10 megapixel render with saving"; timer_start(&bench); run_bench(3162, 3.0, threads, "bench-pow3-10mpx.bmp", true); timer_end(&bench); timer_print(bench); sleep(2); bench.name = "40 megapixel render with saving"; timer_start(&bench); run_bench(6324, 3.0, threads, "bench-pow3-40mpx.bmp", true); timer_end(&bench); timer_print(bench); sleep(2); bench.name = "1080px render single threaded without saving"; timer_start(&bench); run_bench(1080, 3.0, 1, "", false); timer_end(&bench); timer_print(bench); return 0; }