rev |
line source |
nuclear@12
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1 /* vim: set ft=opencl:ts=4:sw=4 */
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nuclear@12
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2
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nuclear@2
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3 struct RendInfo {
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nuclear@22
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4 float4 ambient;
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nuclear@2
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5 int xsz, ysz;
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nuclear@9
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6 int num_faces, num_lights;
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nuclear@2
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7 int max_iter;
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nuclear@28
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8 int kd_depth;
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nuclear@2
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9 };
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nuclear@2
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10
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nuclear@9
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11 struct Vertex {
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nuclear@2
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12 float4 pos;
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nuclear@9
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13 float4 normal;
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nuclear@12
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14 float4 tex;
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nuclear@12
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15 float4 padding;
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nuclear@9
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16 };
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nuclear@9
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17
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nuclear@9
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18 struct Face {
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nuclear@9
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19 struct Vertex v[3];
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nuclear@9
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20 float4 normal;
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nuclear@9
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21 int matid;
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nuclear@12
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22 int padding[3];
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nuclear@9
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23 };
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nuclear@9
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24
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nuclear@9
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25 struct Material {
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nuclear@5
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26 float4 kd, ks;
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nuclear@9
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27 float kr, kt;
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nuclear@9
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28 float spow;
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nuclear@12
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29 float padding;
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nuclear@2
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30 };
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nuclear@2
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31
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nuclear@3
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32 struct Light {
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nuclear@3
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33 float4 pos, color;
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nuclear@3
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34 };
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nuclear@3
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35
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nuclear@2
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36 struct Ray {
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nuclear@2
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37 float4 origin, dir;
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nuclear@2
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38 };
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nuclear@2
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39
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nuclear@2
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40 struct SurfPoint {
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nuclear@2
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41 float t;
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nuclear@12
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42 float4 pos, norm, dbg;
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nuclear@9
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43 global const struct Face *obj;
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nuclear@19
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44 struct Material mat;
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nuclear@2
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45 };
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nuclear@2
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46
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nuclear@16
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47 struct Scene {
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nuclear@16
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48 float4 ambient;
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nuclear@16
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49 global const struct Face *faces;
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nuclear@16
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50 int num_faces;
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nuclear@16
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51 global const struct Light *lights;
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nuclear@16
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52 int num_lights;
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nuclear@16
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53 global const struct Material *matlib;
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nuclear@28
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54 global const struct KDNode *kdtree;
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nuclear@28
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55 };
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nuclear@28
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56
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nuclear@28
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57 struct AABBox {
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nuclear@28
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58 float4 min, max;
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nuclear@28
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59 };
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nuclear@28
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60
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nuclear@28
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61 struct KDNode {
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nuclear@29
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62 struct AABBox aabb;
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nuclear@28
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63 int face_idx[32];
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nuclear@28
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64 int num_faces;
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nuclear@28
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65 int padding[3];
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nuclear@16
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66 };
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nuclear@2
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67
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nuclear@16
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68 #define MIN_ENERGY 0.001
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nuclear@21
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69 #define EPSILON 1e-5
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nuclear@16
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70
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nuclear@16
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71 float4 shade(struct Ray ray, struct Scene *scn, const struct SurfPoint *sp);
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nuclear@16
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72 bool find_intersection(struct Ray ray, const struct Scene *scn, struct SurfPoint *sp);
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nuclear@9
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73 bool intersect(struct Ray ray, global const struct Face *face, struct SurfPoint *sp);
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nuclear@28
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74 bool intersect_aabb(struct Ray ray, struct AABBox aabb);
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nuclear@16
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75
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nuclear@8
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76 float4 reflect(float4 v, float4 n);
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nuclear@8
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77 float4 transform(float4 v, global const float *xform);
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nuclear@16
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78 void transform_ray(struct Ray *ray, global const float *xform, global const float *invtrans);
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nuclear@12
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79 float4 calc_bary(float4 pt, global const struct Face *face, float4 norm);
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nuclear@19
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80 float mean(float4 v);
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nuclear@4
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81
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nuclear@4
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82 kernel void render(global float4 *fb,
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nuclear@4
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83 global const struct RendInfo *rinf,
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nuclear@9
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84 global const struct Face *faces,
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nuclear@9
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85 global const struct Material *matlib,
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nuclear@4
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86 global const struct Light *lights,
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nuclear@7
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87 global const struct Ray *primrays,
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nuclear@12
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88 global const float *xform,
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nuclear@28
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89 global const float *invtrans,
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nuclear@28
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90 global const struct KDNode *kdtree)
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nuclear@2
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91 {
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nuclear@2
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92 int idx = get_global_id(0);
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nuclear@2
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93
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nuclear@16
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94 struct Scene scn;
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nuclear@16
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95 scn.ambient = rinf->ambient;
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nuclear@16
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96 scn.faces = faces;
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nuclear@16
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97 scn.num_faces = rinf->num_faces;
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nuclear@16
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98 scn.lights = lights;
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nuclear@16
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99 scn.num_lights = rinf->num_lights;
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nuclear@16
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100 scn.matlib = matlib;
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nuclear@8
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101
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nuclear@16
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102 struct Ray ray = primrays[idx];
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nuclear@16
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103 transform_ray(&ray, xform, invtrans);
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nuclear@4
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104
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nuclear@19
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105 float4 pixel = (float4)(0, 0, 0, 0);
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nuclear@22
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106 float4 energy = (float4)(1.0, 1.0, 1.0, 0.0);
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nuclear@19
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107 int iter = 0;
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nuclear@19
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108
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nuclear@19
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109 while(iter++ < rinf->max_iter && mean(energy) > MIN_ENERGY) {
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nuclear@19
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110 struct SurfPoint sp;
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nuclear@19
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111 if(find_intersection(ray, &scn, &sp)) {
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nuclear@19
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112 pixel += shade(ray, &scn, &sp) * energy;
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nuclear@19
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113
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nuclear@19
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114 float4 refl_col = sp.mat.ks * sp.mat.kr;
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nuclear@19
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115
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nuclear@19
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116 ray.origin = sp.pos;
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nuclear@19
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117 ray.dir = reflect(-ray.dir, sp.norm);
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nuclear@19
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118
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nuclear@19
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119 energy *= sp.mat.ks * sp.mat.kr;
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nuclear@19
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120 } else {
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nuclear@19
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121 iter = INT_MAX - 1; // to break out of the loop
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nuclear@19
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122 }
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nuclear@17
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123 }
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nuclear@19
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124
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nuclear@19
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125 fb[idx] = pixel;
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nuclear@4
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126 }
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nuclear@4
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127
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nuclear@16
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128 float4 shade(struct Ray ray, struct Scene *scn, const struct SurfPoint *sp)
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nuclear@16
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129 {
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nuclear@16
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130 float4 norm = sp->norm;
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nuclear@12
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131 bool entering = true;
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nuclear@12
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132
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nuclear@12
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133 if(dot(ray.dir, norm) >= 0.0) {
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nuclear@12
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134 norm = -norm;
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nuclear@12
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135 entering = false;
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nuclear@12
|
136 }
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nuclear@12
|
137
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nuclear@19
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138 float4 dcol = scn->ambient * sp->mat.kd;
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nuclear@8
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139 float4 scol = (float4)(0, 0, 0, 0);
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nuclear@5
|
140
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nuclear@16
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141 for(int i=0; i<scn->num_lights; i++) {
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nuclear@16
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142 float4 ldir = scn->lights[i].pos - sp->pos;
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nuclear@5
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143
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nuclear@16
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144 struct Ray shadowray;
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nuclear@16
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145 shadowray.origin = sp->pos;
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nuclear@16
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146 shadowray.dir = ldir;
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nuclear@5
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147
|
nuclear@16
|
148 if(!find_intersection(shadowray, scn, 0)) {
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nuclear@16
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149 ldir = normalize(ldir);
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nuclear@16
|
150 float4 vdir = -normalize(ray.dir);
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nuclear@16
|
151 float4 vref = reflect(vdir, norm);
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nuclear@16
|
152
|
nuclear@16
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153 float diff = fmax(dot(ldir, norm), 0.0f);
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nuclear@22
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154 dcol += sp->mat.kd * scn->lights[i].color * diff;
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nuclear@16
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155
|
nuclear@20
|
156 float spec = powr(fmax(dot(ldir, vref), 0.0f), sp->mat.spow);
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nuclear@22
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157 scol += sp->mat.ks * scn->lights[i].color * spec;
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nuclear@16
|
158 }
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nuclear@16
|
159 }
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nuclear@16
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160
|
nuclear@8
|
161 return dcol + scol;
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nuclear@2
|
162 }
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nuclear@2
|
163
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nuclear@29
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164 #define STACK_SIZE 128
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nuclear@28
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165 bool find_intersection(struct Ray ray, const struct Scene *scn, struct SurfPoint *spres)
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nuclear@28
|
166 {
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nuclear@29
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167 struct SurfPoint sp0;
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nuclear@29
|
168 sp0.t = 1.0;
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nuclear@29
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169 sp0.obj = 0;
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nuclear@29
|
170
|
nuclear@29
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171 int idxstack[STACK_SIZE];
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nuclear@29
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172 int sp = 0; // points at the topmost element of the stack
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nuclear@29
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173 idxstack[sp] = 1; // root at tree[1] (heap)
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nuclear@29
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174
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nuclear@29
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175 while(sp >= 0) {
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nuclear@29
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176 int idx = idxstack[sp--]; // remove this index from the stack and process it
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nuclear@29
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177
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nuclear@29
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178 global struct KDNode *node = scn->kdtree + idx;
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nuclear@29
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179
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nuclear@29
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180 if(intersect_aabb(ray, node->aabb)) {
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nuclear@29
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181 // leaf node ...
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nuclear@29
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182 if(node->num_faces) {
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nuclear@29
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183 // check each face in turn and update the nearest intersection as needed
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nuclear@29
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184 for(int i=0; i<node->num_faces; i++) {
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nuclear@29
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185 struct SurfPoint sp;
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nuclear@29
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186 int fidx = node->face_idx[i];
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nuclear@29
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187
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nuclear@29
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188 if(intersect(ray, scn->faces + fidx, &sp) && sp.t < sp0.t) {
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nuclear@29
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189 sp0 = sp;
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nuclear@29
|
190 }
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nuclear@29
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191 }
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nuclear@29
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192 }
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nuclear@29
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193 } else {
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nuclear@29
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194 // internal node ... recurse to the children
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nuclear@29
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195 idxstack[++sp] = idx * 2;
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nuclear@29
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196 idxstack[++sp] = idx * 2 + 1;
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nuclear@29
|
197 }
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nuclear@29
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198 }
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nuclear@29
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199
|
nuclear@29
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200 if(!sp0.obj) {
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nuclear@29
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201 return false;
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nuclear@29
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202 }
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nuclear@29
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203
|
nuclear@29
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204 if(spres) {
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nuclear@29
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205 *spres = sp0;
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nuclear@29
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206 spres->mat = scn->matlib[sp0.obj->matid];
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nuclear@29
|
207 }
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nuclear@29
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208 return true;
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nuclear@28
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209 }
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nuclear@16
|
210
|
nuclear@28
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211 /*bool find_intersection(struct Ray ray, const struct Scene *scn, struct SurfPoint *spres)
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nuclear@12
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212 {
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nuclear@16
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213 struct SurfPoint sp, sp0;
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nuclear@16
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214 sp0.t = 1.0;
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nuclear@16
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215 sp0.obj = 0;
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nuclear@16
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216
|
nuclear@16
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217 for(int i=0; i<scn->num_faces; i++) {
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nuclear@16
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218 if(intersect(ray, scn->faces + i, &sp) && sp.t < sp0.t) {
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nuclear@16
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219 sp0 = sp;
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nuclear@16
|
220 }
|
nuclear@16
|
221 }
|
nuclear@16
|
222
|
nuclear@16
|
223 if(!sp0.obj) {
|
nuclear@16
|
224 return false;
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nuclear@16
|
225 }
|
nuclear@16
|
226
|
nuclear@16
|
227 if(spres) {
|
nuclear@16
|
228 *spres = sp0;
|
nuclear@19
|
229 spres->mat = scn->matlib[sp0.obj->matid];
|
nuclear@16
|
230 }
|
nuclear@16
|
231 return true;
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nuclear@28
|
232 }*/
|
nuclear@12
|
233
|
nuclear@16
|
234 bool intersect(struct Ray ray, global const struct Face *face, struct SurfPoint *sp)
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nuclear@2
|
235 {
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nuclear@12
|
236 float4 origin = ray.origin;
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nuclear@12
|
237 float4 dir = ray.dir;
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nuclear@12
|
238 float4 norm = face->normal;
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nuclear@12
|
239
|
nuclear@16
|
240 float ndotdir = dot(dir, norm);
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nuclear@12
|
241
|
nuclear@9
|
242 if(fabs(ndotdir) <= EPSILON) {
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nuclear@9
|
243 return false;
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nuclear@9
|
244 }
|
nuclear@2
|
245
|
nuclear@9
|
246 float4 pt = face->v[0].pos;
|
nuclear@12
|
247 float4 vec = pt - origin;
|
nuclear@2
|
248
|
nuclear@16
|
249 float ndotvec = dot(norm, vec);
|
nuclear@9
|
250 float t = ndotvec / ndotdir;
|
nuclear@2
|
251
|
nuclear@2
|
252 if(t < EPSILON || t > 1.0) {
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nuclear@2
|
253 return false;
|
nuclear@2
|
254 }
|
nuclear@12
|
255 pt = origin + dir * t;
|
nuclear@9
|
256
|
nuclear@12
|
257
|
nuclear@12
|
258 float4 bc = calc_bary(pt, face, norm);
|
nuclear@9
|
259 float bc_sum = bc.x + bc.y + bc.z;
|
nuclear@9
|
260
|
nuclear@20
|
261 if(bc_sum < 1.0 - EPSILON || bc_sum > 1.0 + EPSILON) {
|
nuclear@9
|
262 return false;
|
nuclear@12
|
263 bc *= 1.2;
|
nuclear@9
|
264 }
|
nuclear@2
|
265
|
nuclear@2
|
266 sp->t = t;
|
nuclear@9
|
267 sp->pos = pt;
|
nuclear@21
|
268 sp->norm = normalize(face->v[0].normal * bc.x + face->v[1].normal * bc.y + face->v[2].normal * bc.z);
|
nuclear@9
|
269 sp->obj = face;
|
nuclear@12
|
270 sp->dbg = bc;
|
nuclear@2
|
271 return true;
|
nuclear@2
|
272 }
|
nuclear@5
|
273
|
nuclear@28
|
274 bool intersect_aabb(struct Ray ray, struct AABBox aabb)
|
nuclear@28
|
275 {
|
nuclear@28
|
276 if(ray.origin.x >= aabb.min.x && ray.origin.y >= aabb.min.y && ray.origin.z >= aabb.min.z &&
|
nuclear@28
|
277 ray.origin.x < aabb.max.x && ray.origin.y < aabb.max.y && ray.origin.z < aabb.max.z) {
|
nuclear@28
|
278 return true;
|
nuclear@28
|
279 }
|
nuclear@28
|
280
|
nuclear@29
|
281 float4 bbox[2] = {
|
nuclear@29
|
282 aabb.min.x, aabb.min.y, aabb.min.z, 0,
|
nuclear@29
|
283 aabb.max.x, aabb.max.y, aabb.max.z, 0
|
nuclear@29
|
284 };
|
nuclear@28
|
285
|
nuclear@28
|
286 int xsign = (int)(ray.dir.x < 0.0);
|
nuclear@28
|
287 float invdirx = 1.0 / ray.dir.x;
|
nuclear@28
|
288 float tmin = (bbox[xsign].x - ray.origin.x) * invdirx;
|
nuclear@28
|
289 float tmax = (bbox[1 - xsign].x - ray.origin.x) * invdirx;
|
nuclear@28
|
290
|
nuclear@28
|
291 int ysign = (int)(ray.dir.y < 0.0);
|
nuclear@28
|
292 float invdiry = 1.0 / ray.dir.y;
|
nuclear@28
|
293 float tymin = (bbox[ysign].y - ray.origin.y) * invdiry;
|
nuclear@28
|
294 float tymax = (bbox[1 - ysign].y - ray.origin.y) * invdiry;
|
nuclear@28
|
295
|
nuclear@28
|
296 if(tmin > tymax || tymin > tmax) {
|
nuclear@28
|
297 return false;
|
nuclear@28
|
298 }
|
nuclear@28
|
299
|
nuclear@28
|
300 if(tymin > tmin) tmin = tymin;
|
nuclear@28
|
301 if(tymax < tmax) tmax = tymax;
|
nuclear@28
|
302
|
nuclear@28
|
303 int zsign = (int)(ray.dir.z < 0.0);
|
nuclear@28
|
304 float invdirz = 1.0 / ray.dir.z;
|
nuclear@28
|
305 float tzmin = (bbox[zsign].z - ray.origin.z) * invdirz;
|
nuclear@28
|
306 float tzmax = (bbox[1 - zsign].z - ray.origin.z) * invdirz;
|
nuclear@28
|
307
|
nuclear@28
|
308 if(tmin > tzmax || tzmin > tmax) {
|
nuclear@28
|
309 return false;
|
nuclear@28
|
310 }
|
nuclear@28
|
311
|
nuclear@29
|
312 return tmin < 1.0 && tmax > 0.0;
|
nuclear@28
|
313 }
|
nuclear@28
|
314
|
nuclear@8
|
315 float4 reflect(float4 v, float4 n)
|
nuclear@5
|
316 {
|
nuclear@23
|
317 return 2.0f * dot(v, n) * n - v;
|
nuclear@5
|
318 }
|
nuclear@8
|
319
|
nuclear@8
|
320 float4 transform(float4 v, global const float *xform)
|
nuclear@8
|
321 {
|
nuclear@8
|
322 float4 res;
|
nuclear@8
|
323 res.x = v.x * xform[0] + v.y * xform[4] + v.z * xform[8] + xform[12];
|
nuclear@8
|
324 res.y = v.x * xform[1] + v.y * xform[5] + v.z * xform[9] + xform[13];
|
nuclear@8
|
325 res.z = v.x * xform[2] + v.y * xform[6] + v.z * xform[10] + xform[14];
|
nuclear@12
|
326 res.w = 0.0;
|
nuclear@8
|
327 return res;
|
nuclear@8
|
328 }
|
nuclear@8
|
329
|
nuclear@16
|
330 void transform_ray(struct Ray *ray, global const float *xform, global const float *invtrans)
|
nuclear@8
|
331 {
|
nuclear@16
|
332 ray->origin = transform(ray->origin, xform);
|
nuclear@16
|
333 ray->dir = transform(ray->dir, invtrans);
|
nuclear@8
|
334 }
|
nuclear@9
|
335
|
nuclear@12
|
336 float4 calc_bary(float4 pt, global const struct Face *face, float4 norm)
|
nuclear@9
|
337 {
|
nuclear@12
|
338 float4 bc = (float4)(0, 0, 0, 0);
|
nuclear@9
|
339
|
nuclear@12
|
340 // calculate area of the whole triangle
|
nuclear@12
|
341 float4 v1 = face->v[1].pos - face->v[0].pos;
|
nuclear@12
|
342 float4 v2 = face->v[2].pos - face->v[0].pos;
|
nuclear@12
|
343 float4 xv1v2 = cross(v1, v2);
|
nuclear@12
|
344
|
nuclear@16
|
345 float area = fabs(dot(xv1v2, norm)) * 0.5;
|
nuclear@9
|
346 if(area < EPSILON) {
|
nuclear@9
|
347 return bc;
|
nuclear@9
|
348 }
|
nuclear@9
|
349
|
nuclear@9
|
350 float4 pv0 = face->v[0].pos - pt;
|
nuclear@9
|
351 float4 pv1 = face->v[1].pos - pt;
|
nuclear@9
|
352 float4 pv2 = face->v[2].pos - pt;
|
nuclear@9
|
353
|
nuclear@12
|
354 // calculate the area of each sub-triangle
|
nuclear@12
|
355 float4 x12 = cross(pv1, pv2);
|
nuclear@12
|
356 float4 x20 = cross(pv2, pv0);
|
nuclear@12
|
357 float4 x01 = cross(pv0, pv1);
|
nuclear@12
|
358
|
nuclear@16
|
359 float a0 = fabs(dot(x12, norm)) * 0.5;
|
nuclear@16
|
360 float a1 = fabs(dot(x20, norm)) * 0.5;
|
nuclear@16
|
361 float a2 = fabs(dot(x01, norm)) * 0.5;
|
nuclear@9
|
362
|
nuclear@9
|
363 bc.x = a0 / area;
|
nuclear@9
|
364 bc.y = a1 / area;
|
nuclear@9
|
365 bc.z = a2 / area;
|
nuclear@9
|
366 return bc;
|
nuclear@9
|
367 }
|
nuclear@19
|
368
|
nuclear@19
|
369 float mean(float4 v)
|
nuclear@19
|
370 {
|
nuclear@19
|
371 return native_divide(v.x + v.y + v.z, 3.0);
|
nuclear@19
|
372 }
|