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nuclear@0
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1 #include <stdio.h>
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2 #include <string.h>
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3 #include <math.h>
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4 #include <assert.h>
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5
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6 #ifndef __APPLE__
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7 #include <GL/gl.h>
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8 #include <GL/glu.h>
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9 #else
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10 #include <OpenGL/gl.h>
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11 #include <OpenGL/glu.h>
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12 #endif
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13
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14 #include "ocl.h"
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15 #include "mesh.h"
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16
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17 // kernel arguments
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18 enum {
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19 KARG_FRAMEBUFFER,
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20 KARG_RENDER_INFO,
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21 KARG_FACES,
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22 KARG_MATLIB,
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23 KARG_LIGHTS,
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24 KARG_PRIM_RAYS,
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25 KARG_XFORM,
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26 KARG_INVTRANS_XFORM
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27 };
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28
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29 struct RendInfo {
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30 int xsz, ysz;
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31 int num_faces, num_lights;
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32 int max_iter;
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33 };
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34
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35 struct Ray {
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36 float origin[4], dir[4];
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37 };
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38
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39 struct Light {
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40 float pos[4], color[4];
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41 };
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42
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43 static Ray get_primary_ray(int x, int y, int w, int h, float vfov_deg);
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44 static Face *create_face_buffer(Mesh **meshes, int num_meshes);
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45
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46 static Face *faces;
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47 static Ray *prim_rays;
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48 static CLProgram *prog;
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49 static int global_size;
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50
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51 static Light lightlist[] = {
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52 {{-10, 10, -20, 0}, {1, 1, 1, 1}}
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53 };
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54
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55
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56 static RendInfo rinf;
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57
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58
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59 bool init_renderer(int xsz, int ysz, Scene *scn)
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60 {
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61 // render info
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62 rinf.xsz = xsz;
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63 rinf.ysz = ysz;
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64 rinf.num_faces = scn->get_num_faces();
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65 rinf.num_lights = sizeof lightlist / sizeof *lightlist;
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66 rinf.max_iter = 6;
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67
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68 /* calculate primary rays */
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69 prim_rays = new Ray[xsz * ysz];
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70
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71 for(int i=0; i<ysz; i++) {
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72 for(int j=0; j<xsz; j++) {
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73 prim_rays[i * xsz + j] = get_primary_ray(j, i, xsz, ysz, 45.0);
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74 }
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75 }
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76
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77 /* setup opencl */
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78 prog = new CLProgram("render");
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79 if(!prog->load("rt.cl")) {
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80 return false;
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81 }
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82
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83 /*Face **/faces = create_face_buffer(&scn->meshes[0], scn->meshes.size());
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84 if(!faces) {
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85 fprintf(stderr, "failed to create face buffer\n");
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86 return false;
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87 }
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88
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89 /* setup argument buffers */
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90 prog->set_arg_buffer(KARG_FRAMEBUFFER, ARG_WR, xsz * ysz * 4 * sizeof(float));
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91 prog->set_arg_buffer(KARG_RENDER_INFO, ARG_RD, sizeof rinf, &rinf);
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92 prog->set_arg_buffer(KARG_FACES, ARG_RD, rinf.num_faces, faces);
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93 prog->set_arg_buffer(KARG_MATLIB, ARG_RD, scn->matlib.size() * sizeof(Material), &scn->matlib[0]);
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94 prog->set_arg_buffer(KARG_LIGHTS, ARG_RD, sizeof lightlist, lightlist);
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95 prog->set_arg_buffer(KARG_PRIM_RAYS, ARG_RD, xsz * ysz * sizeof *prim_rays, prim_rays);
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96 prog->set_arg_buffer(KARG_XFORM, ARG_RD, 16 * sizeof(float));
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97 prog->set_arg_buffer(KARG_INVTRANS_XFORM, ARG_RD, 16 * sizeof(float));
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98
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99 delete [] prim_rays;
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100
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101 global_size = xsz * ysz;
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102 return true;
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103 }
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104
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105 void destroy_renderer()
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106 {
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107 delete prog;
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108 }
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109
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110 bool render()
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111 {
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112 printf("Running kernel...");
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113 fflush(stdout);
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114 if(!prog->run(1, global_size)) {
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115 return false;
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116 }
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117 printf("done\n");
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118
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119 CLMemBuffer *mbuf = prog->get_arg_buffer(KARG_FRAMEBUFFER);
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120 void *fb = map_mem_buffer(mbuf, MAP_RD);
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121 if(!fb) {
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122 fprintf(stderr, "FAILED\n");
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123 return false;
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124 }
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125
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126 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, rinf.xsz, rinf.ysz, GL_RGBA, GL_FLOAT, fb);
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127 unmap_mem_buffer(mbuf);
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128 return true;
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129 }
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130
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131 void dbg_render_gl(Scene *scn)
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132 {
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133 glPushAttrib(GL_ENABLE_BIT | GL_TRANSFORM_BIT);
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134
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135 glDisable(GL_TEXTURE_2D);
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136 glEnable(GL_DEPTH_TEST);
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137
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138 glMatrixMode(GL_PROJECTION);
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139 glPushMatrix();
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140 glLoadIdentity();
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141 gluPerspective(45.0, (float)rinf.xsz / (float)rinf.ysz, 0.5, 1000.0);
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142
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143 glBegin(GL_TRIANGLES);
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144 int num_faces = scn->get_num_faces();
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145 for(int i=0; i<num_faces; i++) {
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146 Material *mat = &scn->matlib[faces[i].matid];
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147 glColor3f(mat->kd[0], mat->kd[1], mat->kd[2]);
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148
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149 for(int j=0; j<3; j++) {
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150 float *pos = faces[i].v[j].pos;
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151 glVertex3f(pos[0], pos[1], pos[2]);
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152 }
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153 }
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154
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155 /*for(size_t i=0; i<scn->meshes.size(); i++) {
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156 Material *mat = &scn->matlib[scn->meshes[i]->matid];
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157
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158 glColor3f(mat->kd[0], mat->kd[1], mat->kd[2]);
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159 for(size_t j=0; j<scn->meshes[i]->faces.size(); j++) {
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160 for(int k=0; k<3; k++) {
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161 float *pos = scn->meshes[i]->faces[j].v[k].pos;
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162 glVertex3f(pos[0], pos[1], pos[2]);
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163 }
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164 }
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165 }*/
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166 glEnd();
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167
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168 glPopMatrix();
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169 glPopAttrib();
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170 }
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171
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172 void set_xform(float *matrix, float *invtrans)
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173 {
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174 CLMemBuffer *mbuf_xform = prog->get_arg_buffer(KARG_XFORM);
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175 CLMemBuffer *mbuf_invtrans = prog->get_arg_buffer(KARG_INVTRANS_XFORM);
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176 assert(mbuf_xform && mbuf_invtrans);
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177
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178 float *mem = (float*)map_mem_buffer(mbuf_xform, MAP_WR);
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179 memcpy(mem, matrix, 16 * sizeof *mem);
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180 /*printf("-- xform:\n");
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181 for(int i=0; i<16; i++) {
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182 printf("%2.3f\t", mem[i]);
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183 if(i % 4 == 3) putchar('\n');
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184 }*/
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185 unmap_mem_buffer(mbuf_xform);
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186
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187 mem = (float*)map_mem_buffer(mbuf_invtrans, MAP_WR);
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188 memcpy(mem, invtrans, 16 * sizeof *mem);
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189 /*printf("-- inverse-transpose:\n");
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190 for(int i=0; i<16; i++) {
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191 printf("%2.3f\t", mem[i]);
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192 if(i % 4 == 3) putchar('\n');
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193 }*/
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194 unmap_mem_buffer(mbuf_invtrans);
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195 }
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196
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197 static Ray get_primary_ray(int x, int y, int w, int h, float vfov_deg)
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198 {
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199 float vfov = M_PI * vfov_deg / 180.0;
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200 float aspect = (float)w / (float)h;
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201
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202 float ysz = 2.0;
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203 float xsz = aspect * ysz;
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204
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205 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
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206 float py = 1.0 - ((float)y / (float)h) * ysz;
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207 float pz = 1.0 / tan(0.5 * vfov);
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208
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209 px *= 100.0;
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210 py *= 100.0;
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211 pz *= 100.0;
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212
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213 Ray ray = {{0, 0, 0, 1}, {px, py, -pz, 1}};
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214 return ray;
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215 }
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216
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217 static Face *create_face_buffer(Mesh **meshes, int num_meshes)
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218 {
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219 int num_faces = 0;
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220 for(int i=0; i<num_meshes; i++) {
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221 num_faces += meshes[i]->faces.size();
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222 }
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223 printf("constructing face buffer with %d faces (out of %d meshes)\n", num_faces, num_meshes);
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224
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225 Face *faces = new Face[num_faces];
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226 memset(faces, 0, num_faces * sizeof *faces);
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227 Face *fptr = faces;
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228
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229 for(int i=0; i<num_meshes; i++) {
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230 for(size_t j=0; j<meshes[i]->faces.size(); j++) {
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231 *fptr++ = meshes[i]->faces[j];
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232 }
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233 }
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234 return faces;
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235 }
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