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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@2
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4 int xsz, ysz;
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nuclear@9
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5 int num_faces, num_lights;
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nuclear@2
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6 int max_iter;
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nuclear@16
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7 float4 ambient;
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John@15
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8 int dbg;
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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@9
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44 global const 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@16
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54 };
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nuclear@2
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55
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nuclear@16
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56 #define MIN_ENERGY 0.001
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nuclear@16
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57 #define EPSILON 1e-6
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nuclear@16
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58
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nuclear@17
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59 //float4 trace(struct Ray ray, struct Scene *scn);
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nuclear@16
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60 float4 shade(struct Ray ray, struct Scene *scn, const struct SurfPoint *sp);
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nuclear@16
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61 bool find_intersection(struct Ray ray, const struct Scene *scn, struct SurfPoint *sp);
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nuclear@9
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62 bool intersect(struct Ray ray, global const struct Face *face, struct SurfPoint *sp);
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nuclear@16
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63
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nuclear@8
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64 float4 reflect(float4 v, float4 n);
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nuclear@8
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65 float4 transform(float4 v, global const float *xform);
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nuclear@16
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66 void transform_ray(struct Ray *ray, global const float *xform, global const float *invtrans);
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nuclear@12
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67 float4 calc_bary(float4 pt, global const struct Face *face, float4 norm);
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nuclear@4
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68
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nuclear@4
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69 kernel void render(global float4 *fb,
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nuclear@4
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70 global const struct RendInfo *rinf,
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nuclear@9
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71 global const struct Face *faces,
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nuclear@9
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72 global const struct Material *matlib,
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nuclear@4
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73 global const struct Light *lights,
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nuclear@7
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74 global const struct Ray *primrays,
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nuclear@12
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75 global const float *xform,
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John@15
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76 global const float *invtrans,
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John@15
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77 global struct Face *outfaces)
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nuclear@2
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78 {
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nuclear@2
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79 int idx = get_global_id(0);
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nuclear@2
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80
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nuclear@18
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81 if(!idx) {
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nuclear@18
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82 for(int i=0; i<rinf->num_faces; i++) {
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nuclear@18
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83 outfaces[i] = faces[i];
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nuclear@18
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84 }
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nuclear@18
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85 }
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nuclear@18
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86
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nuclear@16
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87 struct Scene scn;
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nuclear@16
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88 scn.ambient = rinf->ambient;
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nuclear@16
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89 scn.faces = faces;
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nuclear@16
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90 scn.num_faces = rinf->num_faces;
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nuclear@16
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91 scn.lights = lights;
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nuclear@16
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92 scn.num_lights = rinf->num_lights;
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nuclear@16
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93 scn.matlib = matlib;
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nuclear@8
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94
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nuclear@16
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95 struct Ray ray = primrays[idx];
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nuclear@16
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96 transform_ray(&ray, xform, invtrans);
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nuclear@4
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97
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nuclear@17
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98 //fb[idx] = trace(ray, &scn);
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nuclear@17
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99
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nuclear@17
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100 struct SurfPoint sp;
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nuclear@17
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101 if(find_intersection(ray, &scn, &sp)) {
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nuclear@17
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102 fb[idx] = shade(ray, &scn, &sp);
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nuclear@17
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103 } else {
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nuclear@17
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104 fb[idx] = (float4)(0, 0, 0, 0);
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nuclear@17
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105 }
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nuclear@4
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106 }
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nuclear@4
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107
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nuclear@17
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108 /*float4 trace(struct Ray ray, struct Scene *scn)
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nuclear@4
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109 {
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nuclear@16
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110 float4 color;
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nuclear@16
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111 struct SurfPoint sp;
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nuclear@16
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112
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nuclear@16
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113 if(find_intersection(ray, scn, &sp)) {
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nuclear@16
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114 color = shade(ray, scn, &sp);
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nuclear@16
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115 } else {
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nuclear@16
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116 color = (float4)(0, 0, 0, 0);
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nuclear@16
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117 }
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nuclear@16
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118 return color;
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nuclear@17
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119 }*/
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nuclear@16
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120
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nuclear@16
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121 float4 shade(struct Ray ray, struct Scene *scn, const struct SurfPoint *sp)
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nuclear@16
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122 {
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nuclear@16
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123 float4 norm = sp->norm;
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nuclear@12
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124 bool entering = true;
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nuclear@16
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125 struct Material mat = *sp->mat;
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nuclear@12
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126
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nuclear@12
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127 if(dot(ray.dir, norm) >= 0.0) {
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nuclear@12
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128 norm = -norm;
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nuclear@12
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129 entering = false;
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nuclear@12
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130 }
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nuclear@12
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131
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nuclear@16
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132 float4 dcol = scn->ambient * mat.kd;
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nuclear@8
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133 float4 scol = (float4)(0, 0, 0, 0);
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nuclear@5
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134
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nuclear@16
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135 for(int i=0; i<scn->num_lights; i++) {
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nuclear@16
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136 float4 ldir = scn->lights[i].pos - sp->pos;
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nuclear@5
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137
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nuclear@16
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138 struct Ray shadowray;
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nuclear@16
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139 shadowray.origin = sp->pos;
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nuclear@16
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140 shadowray.dir = ldir;
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nuclear@5
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141
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nuclear@16
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142 if(!find_intersection(shadowray, scn, 0)) {
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nuclear@16
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143 ldir = normalize(ldir);
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nuclear@16
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144 float4 vdir = -normalize(ray.dir);
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nuclear@16
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145 float4 vref = reflect(vdir, norm);
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nuclear@16
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146
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nuclear@16
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147 float diff = fmax(dot(ldir, norm), 0.0f);
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nuclear@16
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148 dcol += mat.kd * diff * scn->lights[i].color;
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nuclear@16
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149
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nuclear@16
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150 //float spec = powr(fmax(dot(ldir, vref), 0.0f), mat.spow);
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nuclear@16
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151 //scol += mat.ks * spec * scn->lights[i].color;
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nuclear@16
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152 }
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nuclear@16
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153 }
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nuclear@16
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154
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nuclear@17
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155 /*float4 refl_col = mat.ks * mat.kr;
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nuclear@16
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156 float refl_coeff = (refl_col.x + refl_col.y + refl_col.z) / 3.0;
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nuclear@16
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157
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nuclear@16
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158 if(refl_coeff > MIN_ENERGY) {
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nuclear@16
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159 struct Ray refl_ray;
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nuclear@16
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160 refl_ray.origin = sp->pos;
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nuclear@16
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161 refl_ray.dir = reflect(-ray.dir, norm);
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nuclear@16
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162 refl_ray.energy *= refl_coeff;
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nuclear@16
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163
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nuclear@16
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164 scol += trace(refl_ray, scn) * refl_col;
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nuclear@17
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165 }*/
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nuclear@5
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166
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nuclear@8
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167 return dcol + scol;
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nuclear@2
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168 }
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nuclear@2
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169
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nuclear@16
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170
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nuclear@16
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171 bool find_intersection(struct Ray ray, const struct Scene *scn, struct SurfPoint *spres)
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nuclear@12
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172 {
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nuclear@16
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173 struct SurfPoint sp, sp0;
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nuclear@16
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174 sp0.t = 1.0;
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nuclear@16
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175 sp0.obj = 0;
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nuclear@16
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176
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nuclear@16
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177 for(int i=0; i<scn->num_faces; i++) {
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nuclear@16
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178 if(intersect(ray, scn->faces + i, &sp) && sp.t < sp0.t) {
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nuclear@16
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179 sp0 = sp;
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nuclear@16
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180 }
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nuclear@16
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181 }
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nuclear@16
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182
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nuclear@16
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183 if(!sp0.obj) {
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nuclear@16
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184 return false;
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nuclear@16
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185 }
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nuclear@16
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186
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nuclear@16
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187 if(spres) {
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nuclear@16
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188 *spres = sp0;
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nuclear@16
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189 spres->mat = scn->matlib + sp0.obj->matid;
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nuclear@16
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190 }
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nuclear@16
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191 return true;
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nuclear@12
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192 }
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nuclear@12
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193
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nuclear@16
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194 bool intersect(struct Ray ray, global const struct Face *face, struct SurfPoint *sp)
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nuclear@2
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195 {
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nuclear@12
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196 float4 origin = ray.origin;
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nuclear@12
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197 float4 dir = ray.dir;
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nuclear@12
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198 float4 norm = face->normal;
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nuclear@12
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199
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nuclear@16
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200 float ndotdir = dot(dir, norm);
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nuclear@12
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201
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nuclear@9
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202 if(fabs(ndotdir) <= EPSILON) {
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nuclear@9
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203 return false;
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nuclear@9
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204 }
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nuclear@2
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205
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nuclear@9
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206 float4 pt = face->v[0].pos;
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nuclear@12
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207 float4 vec = pt - origin;
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nuclear@2
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208
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nuclear@16
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209 float ndotvec = dot(norm, vec);
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nuclear@9
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210 float t = ndotvec / ndotdir;
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nuclear@2
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211
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nuclear@2
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212 if(t < EPSILON || t > 1.0) {
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nuclear@2
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213 return false;
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nuclear@2
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214 }
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nuclear@12
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215 pt = origin + dir * t;
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nuclear@9
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216
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nuclear@12
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217
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nuclear@12
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218 float4 bc = calc_bary(pt, face, norm);
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nuclear@9
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219 float bc_sum = bc.x + bc.y + bc.z;
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nuclear@9
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220
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nuclear@12
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221 if(bc_sum < 0.0 || bc_sum > 1.0 + EPSILON) {
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nuclear@9
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222 return false;
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nuclear@12
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223 bc *= 1.2;
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nuclear@9
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224 }
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nuclear@2
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225
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nuclear@2
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226 sp->t = t;
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nuclear@9
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227 sp->pos = pt;
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nuclear@12
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228 sp->norm = norm;
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nuclear@9
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229 sp->obj = face;
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nuclear@12
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230 sp->dbg = bc;
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nuclear@2
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231 return true;
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nuclear@2
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232 }
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nuclear@5
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233
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nuclear@8
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234 float4 reflect(float4 v, float4 n)
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nuclear@5
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235 {
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nuclear@12
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236 float4 res = 2.0f * dot(v, n) * n - v;
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nuclear@12
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237 return res;
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nuclear@5
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238 }
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nuclear@8
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239
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nuclear@8
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240 float4 transform(float4 v, global const float *xform)
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nuclear@8
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241 {
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nuclear@8
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242 float4 res;
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nuclear@8
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243 res.x = v.x * xform[0] + v.y * xform[4] + v.z * xform[8] + xform[12];
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nuclear@8
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244 res.y = v.x * xform[1] + v.y * xform[5] + v.z * xform[9] + xform[13];
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nuclear@8
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245 res.z = v.x * xform[2] + v.y * xform[6] + v.z * xform[10] + xform[14];
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nuclear@12
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246 res.w = 0.0;
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nuclear@8
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247 return res;
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nuclear@8
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248 }
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nuclear@8
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249
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nuclear@16
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250 void transform_ray(struct Ray *ray, global const float *xform, global const float *invtrans)
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nuclear@8
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251 {
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nuclear@16
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252 ray->origin = transform(ray->origin, xform);
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nuclear@16
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253 ray->dir = transform(ray->dir, invtrans);
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nuclear@8
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254 }
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nuclear@9
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255
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nuclear@12
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256 float4 calc_bary(float4 pt, global const struct Face *face, float4 norm)
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nuclear@9
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257 {
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nuclear@12
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258 float4 bc = (float4)(0, 0, 0, 0);
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nuclear@9
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259
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nuclear@12
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260 // calculate area of the whole triangle
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nuclear@12
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261 float4 v1 = face->v[1].pos - face->v[0].pos;
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nuclear@12
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262 float4 v2 = face->v[2].pos - face->v[0].pos;
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nuclear@12
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263 float4 xv1v2 = cross(v1, v2);
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nuclear@12
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264
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nuclear@16
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265 float area = fabs(dot(xv1v2, norm)) * 0.5;
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nuclear@9
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266 if(area < EPSILON) {
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nuclear@9
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267 return bc;
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nuclear@9
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268 }
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nuclear@9
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269
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nuclear@9
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270 float4 pv0 = face->v[0].pos - pt;
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nuclear@9
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271 float4 pv1 = face->v[1].pos - pt;
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nuclear@9
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272 float4 pv2 = face->v[2].pos - pt;
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nuclear@9
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273
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nuclear@12
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274 // calculate the area of each sub-triangle
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nuclear@12
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275 float4 x12 = cross(pv1, pv2);
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nuclear@12
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276 float4 x20 = cross(pv2, pv0);
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nuclear@12
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277 float4 x01 = cross(pv0, pv1);
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nuclear@12
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278
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nuclear@16
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279 float a0 = fabs(dot(x12, norm)) * 0.5;
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nuclear@16
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280 float a1 = fabs(dot(x20, norm)) * 0.5;
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nuclear@16
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281 float a2 = fabs(dot(x01, norm)) * 0.5;
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nuclear@9
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282
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nuclear@9
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283 bc.x = a0 / area;
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nuclear@9
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284 bc.y = a1 / area;
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nuclear@9
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285 bc.z = a2 / area;
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nuclear@9
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286 return bc;
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nuclear@9
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287 }
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