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nuclear@2
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1 struct RendInfo {
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nuclear@2
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2 int xsz, ysz;
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nuclear@3
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3 int num_sph, num_lights;
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nuclear@2
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4 int max_iter;
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nuclear@2
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5 };
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nuclear@2
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6
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nuclear@2
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7 struct Sphere {
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nuclear@2
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8 float4 pos;
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nuclear@5
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9 float4 kd, ks;
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nuclear@2
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10 float radius;
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nuclear@4
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11 float spow, kr, kt;
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nuclear@2
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12 };
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nuclear@2
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13
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nuclear@3
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14 struct Light {
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nuclear@3
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15 float4 pos, color;
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nuclear@3
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16 };
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nuclear@3
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17
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nuclear@2
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18 struct Ray {
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nuclear@2
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19 float4 origin, dir;
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nuclear@2
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20 };
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nuclear@2
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21
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nuclear@2
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22 struct SurfPoint {
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nuclear@2
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23 float t;
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nuclear@2
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24 float3 pos, norm;
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nuclear@4
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25 global const struct Sphere *obj;
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nuclear@2
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26 };
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nuclear@2
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27
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nuclear@7
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28 struct Matrix4x4 {
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nuclear@7
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29 float m[16];
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nuclear@7
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30 };
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nuclear@7
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31
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nuclear@2
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32 #define EPSILON 1e-6
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nuclear@2
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33
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nuclear@5
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34 float4 shade(struct Ray ray, struct SurfPoint sp,
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nuclear@5
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35 global const struct Light *lights, int num_lights);
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nuclear@4
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36 bool intersect(struct Ray ray, global const struct Sphere *sph, struct SurfPoint *sp);
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nuclear@5
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37 float3 reflect(float3 v, float3 n);
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nuclear@2
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38
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nuclear@4
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39
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nuclear@4
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40 kernel void render(global float4 *fb,
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nuclear@4
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41 global const struct RendInfo *rinf,
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nuclear@4
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42 global const struct Sphere *sphlist,
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nuclear@4
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43 global const struct Light *lights,
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nuclear@7
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44 global const struct Ray *primrays,
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nuclear@7
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45 global const struct Matrix4x4 xform)
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nuclear@2
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46 {
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nuclear@2
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47 int idx = get_global_id(0);
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nuclear@2
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48
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nuclear@2
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49 struct Ray ray = primrays[idx];
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nuclear@4
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50 struct SurfPoint sp, sp0;
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nuclear@2
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51
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nuclear@4
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52 sp0.t = FLT_MAX;
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nuclear@5
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53 sp0.obj = 0;
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nuclear@4
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54
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nuclear@4
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55 for(int i=0; i<rinf->num_sph; i++) {
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nuclear@5
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56 if(intersect(ray, sphlist + i, &sp) && sp.t < sp0.t) {
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nuclear@4
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57 sp0 = sp;
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nuclear@4
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58 }
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nuclear@2
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59 }
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nuclear@3
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60
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nuclear@5
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61 if(sp0.obj) {
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nuclear@5
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62 fb[idx] = shade(ray, sp0, lights, rinf->num_lights);
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nuclear@5
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63 } else {
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nuclear@5
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64 fb[idx] = (float4)(0, 0, 0, 0);
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nuclear@5
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65 }
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nuclear@4
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66 }
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nuclear@4
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67
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nuclear@5
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68 float4 shade(struct Ray ray, struct SurfPoint sp,
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nuclear@5
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69 global const struct Light *lights, int num_lights)
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nuclear@4
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70 {
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nuclear@5
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71 float3 dcol = (float3)(0, 0, 0);
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nuclear@5
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72 float3 scol = (float3)(0, 0, 0);
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nuclear@5
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73
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nuclear@5
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74 for(int i=0; i<num_lights; i++) {
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nuclear@5
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75 float3 ldir = normalize(lights[i].pos.xyz - sp.pos);
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nuclear@5
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76 float3 vdir = -normalize(ray.dir.xyz);
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nuclear@5
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77 float3 vref = reflect(vdir, sp.norm);
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nuclear@5
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78
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nuclear@5
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79 float diff = fmax(dot(ldir, sp.norm), 0.0f);
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nuclear@5
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80 float spec = powr(fmax(dot(ldir, vref), 0.0f), sp.obj->spow);
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nuclear@5
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81
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nuclear@5
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82 dcol += sp.obj->kd.xyz * diff * lights[i].color.xyz;
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nuclear@5
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83 scol += sp.obj->ks.xyz * spec * lights[i].color.xyz;
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nuclear@5
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84 }
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nuclear@5
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85
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nuclear@5
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86 return (float4)(dcol + scol, 1.0f);
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nuclear@2
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87 }
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nuclear@2
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88
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nuclear@2
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89 bool intersect(struct Ray ray,
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nuclear@4
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90 global const struct Sphere *sph,
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nuclear@2
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91 struct SurfPoint *sp)
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nuclear@2
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92 {
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nuclear@2
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93 float3 dir = ray.dir.xyz;
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nuclear@2
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94 float3 orig = ray.origin.xyz;
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nuclear@2
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95 float3 spos = sph->pos.xyz;
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nuclear@2
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96
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nuclear@2
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97 float a = dot(dir, dir);
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nuclear@2
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98 float b = 2.0 * dir.x * (orig.x - spos.x) +
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nuclear@2
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99 2.0 * dir.y * (orig.y - spos.y) +
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nuclear@2
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100 2.0 * dir.z * (orig.z - spos.z);
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nuclear@2
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101 float c = dot(spos, spos) + dot(orig, orig) +
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nuclear@2
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102 2.0 * dot(-spos, orig) - sph->radius * sph->radius;
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nuclear@2
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103
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nuclear@2
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104 float d = b * b - 4.0 * a * c;
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nuclear@2
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105 if(d < 0.0) return false;
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nuclear@2
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106
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nuclear@2
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107 float sqrt_d = sqrt(d);
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nuclear@2
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108 float t1 = (-b + sqrt_d) / (2.0 * a);
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nuclear@2
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109 float t2 = (-b - sqrt_d) / (2.0 * a);
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nuclear@2
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110
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nuclear@2
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111 if(t1 < EPSILON) t1 = t2;
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nuclear@2
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112 if(t2 < EPSILON) t2 = t1;
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nuclear@2
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113 float t = t1 < t2 ? t1 : t2;
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nuclear@2
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114
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nuclear@2
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115 if(t < EPSILON || t > 1.0) {
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nuclear@2
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116 return false;
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nuclear@2
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117 }
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nuclear@2
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118
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nuclear@2
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119 sp->t = t;
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nuclear@2
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120 sp->pos = orig + dir * sp->t;
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nuclear@2
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121 sp->norm = (sp->pos - spos) / sph->radius;
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nuclear@5
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122 sp->obj = sph;
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nuclear@2
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123 return true;
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nuclear@2
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124 }
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nuclear@5
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125
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nuclear@5
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126 float3 reflect(float3 v, float3 n)
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nuclear@5
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127 {
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nuclear@5
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128 return 2.0f * dot(v, n) * n - v;
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nuclear@5
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129 }
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