rev |
line source |
nuclear@12
|
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
|
4 float4 ambient;
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nuclear@2
|
5 int xsz, ysz;
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nuclear@9
|
6 int num_faces, num_lights;
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nuclear@2
|
7 int max_iter;
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nuclear@28
|
8 int kd_depth;
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nuclear@2
|
9 };
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nuclear@2
|
10
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nuclear@9
|
11 struct Vertex {
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nuclear@2
|
12 float4 pos;
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nuclear@9
|
13 float4 normal;
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nuclear@12
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14 float4 tex;
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nuclear@12
|
15 float4 padding;
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nuclear@9
|
16 };
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nuclear@9
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17
|
nuclear@9
|
18 struct Face {
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nuclear@9
|
19 struct Vertex v[3];
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nuclear@9
|
20 float4 normal;
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nuclear@9
|
21 int matid;
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nuclear@12
|
22 int padding[3];
|
nuclear@9
|
23 };
|
nuclear@9
|
24
|
nuclear@9
|
25 struct Material {
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nuclear@5
|
26 float4 kd, ks;
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nuclear@9
|
27 float kr, kt;
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nuclear@9
|
28 float spow;
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nuclear@12
|
29 float padding;
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nuclear@2
|
30 };
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nuclear@2
|
31
|
nuclear@3
|
32 struct Light {
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nuclear@3
|
33 float4 pos, color;
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nuclear@3
|
34 };
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nuclear@3
|
35
|
nuclear@2
|
36 struct Ray {
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nuclear@2
|
37 float4 origin, dir;
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nuclear@2
|
38 };
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nuclear@2
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39
|
nuclear@2
|
40 struct SurfPoint {
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nuclear@2
|
41 float t;
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nuclear@12
|
42 float4 pos, norm, dbg;
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nuclear@9
|
43 global const struct Face *obj;
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nuclear@19
|
44 struct Material mat;
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nuclear@2
|
45 };
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nuclear@2
|
46
|
nuclear@16
|
47 struct Scene {
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nuclear@16
|
48 float4 ambient;
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nuclear@16
|
49 global const struct Face *faces;
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nuclear@16
|
50 int num_faces;
|
nuclear@16
|
51 global const struct Light *lights;
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nuclear@16
|
52 int num_lights;
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nuclear@16
|
53 global const struct Material *matlib;
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nuclear@28
|
54 global const struct KDNode *kdtree;
|
nuclear@28
|
55 };
|
nuclear@28
|
56
|
nuclear@28
|
57 struct AABBox {
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nuclear@28
|
58 float4 min, max;
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nuclear@28
|
59 };
|
nuclear@28
|
60
|
nuclear@28
|
61 struct KDNode {
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nuclear@29
|
62 struct AABBox aabb;
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nuclear@28
|
63 int face_idx[32];
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nuclear@28
|
64 int num_faces;
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nuclear@28
|
65 int padding[3];
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nuclear@16
|
66 };
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nuclear@2
|
67
|
nuclear@16
|
68 #define MIN_ENERGY 0.001
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nuclear@21
|
69 #define EPSILON 1e-5
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nuclear@16
|
70
|
nuclear@16
|
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
|
74 bool intersect_aabb(struct Ray ray, struct AABBox aabb);
|
nuclear@16
|
75
|
nuclear@8
|
76 float4 reflect(float4 v, float4 n);
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nuclear@8
|
77 float4 transform(float4 v, global const float *xform);
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nuclear@16
|
78 void transform_ray(struct Ray *ray, global const float *xform, global const float *invtrans);
|
nuclear@12
|
79 float4 calc_bary(float4 pt, global const struct Face *face, float4 norm);
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nuclear@19
|
80 float mean(float4 v);
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nuclear@4
|
81
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nuclear@4
|
82 kernel void render(global float4 *fb,
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nuclear@4
|
83 global const struct RendInfo *rinf,
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nuclear@9
|
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
|
86 global const struct Light *lights,
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nuclear@7
|
87 global const struct Ray *primrays,
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nuclear@12
|
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
|
90 global const struct KDNode *kdtree)
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nuclear@2
|
91 {
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nuclear@2
|
92 int idx = get_global_id(0);
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nuclear@2
|
93
|
nuclear@16
|
94 struct Scene scn;
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nuclear@16
|
95 scn.ambient = rinf->ambient;
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nuclear@16
|
96 scn.faces = faces;
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nuclear@16
|
97 scn.num_faces = rinf->num_faces;
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nuclear@16
|
98 scn.lights = lights;
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nuclear@16
|
99 scn.num_lights = rinf->num_lights;
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nuclear@16
|
100 scn.matlib = matlib;
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nuclear@30
|
101 scn.kdtree = kdtree;
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nuclear@8
|
102
|
nuclear@16
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103 struct Ray ray = primrays[idx];
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nuclear@16
|
104 transform_ray(&ray, xform, invtrans);
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nuclear@4
|
105
|
nuclear@19
|
106 float4 pixel = (float4)(0, 0, 0, 0);
|
nuclear@22
|
107 float4 energy = (float4)(1.0, 1.0, 1.0, 0.0);
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nuclear@19
|
108 int iter = 0;
|
nuclear@19
|
109
|
nuclear@19
|
110 while(iter++ < rinf->max_iter && mean(energy) > MIN_ENERGY) {
|
nuclear@19
|
111 struct SurfPoint sp;
|
nuclear@19
|
112 if(find_intersection(ray, &scn, &sp)) {
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nuclear@19
|
113 pixel += shade(ray, &scn, &sp) * energy;
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nuclear@19
|
114
|
nuclear@19
|
115 float4 refl_col = sp.mat.ks * sp.mat.kr;
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nuclear@19
|
116
|
nuclear@19
|
117 ray.origin = sp.pos;
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nuclear@19
|
118 ray.dir = reflect(-ray.dir, sp.norm);
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nuclear@19
|
119
|
nuclear@19
|
120 energy *= sp.mat.ks * sp.mat.kr;
|
nuclear@19
|
121 } else {
|
nuclear@19
|
122 iter = INT_MAX - 1; // to break out of the loop
|
nuclear@19
|
123 }
|
nuclear@17
|
124 }
|
nuclear@19
|
125
|
nuclear@19
|
126 fb[idx] = pixel;
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nuclear@4
|
127 }
|
nuclear@4
|
128
|
nuclear@16
|
129 float4 shade(struct Ray ray, struct Scene *scn, const struct SurfPoint *sp)
|
nuclear@16
|
130 {
|
nuclear@16
|
131 float4 norm = sp->norm;
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nuclear@12
|
132 bool entering = true;
|
nuclear@12
|
133
|
nuclear@12
|
134 if(dot(ray.dir, norm) >= 0.0) {
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nuclear@12
|
135 norm = -norm;
|
nuclear@12
|
136 entering = false;
|
nuclear@12
|
137 }
|
nuclear@12
|
138
|
nuclear@19
|
139 float4 dcol = scn->ambient * sp->mat.kd;
|
nuclear@8
|
140 float4 scol = (float4)(0, 0, 0, 0);
|
nuclear@5
|
141
|
nuclear@16
|
142 for(int i=0; i<scn->num_lights; i++) {
|
nuclear@16
|
143 float4 ldir = scn->lights[i].pos - sp->pos;
|
nuclear@5
|
144
|
nuclear@16
|
145 struct Ray shadowray;
|
nuclear@16
|
146 shadowray.origin = sp->pos;
|
nuclear@16
|
147 shadowray.dir = ldir;
|
nuclear@5
|
148
|
nuclear@16
|
149 if(!find_intersection(shadowray, scn, 0)) {
|
nuclear@16
|
150 ldir = normalize(ldir);
|
nuclear@16
|
151 float4 vdir = -normalize(ray.dir);
|
nuclear@16
|
152 float4 vref = reflect(vdir, norm);
|
nuclear@16
|
153
|
nuclear@16
|
154 float diff = fmax(dot(ldir, norm), 0.0f);
|
nuclear@22
|
155 dcol += sp->mat.kd * scn->lights[i].color * diff;
|
nuclear@16
|
156
|
nuclear@20
|
157 float spec = powr(fmax(dot(ldir, vref), 0.0f), sp->mat.spow);
|
nuclear@22
|
158 scol += sp->mat.ks * scn->lights[i].color * spec;
|
nuclear@16
|
159 }
|
nuclear@16
|
160 }
|
nuclear@16
|
161
|
nuclear@8
|
162 return dcol + scol;
|
nuclear@2
|
163 }
|
nuclear@2
|
164
|
nuclear@30
|
165 #define STACK_SIZE 64
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nuclear@28
|
166 bool find_intersection(struct Ray ray, const struct Scene *scn, struct SurfPoint *spres)
|
nuclear@28
|
167 {
|
nuclear@29
|
168 struct SurfPoint sp0;
|
nuclear@29
|
169 sp0.t = 1.0;
|
nuclear@29
|
170 sp0.obj = 0;
|
nuclear@29
|
171
|
nuclear@29
|
172 int idxstack[STACK_SIZE];
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nuclear@31
|
173 int top = 0; // points after the topmost element of the stack
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nuclear@31
|
174 idxstack[top++] = 1; // root at tree[1] (heap)
|
nuclear@29
|
175
|
nuclear@31
|
176 while(top > 0) {
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nuclear@31
|
177 int idx = idxstack[--top]; // remove this index from the stack and process it
|
nuclear@30
|
178
|
nuclear@31
|
179 global const struct KDNode *node = scn->kdtree + idx;
|
nuclear@29
|
180
|
nuclear@31
|
181 /*if(get_global_id(0) == 0) {
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nuclear@31
|
182 for(int i=0; i<top+1; i++) {
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nuclear@31
|
183 printf(" ");
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nuclear@31
|
184 }
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nuclear@31
|
185 printf("(%d) idx: %d (%p) num_faces: %d\n", top+1, idx, node, node->num_faces);
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nuclear@31
|
186 }*/
|
nuclear@29
|
187
|
nuclear@29
|
188 if(intersect_aabb(ray, node->aabb)) {
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nuclear@30
|
189 if(node->num_faces >= 0) {
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nuclear@31
|
190 // leaf node... check each face in turn and update the nearest intersection as needed
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nuclear@29
|
191 for(int i=0; i<node->num_faces; i++) {
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nuclear@31
|
192 struct SurfPoint spt;
|
nuclear@29
|
193 int fidx = node->face_idx[i];
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nuclear@29
|
194
|
nuclear@31
|
195 if(intersect(ray, scn->faces + fidx, &spt) && spt.t < sp0.t) {
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nuclear@31
|
196 sp0 = spt;
|
nuclear@29
|
197 }
|
nuclear@29
|
198 }
|
nuclear@31
|
199 } else {
|
nuclear@31
|
200 // internal node... recurse to the children
|
nuclear@31
|
201 /*if(get_global_id(0) == 0) {
|
nuclear@31
|
202 printf("pushing %d's children %d and %d\n", idx, idx * 2, idx * 2 + 1);
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nuclear@31
|
203 }*/
|
nuclear@31
|
204 idxstack[top++] = idx * 2;
|
nuclear@31
|
205 idxstack[top++] = idx * 2 + 1;
|
nuclear@29
|
206 }
|
nuclear@29
|
207 }
|
nuclear@29
|
208 }
|
nuclear@29
|
209
|
nuclear@29
|
210 if(!sp0.obj) {
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nuclear@29
|
211 return false;
|
nuclear@29
|
212 }
|
nuclear@29
|
213
|
nuclear@29
|
214 if(spres) {
|
nuclear@29
|
215 *spres = sp0;
|
nuclear@29
|
216 spres->mat = scn->matlib[sp0.obj->matid];
|
nuclear@29
|
217 }
|
nuclear@29
|
218 return true;
|
nuclear@28
|
219 }
|
nuclear@16
|
220
|
nuclear@28
|
221 /*bool find_intersection(struct Ray ray, const struct Scene *scn, struct SurfPoint *spres)
|
nuclear@12
|
222 {
|
nuclear@16
|
223 struct SurfPoint sp, sp0;
|
nuclear@16
|
224 sp0.t = 1.0;
|
nuclear@16
|
225 sp0.obj = 0;
|
nuclear@16
|
226
|
nuclear@16
|
227 for(int i=0; i<scn->num_faces; i++) {
|
nuclear@16
|
228 if(intersect(ray, scn->faces + i, &sp) && sp.t < sp0.t) {
|
nuclear@16
|
229 sp0 = sp;
|
nuclear@16
|
230 }
|
nuclear@16
|
231 }
|
nuclear@16
|
232
|
nuclear@16
|
233 if(!sp0.obj) {
|
nuclear@16
|
234 return false;
|
nuclear@16
|
235 }
|
nuclear@16
|
236
|
nuclear@16
|
237 if(spres) {
|
nuclear@16
|
238 *spres = sp0;
|
nuclear@19
|
239 spres->mat = scn->matlib[sp0.obj->matid];
|
nuclear@16
|
240 }
|
nuclear@16
|
241 return true;
|
nuclear@28
|
242 }*/
|
nuclear@12
|
243
|
nuclear@16
|
244 bool intersect(struct Ray ray, global const struct Face *face, struct SurfPoint *sp)
|
nuclear@2
|
245 {
|
nuclear@12
|
246 float4 origin = ray.origin;
|
nuclear@12
|
247 float4 dir = ray.dir;
|
nuclear@12
|
248 float4 norm = face->normal;
|
nuclear@12
|
249
|
nuclear@16
|
250 float ndotdir = dot(dir, norm);
|
nuclear@12
|
251
|
nuclear@9
|
252 if(fabs(ndotdir) <= EPSILON) {
|
nuclear@9
|
253 return false;
|
nuclear@9
|
254 }
|
nuclear@2
|
255
|
nuclear@9
|
256 float4 pt = face->v[0].pos;
|
nuclear@12
|
257 float4 vec = pt - origin;
|
nuclear@2
|
258
|
nuclear@16
|
259 float ndotvec = dot(norm, vec);
|
nuclear@9
|
260 float t = ndotvec / ndotdir;
|
nuclear@2
|
261
|
nuclear@2
|
262 if(t < EPSILON || t > 1.0) {
|
nuclear@2
|
263 return false;
|
nuclear@2
|
264 }
|
nuclear@12
|
265 pt = origin + dir * t;
|
nuclear@9
|
266
|
nuclear@12
|
267
|
nuclear@12
|
268 float4 bc = calc_bary(pt, face, norm);
|
nuclear@9
|
269 float bc_sum = bc.x + bc.y + bc.z;
|
nuclear@9
|
270
|
nuclear@20
|
271 if(bc_sum < 1.0 - EPSILON || bc_sum > 1.0 + EPSILON) {
|
nuclear@9
|
272 return false;
|
nuclear@12
|
273 bc *= 1.2;
|
nuclear@9
|
274 }
|
nuclear@2
|
275
|
nuclear@2
|
276 sp->t = t;
|
nuclear@9
|
277 sp->pos = pt;
|
nuclear@21
|
278 sp->norm = normalize(face->v[0].normal * bc.x + face->v[1].normal * bc.y + face->v[2].normal * bc.z);
|
nuclear@9
|
279 sp->obj = face;
|
nuclear@12
|
280 sp->dbg = bc;
|
nuclear@2
|
281 return true;
|
nuclear@2
|
282 }
|
nuclear@5
|
283
|
nuclear@28
|
284 bool intersect_aabb(struct Ray ray, struct AABBox aabb)
|
nuclear@28
|
285 {
|
nuclear@28
|
286 if(ray.origin.x >= aabb.min.x && ray.origin.y >= aabb.min.y && ray.origin.z >= aabb.min.z &&
|
nuclear@28
|
287 ray.origin.x < aabb.max.x && ray.origin.y < aabb.max.y && ray.origin.z < aabb.max.z) {
|
nuclear@28
|
288 return true;
|
nuclear@28
|
289 }
|
nuclear@28
|
290
|
nuclear@29
|
291 float4 bbox[2] = {
|
nuclear@29
|
292 aabb.min.x, aabb.min.y, aabb.min.z, 0,
|
nuclear@29
|
293 aabb.max.x, aabb.max.y, aabb.max.z, 0
|
nuclear@29
|
294 };
|
nuclear@28
|
295
|
nuclear@28
|
296 int xsign = (int)(ray.dir.x < 0.0);
|
nuclear@28
|
297 float invdirx = 1.0 / ray.dir.x;
|
nuclear@28
|
298 float tmin = (bbox[xsign].x - ray.origin.x) * invdirx;
|
nuclear@28
|
299 float tmax = (bbox[1 - xsign].x - ray.origin.x) * invdirx;
|
nuclear@28
|
300
|
nuclear@28
|
301 int ysign = (int)(ray.dir.y < 0.0);
|
nuclear@28
|
302 float invdiry = 1.0 / ray.dir.y;
|
nuclear@28
|
303 float tymin = (bbox[ysign].y - ray.origin.y) * invdiry;
|
nuclear@28
|
304 float tymax = (bbox[1 - ysign].y - ray.origin.y) * invdiry;
|
nuclear@28
|
305
|
nuclear@28
|
306 if(tmin > tymax || tymin > tmax) {
|
nuclear@28
|
307 return false;
|
nuclear@28
|
308 }
|
nuclear@28
|
309
|
nuclear@28
|
310 if(tymin > tmin) tmin = tymin;
|
nuclear@28
|
311 if(tymax < tmax) tmax = tymax;
|
nuclear@28
|
312
|
nuclear@28
|
313 int zsign = (int)(ray.dir.z < 0.0);
|
nuclear@28
|
314 float invdirz = 1.0 / ray.dir.z;
|
nuclear@28
|
315 float tzmin = (bbox[zsign].z - ray.origin.z) * invdirz;
|
nuclear@28
|
316 float tzmax = (bbox[1 - zsign].z - ray.origin.z) * invdirz;
|
nuclear@28
|
317
|
nuclear@28
|
318 if(tmin > tzmax || tzmin > tmax) {
|
nuclear@28
|
319 return false;
|
nuclear@28
|
320 }
|
nuclear@28
|
321
|
nuclear@29
|
322 return tmin < 1.0 && tmax > 0.0;
|
nuclear@28
|
323 }
|
nuclear@28
|
324
|
nuclear@8
|
325 float4 reflect(float4 v, float4 n)
|
nuclear@5
|
326 {
|
nuclear@23
|
327 return 2.0f * dot(v, n) * n - v;
|
nuclear@5
|
328 }
|
nuclear@8
|
329
|
nuclear@8
|
330 float4 transform(float4 v, global const float *xform)
|
nuclear@8
|
331 {
|
nuclear@8
|
332 float4 res;
|
nuclear@8
|
333 res.x = v.x * xform[0] + v.y * xform[4] + v.z * xform[8] + xform[12];
|
nuclear@8
|
334 res.y = v.x * xform[1] + v.y * xform[5] + v.z * xform[9] + xform[13];
|
nuclear@8
|
335 res.z = v.x * xform[2] + v.y * xform[6] + v.z * xform[10] + xform[14];
|
nuclear@12
|
336 res.w = 0.0;
|
nuclear@8
|
337 return res;
|
nuclear@8
|
338 }
|
nuclear@8
|
339
|
nuclear@16
|
340 void transform_ray(struct Ray *ray, global const float *xform, global const float *invtrans)
|
nuclear@8
|
341 {
|
nuclear@16
|
342 ray->origin = transform(ray->origin, xform);
|
nuclear@16
|
343 ray->dir = transform(ray->dir, invtrans);
|
nuclear@8
|
344 }
|
nuclear@9
|
345
|
nuclear@12
|
346 float4 calc_bary(float4 pt, global const struct Face *face, float4 norm)
|
nuclear@9
|
347 {
|
nuclear@12
|
348 float4 bc = (float4)(0, 0, 0, 0);
|
nuclear@9
|
349
|
nuclear@12
|
350 // calculate area of the whole triangle
|
nuclear@12
|
351 float4 v1 = face->v[1].pos - face->v[0].pos;
|
nuclear@12
|
352 float4 v2 = face->v[2].pos - face->v[0].pos;
|
nuclear@12
|
353 float4 xv1v2 = cross(v1, v2);
|
nuclear@12
|
354
|
nuclear@16
|
355 float area = fabs(dot(xv1v2, norm)) * 0.5;
|
nuclear@9
|
356 if(area < EPSILON) {
|
nuclear@9
|
357 return bc;
|
nuclear@9
|
358 }
|
nuclear@9
|
359
|
nuclear@9
|
360 float4 pv0 = face->v[0].pos - pt;
|
nuclear@9
|
361 float4 pv1 = face->v[1].pos - pt;
|
nuclear@9
|
362 float4 pv2 = face->v[2].pos - pt;
|
nuclear@9
|
363
|
nuclear@12
|
364 // calculate the area of each sub-triangle
|
nuclear@12
|
365 float4 x12 = cross(pv1, pv2);
|
nuclear@12
|
366 float4 x20 = cross(pv2, pv0);
|
nuclear@12
|
367 float4 x01 = cross(pv0, pv1);
|
nuclear@12
|
368
|
nuclear@16
|
369 float a0 = fabs(dot(x12, norm)) * 0.5;
|
nuclear@16
|
370 float a1 = fabs(dot(x20, norm)) * 0.5;
|
nuclear@16
|
371 float a2 = fabs(dot(x01, norm)) * 0.5;
|
nuclear@9
|
372
|
nuclear@9
|
373 bc.x = a0 / area;
|
nuclear@9
|
374 bc.y = a1 / area;
|
nuclear@9
|
375 bc.z = a2 / area;
|
nuclear@9
|
376 return bc;
|
nuclear@9
|
377 }
|
nuclear@19
|
378
|
nuclear@19
|
379 float mean(float4 v)
|
nuclear@19
|
380 {
|
nuclear@19
|
381 return native_divide(v.x + v.y + v.z, 3.0);
|
nuclear@19
|
382 }
|