clray

view rt.cl @ 29:353d80127627

doh ... it doesn't work
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 21 Aug 2010 20:51:57 +0100
parents 97cfd9675310
children 04803c702014
line source
1 /* vim: set ft=opencl:ts=4:sw=4 */
3 struct RendInfo {
4 float4 ambient;
5 int xsz, ysz;
6 int num_faces, num_lights;
7 int max_iter;
8 int kd_depth;
9 };
11 struct Vertex {
12 float4 pos;
13 float4 normal;
14 float4 tex;
15 float4 padding;
16 };
18 struct Face {
19 struct Vertex v[3];
20 float4 normal;
21 int matid;
22 int padding[3];
23 };
25 struct Material {
26 float4 kd, ks;
27 float kr, kt;
28 float spow;
29 float padding;
30 };
32 struct Light {
33 float4 pos, color;
34 };
36 struct Ray {
37 float4 origin, dir;
38 };
40 struct SurfPoint {
41 float t;
42 float4 pos, norm, dbg;
43 global const struct Face *obj;
44 struct Material mat;
45 };
47 struct Scene {
48 float4 ambient;
49 global const struct Face *faces;
50 int num_faces;
51 global const struct Light *lights;
52 int num_lights;
53 global const struct Material *matlib;
54 global const struct KDNode *kdtree;
55 };
57 struct AABBox {
58 float4 min, max;
59 };
61 struct KDNode {
62 struct AABBox aabb;
63 int face_idx[32];
64 int num_faces;
65 int padding[3];
66 };
68 #define MIN_ENERGY 0.001
69 #define EPSILON 1e-5
71 float4 shade(struct Ray ray, struct Scene *scn, const struct SurfPoint *sp);
72 bool find_intersection(struct Ray ray, const struct Scene *scn, struct SurfPoint *sp);
73 bool intersect(struct Ray ray, global const struct Face *face, struct SurfPoint *sp);
74 bool intersect_aabb(struct Ray ray, struct AABBox aabb);
76 float4 reflect(float4 v, float4 n);
77 float4 transform(float4 v, global const float *xform);
78 void transform_ray(struct Ray *ray, global const float *xform, global const float *invtrans);
79 float4 calc_bary(float4 pt, global const struct Face *face, float4 norm);
80 float mean(float4 v);
82 kernel void render(global float4 *fb,
83 global const struct RendInfo *rinf,
84 global const struct Face *faces,
85 global const struct Material *matlib,
86 global const struct Light *lights,
87 global const struct Ray *primrays,
88 global const float *xform,
89 global const float *invtrans,
90 global const struct KDNode *kdtree)
91 {
92 int idx = get_global_id(0);
94 struct Scene scn;
95 scn.ambient = rinf->ambient;
96 scn.faces = faces;
97 scn.num_faces = rinf->num_faces;
98 scn.lights = lights;
99 scn.num_lights = rinf->num_lights;
100 scn.matlib = matlib;
102 struct Ray ray = primrays[idx];
103 transform_ray(&ray, xform, invtrans);
105 float4 pixel = (float4)(0, 0, 0, 0);
106 float4 energy = (float4)(1.0, 1.0, 1.0, 0.0);
107 int iter = 0;
109 while(iter++ < rinf->max_iter && mean(energy) > MIN_ENERGY) {
110 struct SurfPoint sp;
111 if(find_intersection(ray, &scn, &sp)) {
112 pixel += shade(ray, &scn, &sp) * energy;
114 float4 refl_col = sp.mat.ks * sp.mat.kr;
116 ray.origin = sp.pos;
117 ray.dir = reflect(-ray.dir, sp.norm);
119 energy *= sp.mat.ks * sp.mat.kr;
120 } else {
121 iter = INT_MAX - 1; // to break out of the loop
122 }
123 }
125 fb[idx] = pixel;
126 }
128 float4 shade(struct Ray ray, struct Scene *scn, const struct SurfPoint *sp)
129 {
130 float4 norm = sp->norm;
131 bool entering = true;
133 if(dot(ray.dir, norm) >= 0.0) {
134 norm = -norm;
135 entering = false;
136 }
138 float4 dcol = scn->ambient * sp->mat.kd;
139 float4 scol = (float4)(0, 0, 0, 0);
141 for(int i=0; i<scn->num_lights; i++) {
142 float4 ldir = scn->lights[i].pos - sp->pos;
144 struct Ray shadowray;
145 shadowray.origin = sp->pos;
146 shadowray.dir = ldir;
148 if(!find_intersection(shadowray, scn, 0)) {
149 ldir = normalize(ldir);
150 float4 vdir = -normalize(ray.dir);
151 float4 vref = reflect(vdir, norm);
153 float diff = fmax(dot(ldir, norm), 0.0f);
154 dcol += sp->mat.kd * scn->lights[i].color * diff;
156 float spec = powr(fmax(dot(ldir, vref), 0.0f), sp->mat.spow);
157 scol += sp->mat.ks * scn->lights[i].color * spec;
158 }
159 }
161 return dcol + scol;
162 }
164 #define STACK_SIZE 128
165 bool find_intersection(struct Ray ray, const struct Scene *scn, struct SurfPoint *spres)
166 {
167 struct SurfPoint sp0;
168 sp0.t = 1.0;
169 sp0.obj = 0;
171 int idxstack[STACK_SIZE];
172 int sp = 0; // points at the topmost element of the stack
173 idxstack[sp] = 1; // root at tree[1] (heap)
175 while(sp >= 0) {
176 int idx = idxstack[sp--]; // remove this index from the stack and process it
178 global struct KDNode *node = scn->kdtree + idx;
180 if(intersect_aabb(ray, node->aabb)) {
181 // leaf node ...
182 if(node->num_faces) {
183 // check each face in turn and update the nearest intersection as needed
184 for(int i=0; i<node->num_faces; i++) {
185 struct SurfPoint sp;
186 int fidx = node->face_idx[i];
188 if(intersect(ray, scn->faces + fidx, &sp) && sp.t < sp0.t) {
189 sp0 = sp;
190 }
191 }
192 }
193 } else {
194 // internal node ... recurse to the children
195 idxstack[++sp] = idx * 2;
196 idxstack[++sp] = idx * 2 + 1;
197 }
198 }
200 if(!sp0.obj) {
201 return false;
202 }
204 if(spres) {
205 *spres = sp0;
206 spres->mat = scn->matlib[sp0.obj->matid];
207 }
208 return true;
209 }
211 /*bool find_intersection(struct Ray ray, const struct Scene *scn, struct SurfPoint *spres)
212 {
213 struct SurfPoint sp, sp0;
214 sp0.t = 1.0;
215 sp0.obj = 0;
217 for(int i=0; i<scn->num_faces; i++) {
218 if(intersect(ray, scn->faces + i, &sp) && sp.t < sp0.t) {
219 sp0 = sp;
220 }
221 }
223 if(!sp0.obj) {
224 return false;
225 }
227 if(spres) {
228 *spres = sp0;
229 spres->mat = scn->matlib[sp0.obj->matid];
230 }
231 return true;
232 }*/
234 bool intersect(struct Ray ray, global const struct Face *face, struct SurfPoint *sp)
235 {
236 float4 origin = ray.origin;
237 float4 dir = ray.dir;
238 float4 norm = face->normal;
240 float ndotdir = dot(dir, norm);
242 if(fabs(ndotdir) <= EPSILON) {
243 return false;
244 }
246 float4 pt = face->v[0].pos;
247 float4 vec = pt - origin;
249 float ndotvec = dot(norm, vec);
250 float t = ndotvec / ndotdir;
252 if(t < EPSILON || t > 1.0) {
253 return false;
254 }
255 pt = origin + dir * t;
258 float4 bc = calc_bary(pt, face, norm);
259 float bc_sum = bc.x + bc.y + bc.z;
261 if(bc_sum < 1.0 - EPSILON || bc_sum > 1.0 + EPSILON) {
262 return false;
263 bc *= 1.2;
264 }
266 sp->t = t;
267 sp->pos = pt;
268 sp->norm = normalize(face->v[0].normal * bc.x + face->v[1].normal * bc.y + face->v[2].normal * bc.z);
269 sp->obj = face;
270 sp->dbg = bc;
271 return true;
272 }
274 bool intersect_aabb(struct Ray ray, struct AABBox aabb)
275 {
276 if(ray.origin.x >= aabb.min.x && ray.origin.y >= aabb.min.y && ray.origin.z >= aabb.min.z &&
277 ray.origin.x < aabb.max.x && ray.origin.y < aabb.max.y && ray.origin.z < aabb.max.z) {
278 return true;
279 }
281 float4 bbox[2] = {
282 aabb.min.x, aabb.min.y, aabb.min.z, 0,
283 aabb.max.x, aabb.max.y, aabb.max.z, 0
284 };
286 int xsign = (int)(ray.dir.x < 0.0);
287 float invdirx = 1.0 / ray.dir.x;
288 float tmin = (bbox[xsign].x - ray.origin.x) * invdirx;
289 float tmax = (bbox[1 - xsign].x - ray.origin.x) * invdirx;
291 int ysign = (int)(ray.dir.y < 0.0);
292 float invdiry = 1.0 / ray.dir.y;
293 float tymin = (bbox[ysign].y - ray.origin.y) * invdiry;
294 float tymax = (bbox[1 - ysign].y - ray.origin.y) * invdiry;
296 if(tmin > tymax || tymin > tmax) {
297 return false;
298 }
300 if(tymin > tmin) tmin = tymin;
301 if(tymax < tmax) tmax = tymax;
303 int zsign = (int)(ray.dir.z < 0.0);
304 float invdirz = 1.0 / ray.dir.z;
305 float tzmin = (bbox[zsign].z - ray.origin.z) * invdirz;
306 float tzmax = (bbox[1 - zsign].z - ray.origin.z) * invdirz;
308 if(tmin > tzmax || tzmin > tmax) {
309 return false;
310 }
312 return tmin < 1.0 && tmax > 0.0;
313 }
315 float4 reflect(float4 v, float4 n)
316 {
317 return 2.0f * dot(v, n) * n - v;
318 }
320 float4 transform(float4 v, global const float *xform)
321 {
322 float4 res;
323 res.x = v.x * xform[0] + v.y * xform[4] + v.z * xform[8] + xform[12];
324 res.y = v.x * xform[1] + v.y * xform[5] + v.z * xform[9] + xform[13];
325 res.z = v.x * xform[2] + v.y * xform[6] + v.z * xform[10] + xform[14];
326 res.w = 0.0;
327 return res;
328 }
330 void transform_ray(struct Ray *ray, global const float *xform, global const float *invtrans)
331 {
332 ray->origin = transform(ray->origin, xform);
333 ray->dir = transform(ray->dir, invtrans);
334 }
336 float4 calc_bary(float4 pt, global const struct Face *face, float4 norm)
337 {
338 float4 bc = (float4)(0, 0, 0, 0);
340 // calculate area of the whole triangle
341 float4 v1 = face->v[1].pos - face->v[0].pos;
342 float4 v2 = face->v[2].pos - face->v[0].pos;
343 float4 xv1v2 = cross(v1, v2);
345 float area = fabs(dot(xv1v2, norm)) * 0.5;
346 if(area < EPSILON) {
347 return bc;
348 }
350 float4 pv0 = face->v[0].pos - pt;
351 float4 pv1 = face->v[1].pos - pt;
352 float4 pv2 = face->v[2].pos - pt;
354 // calculate the area of each sub-triangle
355 float4 x12 = cross(pv1, pv2);
356 float4 x20 = cross(pv2, pv0);
357 float4 x01 = cross(pv0, pv1);
359 float a0 = fabs(dot(x12, norm)) * 0.5;
360 float a1 = fabs(dot(x20, norm)) * 0.5;
361 float a2 = fabs(dot(x01, norm)) * 0.5;
363 bc.x = a0 / area;
364 bc.y = a1 / area;
365 bc.z = a2 / area;
366 return bc;
367 }
369 float mean(float4 v)
370 {
371 return native_divide(v.x + v.y + v.z, 3.0);
372 }