nuclear@12: /* vim: set ft=opencl:ts=4:sw=4 */ nuclear@12: nuclear@2: struct RendInfo { nuclear@2: int xsz, ysz; nuclear@9: int num_faces, num_lights; nuclear@2: int max_iter; nuclear@2: }; nuclear@2: nuclear@9: struct Vertex { nuclear@2: float4 pos; nuclear@9: float4 normal; nuclear@12: float4 tex; nuclear@12: float4 padding; nuclear@9: }; nuclear@9: nuclear@9: struct Face { nuclear@9: struct Vertex v[3]; nuclear@9: float4 normal; nuclear@9: int matid; nuclear@12: int padding[3]; nuclear@9: }; nuclear@9: nuclear@9: struct Material { nuclear@5: float4 kd, ks; nuclear@9: float kr, kt; nuclear@9: float spow; nuclear@12: float padding; nuclear@2: }; nuclear@2: nuclear@3: struct Light { nuclear@3: float4 pos, color; nuclear@3: }; nuclear@3: nuclear@2: struct Ray { nuclear@2: float4 origin, dir; nuclear@2: }; nuclear@2: nuclear@2: struct SurfPoint { nuclear@2: float t; nuclear@12: float4 pos, norm, dbg; nuclear@9: global const struct Face *obj; nuclear@9: global const struct Material *mat; nuclear@2: }; nuclear@2: nuclear@2: #define EPSILON 1e-6 nuclear@2: nuclear@5: float4 shade(struct Ray ray, struct SurfPoint sp, nuclear@5: global const struct Light *lights, int num_lights); nuclear@9: bool intersect(struct Ray ray, global const struct Face *face, struct SurfPoint *sp); nuclear@8: float4 reflect(float4 v, float4 n); nuclear@8: float4 transform(float4 v, global const float *xform); nuclear@12: struct Ray transform_ray(global const struct Ray *ray, global const float *xform, global const float *invtrans); nuclear@12: float4 calc_bary(float4 pt, global const struct Face *face, float4 norm); nuclear@4: nuclear@4: kernel void render(global float4 *fb, nuclear@4: global const struct RendInfo *rinf, nuclear@9: global const struct Face *faces, nuclear@9: global const struct Material *matlib, nuclear@4: global const struct Light *lights, nuclear@7: global const struct Ray *primrays, nuclear@12: global const float *xform, nuclear@12: global const float *invtrans) nuclear@2: { nuclear@2: int idx = get_global_id(0); nuclear@2: nuclear@12: struct Ray ray = transform_ray(primrays + idx, xform, invtrans); nuclear@8: nuclear@4: struct SurfPoint sp, sp0; nuclear@4: sp0.t = FLT_MAX; nuclear@5: sp0.obj = 0; nuclear@4: nuclear@9: for(int i=0; inum_faces; i++) { nuclear@9: if(intersect(ray, faces + i, &sp) && sp.t < sp0.t) { nuclear@4: sp0 = sp; nuclear@4: } nuclear@2: } nuclear@3: nuclear@5: if(sp0.obj) { nuclear@9: sp0.mat = matlib + sp0.obj->matid; nuclear@5: fb[idx] = shade(ray, sp0, lights, rinf->num_lights); nuclear@5: } else { nuclear@5: fb[idx] = (float4)(0, 0, 0, 0); nuclear@5: } nuclear@4: } nuclear@4: nuclear@5: float4 shade(struct Ray ray, struct SurfPoint sp, nuclear@5: global const struct Light *lights, int num_lights) nuclear@4: { nuclear@12: float4 norm = sp.norm; nuclear@12: bool entering = true; nuclear@12: nuclear@12: if(dot(ray.dir, norm) >= 0.0) { nuclear@12: norm = -norm; nuclear@12: entering = false; nuclear@12: } nuclear@12: nuclear@8: float4 dcol = (float4)(0, 0, 0, 0); nuclear@8: float4 scol = (float4)(0, 0, 0, 0); nuclear@5: nuclear@5: for(int i=0; ispow); nuclear@5: nuclear@9: dcol += sp.mat->kd * diff * lights[i].color; nuclear@12: //scol += sp.mat->ks * spec * lights[i].color; nuclear@5: } nuclear@5: nuclear@8: return dcol + scol; nuclear@2: } nuclear@2: nuclear@12: float dot3(float4 a, float4 b) nuclear@12: { nuclear@12: return a.x * b.x + a.y * b.y + a.z * b.z; nuclear@12: } nuclear@12: nuclear@12: nuclear@2: bool intersect(struct Ray ray, nuclear@9: global const struct Face *face, nuclear@2: struct SurfPoint *sp) nuclear@2: { nuclear@12: float4 origin = ray.origin; nuclear@12: float4 dir = ray.dir; nuclear@12: float4 norm = face->normal; nuclear@12: nuclear@12: float ndotdir = dot3(dir, norm); nuclear@12: nuclear@9: if(fabs(ndotdir) <= EPSILON) { nuclear@9: return false; nuclear@9: } nuclear@2: nuclear@9: float4 pt = face->v[0].pos; nuclear@12: float4 vec = pt - origin; nuclear@2: nuclear@12: float ndotvec = dot3(norm, vec); nuclear@9: float t = ndotvec / ndotdir; nuclear@2: nuclear@2: if(t < EPSILON || t > 1.0) { nuclear@2: return false; nuclear@2: } nuclear@12: pt = origin + dir * t; nuclear@9: nuclear@12: if(pt.w < 0.0) return false; nuclear@12: nuclear@12: nuclear@12: float4 bc = calc_bary(pt, face, norm); nuclear@9: float bc_sum = bc.x + bc.y + bc.z; nuclear@9: nuclear@12: if(bc_sum < 0.0 || bc_sum > 1.0 + EPSILON) { nuclear@9: return false; nuclear@12: bc *= 1.2; nuclear@9: } nuclear@2: nuclear@2: sp->t = t; nuclear@9: sp->pos = pt; nuclear@12: sp->norm = norm; nuclear@9: sp->obj = face; nuclear@12: sp->dbg = bc; nuclear@2: return true; nuclear@2: } nuclear@5: nuclear@8: float4 reflect(float4 v, float4 n) nuclear@5: { nuclear@12: float4 res = 2.0f * dot(v, n) * n - v; nuclear@12: return res; nuclear@5: } nuclear@8: nuclear@8: float4 transform(float4 v, global const float *xform) nuclear@8: { nuclear@8: float4 res; nuclear@8: res.x = v.x * xform[0] + v.y * xform[4] + v.z * xform[8] + xform[12]; nuclear@8: res.y = v.x * xform[1] + v.y * xform[5] + v.z * xform[9] + xform[13]; nuclear@8: res.z = v.x * xform[2] + v.y * xform[6] + v.z * xform[10] + xform[14]; nuclear@12: res.w = 0.0; nuclear@8: return res; nuclear@8: } nuclear@8: nuclear@12: struct Ray transform_ray(global const struct Ray *ray, global const float *xform, global const float *invtrans) nuclear@8: { nuclear@8: struct Ray res; nuclear@8: res.origin = transform(ray->origin, xform); nuclear@12: res.dir = transform(ray->dir, invtrans); nuclear@8: return res; nuclear@8: } nuclear@9: nuclear@12: float4 calc_bary(float4 pt, global const struct Face *face, float4 norm) nuclear@9: { nuclear@12: float4 bc = (float4)(0, 0, 0, 0); nuclear@9: nuclear@12: // calculate area of the whole triangle nuclear@12: float4 v1 = face->v[1].pos - face->v[0].pos; nuclear@12: float4 v2 = face->v[2].pos - face->v[0].pos; nuclear@12: float4 xv1v2 = cross(v1, v2); nuclear@12: nuclear@12: float area = fabs(dot3(xv1v2, norm)) * 0.5; nuclear@9: if(area < EPSILON) { nuclear@9: return bc; nuclear@9: } nuclear@9: nuclear@9: float4 pv0 = face->v[0].pos - pt; nuclear@9: float4 pv1 = face->v[1].pos - pt; nuclear@9: float4 pv2 = face->v[2].pos - pt; nuclear@9: nuclear@12: // calculate the area of each sub-triangle nuclear@12: float4 x12 = cross(pv1, pv2); nuclear@12: float4 x20 = cross(pv2, pv0); nuclear@12: float4 x01 = cross(pv0, pv1); nuclear@12: nuclear@12: float a0 = fabs(dot3(x12, norm)) * 0.5; nuclear@12: float a1 = fabs(dot3(x20, norm)) * 0.5; nuclear@12: float a2 = fabs(dot3(x01, norm)) * 0.5; nuclear@9: nuclear@9: bc.x = a0 / area; nuclear@9: bc.y = a1 / area; nuclear@9: bc.z = a2 / area; nuclear@9: return bc; nuclear@9: }