Adding basic texture fragment shader kernel
This commit is contained in:
@@ -76,7 +76,7 @@
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<Optimization>Disabled</Optimization>
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<SDLCheck>true</SDLCheck>
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<ConformanceMode>true</ConformanceMode>
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<AdditionalIncludeDirectories>$(ProjectDir)\include</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(ProjectDir)\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<DisableSpecificWarnings>4996;</DisableSpecificWarnings>
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<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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@@ -91,7 +91,7 @@
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<Optimization>Disabled</Optimization>
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<SDLCheck>true</SDLCheck>
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<ConformanceMode>true</ConformanceMode>
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<AdditionalIncludeDirectories>$(ProjectDir)\include</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(ProjectDir)\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<DisableSpecificWarnings>4996;</DisableSpecificWarnings>
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<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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@@ -108,7 +108,7 @@
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<SDLCheck>true</SDLCheck>
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<ConformanceMode>true</ConformanceMode>
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<AdditionalIncludeDirectories>$(ProjectDir)\include</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(ProjectDir)\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<DisableSpecificWarnings>4996;</DisableSpecificWarnings>
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<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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@@ -127,7 +127,7 @@
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<SDLCheck>true</SDLCheck>
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<ConformanceMode>true</ConformanceMode>
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<AdditionalIncludeDirectories>$(ProjectDir)\include</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(ProjectDir)\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<DisableSpecificWarnings>4996;</DisableSpecificWarnings>
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<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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+7
-14
@@ -101,31 +101,24 @@ Matrix Camera::GetModelViewMatrix() {
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Vec3f center = position + forward;
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Vec3f z = forward * -1;
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Matrix Minv = Matrix::identity();
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Matrix Tr = Matrix::identity();
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for (int i = 0; i < 3; i++) {
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Minv[0][i] = right[i];
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Minv[1][i] = up[i];
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Minv[2][i] = z[i];
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Tr[i][3] = -center[i];
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}
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// Minv[3][0] = (right * position);
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// Minv[3][1] = (up * position);
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// Minv[3][2] = (z * position);
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return Minv * Tr;
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Minv[0][3] = -(right * position);
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Minv[1][3] = -(up * position);
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Minv[2][3] = -(z * position);
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return Minv;
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}
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Matrix Camera::GetProjectionMatrix() {
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Matrix Projection = Matrix::identity();
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Projection[0][0] = 1 / tan(fov * DEG2RAD);
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Projection[1][1] = 1 / tan(fov * DEG2RAD);
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Projection[0][0] = 1 / tan(fov * DEG2RAD / 2);
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Projection[1][1] = 1 / tan(fov * DEG2RAD / 2);
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Projection[2][2] = (far_plane + near_plane) / (far_plane - near_plane);
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Projection[2][3] = (2 * far_plane * near_plane) / (far_plane - near_plane);
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//Projection[2][2] = -(far_plane) / (far_plane - near_plane);
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//Projection[2][3] = -1;
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//Projection[3][2] = -(far_plane * near_plane) / (far_plane - near_plane);
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//Projection[2][2] = -2 / (far_plane - near_plane);
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//Projection[2][3] = (far_plane + near_plane) / (far_plane - near_plane);
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Projection[3][2] = -1;
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Projection[3][3] = 1;
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Projection[3][3] = 0;
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return Projection;
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}
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@@ -14,3 +14,115 @@ const char* vertex_shader_kernel_source =
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" + m[local_index*4 + 2]*VertexBuffer[3*global_index+2] \n"
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" + m[local_index*4 + 3]; \n"
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"} \n";
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const char* fragment_shader_kernel_source =
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"float3 barycentric(float3* pts, float3 P) \n"
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"{ \n"
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" float3 u = cross( \n"
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" (float3){pts[0][2] - pts[0][0], pts[0][1] - pts[0][0], pts[0][0] - P[0]}, // AC_x, AB_x, distance_x \n"
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" (float3){pts[1][2] - pts[1][0], pts[1][1] - pts[1][0], pts[1][0] - P[1]} // AC_y, AB_y, distance_y \n"
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" ); \n"
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" if (fabs(u[2]) < 1) return (float3){-1, 1, 1}; \n"
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" return (float3){1.f - (u[0] + u[1]) / u[2], u[1] / u[2], u[0] / u[2]}; \n"
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"} \n"
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" \n"
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"__kernel void fragment_shader ( \n"
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" __global int* faces, \n"
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" __global float* vertices, \n"
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" __global int* pixels, \n"
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" __global int* screen_width, \n"
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" __global float* z_buffer, \n"
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" __global int* nfaces, \n"
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" __global float* uv_buffer, \n"
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" __global int* map_size, \n"
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" __global float* light_dir, \n"
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" __global float* norms_buff, \n"
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" __global uchar* diffuse_map \n"
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") { \n"
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" int index = get_global_id(0); \n"
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" \n"
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" \n"
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" bool out = true; \n"
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" float3 vertices3[3]; \n"
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" float2 uv_coords[3]; \n"
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" float3 norms[3]; \n"
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" \n"
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" for(int i = 0; i < 3; i++) { \n"
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" float4 vertex = vertices [faces[(index * 9) + (3 * i) + (0)]]; \n"
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" for(int j = 0; j < 4; j ++) { \n"
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" vertex[j] = vertices[4 * faces[(index*9) + (3 * i) + (0)] + j]; \n"
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" } \n"
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" \n"
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" for(int j = 0; j < 2; j++) { \n"
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" uv_coords[i][j] = uv_buffer [2 * faces[(index * 9) + (3 * i) + (1)] + j]; \n"
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" } \n"
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" \n"
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" for( int j = 0; j < 3; j++ ) { \n"
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" vertices3[j][i] = (vertex[j]/vertex[3]); \n"
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" norms[j][i] = norms_buff[3 * (faces[(index * 9) + (3 * i) + (2)]) + j]; \n"
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" } \n"
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" \n"
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" if ( vertices3[0][i] > 0 && vertices3[0][i] < *screen_width \n"
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" && vertices3[1][i] > 0 && vertices3[1][i] < *screen_width ) \n"
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" out = false; \n"
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" } \n"
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" \n"
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" if(out) return; \n"
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" \n"
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" //if(vertices3[1][0] == vertices3[1][1] && vertices3[1][2] == vertices3[1][1]) return; \n"
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" \n"
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" int2 bounding_box_min = (int2) { *screen_width - 1, *screen_width - 1 }; \n"
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" int2 bounding_box_max = (int2) { 0, 0 }; \n"
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" int2 clamper = (int2) { *screen_width - 1, *screen_width - 1 }; \n"
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" \n"
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" for(int i = 0; i < 3; i++) { \n"
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" for(int j = 0; j < 2; j++) { \n"
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" bounding_box_min[j] = max(0, min(bounding_box_min[j], (int)vertices3[j][i])); \n"
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" bounding_box_max[j] = min(clamper[j], max(bounding_box_max[j], (int)vertices3[j][i])); \n"
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" } \n"
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" } \n"
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" \n"
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" float3 point; \n"
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" for(point[0] = bounding_box_min[0]; point[0] <= bounding_box_max[0]; point[0]++) { \n"
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" for(point[1] = bounding_box_min[1]; point[1] <= bounding_box_max[1]; point[1]++) { \n"
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" \n"
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" float3 bc_coord = barycentric(vertices3, point); \n"
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" if (bc_coord[0] < 0 || bc_coord[1] < 0 || bc_coord[2] < 0) continue; \n"
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" \n"
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" float2 uv_vec = (float2){0, 0}; \n"
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" float3 normal = (float3){0, 0, 0}; \n"
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" \n"
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" point[2] = dot(vertices3[2], bc_coord); \n"
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" if (z_buffer[(int)(point[0] + point[1] * *screen_width)] > point[2]) { \n"
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" continue; \n"
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" } \n"
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" \n"
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" \n"
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" for (int i = 0; i < 3; i++) { \n"
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" uv_vec[0] += uv_coords[i][0] * bc_coord[i]; \n"
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" uv_vec[1] += uv_coords[i][1] * bc_coord[i]; \n"
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" normal[i] = dot(norms[i], bc_coord); \n"
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" } \n"
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" int2 uv_point = (int2) { (int)(uv_vec[0] * map_size[0]), (int)(uv_vec[1] * map_size[1]) }; \n"
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" \n"
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" \n"
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" int col_index = 3 * (uv_point[0] + uv_point[1] * map_size[0]); \n"
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" \n"
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" \n"
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" \n"
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" \n"
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" float3 normalized_norm = normalize(normal); \n"
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" \n"
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" \n"
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" float intensity = clamp((dot(normalized_norm , (float3){light_dir[0], light_dir[1], light_dir[2]})), 0.f, 1.f); \n"
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" \n"
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" int color = 0; \n"
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" color |= ((int)fmin((float)(diffuse_map[col_index + 0]) * intensity, (float) 0xff)) << 16; \n"
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" color |= ((int)fmin((float)(diffuse_map[col_index + 1]) * intensity, (float) 0xff)) << 8; \n"
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" color |= ((int)fmin((float)(diffuse_map[col_index + 2]) * intensity, (float) 0xff)) << 0; \n"
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" \n"
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" z_buffer[(int) (point[0] + point[1] * *screen_width)] = point[2]; \n"
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" pixels [(int) (point[0] + point[1] * *screen_width)] = color;// & 0x00ffffff; \n"
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" } \n"
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" } \n"
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"} \n";
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+149
-15
@@ -1,5 +1,8 @@
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#include "kernels.h"
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#include "util_window.h"
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#include <debugapi.h>
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#include <ctime>
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#include <climits>
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cl_uint numPlatforms;
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cl_uint numDevices;
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@@ -8,7 +11,7 @@ cl_platform_id platform_id;
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cl_device_id device_id;
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cl_context context;
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int triangles_drawn = 0;
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// Matrix Multiplication Variables
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#define MATRIX_SIZE 16
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@@ -17,13 +20,49 @@ cl_context context;
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cl_mem mat_z;
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cl_mem vertices_mem;
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cl_mem new_vertices_mem;
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bool vertex_shader_buffers_initialized = false;
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//==================
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// fragment shader
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// int* faces,
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// int nfaces,
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// float* new_verts,
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// int nverts,
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// int screen_width,
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// int screen_height,
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// float* z_buffer,
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// float* uniform_m,
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// float* uniform_mit,
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// float* light_dir,
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// const char* diffuse_map,
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// const char* normal_map,
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// const char* spec_map,
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// char* pixel_data
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cl_mem faces_buffer;
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cl_mem uniform_m;
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cl_mem uniform_mit;
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cl_mem light_dir_buffer;
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cl_mem diffuse_map_buffer;
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cl_mem norms_mem;
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cl_mem spec_map_buffer;
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int* hidden_pixel_buffer;
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bool fragment_shader_buffers_initialized = false;
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cl_mem triangles_verts_mem;
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cl_mem bounding_box_min_mem;
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cl_mem z_buffer_mem;
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cl_mem pixel_data_buffer;
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cl_mem screen_width_mem;
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cl_mem nfaces_mem;
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cl_mem uv_buffer;
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cl_mem map_size_buffer;
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//==================
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cl_platform_id* platforms = NULL;
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cl_device_id* devices = NULL;
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cl_program vertex_shader_prog;
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cl_program fragment_shader_prog;
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cl_kernel vertex_shader_kernel;
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cl_kernel fragment_shader_kernel;
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cl_command_queue commands;
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int err;
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@@ -44,23 +83,28 @@ void init_kernels() {
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commands = clCreateCommandQueue(context, devices[0], 0, &err);
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vertex_shader_prog = clCreateProgramWithSource(context, 1, (const char **)&vertex_shader_kernel_source, NULL, &err);
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fragment_shader_prog = clCreateProgramWithSource(context, 1, (const char**)&fragment_shader_kernel_source, NULL, &err);
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err = clBuildProgram(vertex_shader_prog, 1, devices, NULL, NULL, NULL);
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err = clBuildProgram(fragment_shader_prog, 1, devices, NULL, NULL, NULL);
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if (err != CL_SUCCESS)
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{
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size_t len;
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char buffer[2048];
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printf("Error: Failed to build program executable!\n");
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//clGetProgramBuildInfo(mat_mul_prog, device_id, CL_PROGRAM_BUILD_LOG, sizeof(buffer), buffer, &len);
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printf("Error: Failed to build the fragment shader prog!\n");
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clGetProgramBuildInfo(fragment_shader_prog, devices[0], CL_PROGRAM_BUILD_LOG, sizeof(buffer), buffer, &len);
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printf(buffer);
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return;
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//return;
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}
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vertex_shader_kernel = clCreateKernel(vertex_shader_prog, "vertex_shader", &err);
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fragment_shader_kernel = clCreateKernel(fragment_shader_prog, "fragment_shader", &err);
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err = 0;
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}
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void vertex_shader(float* z, float* vertices, int vertex_count, float* new_vertices) {
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if(!vertex_shader_buffers_initialized)
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{
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mat_z = clCreateBuffer(context, CL_MEM_READ_ONLY , sizeof(float) * MATRIX_SIZE , NULL, &err);
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vertices_mem = clCreateBuffer(context, CL_MEM_READ_ONLY , sizeof(float) * vertex_count * 3, NULL, &err);
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new_vertices_mem = clCreateBuffer(context, CL_MEM_WRITE_ONLY, sizeof(float) * vertex_count * 4, NULL, &err);
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@@ -68,34 +112,124 @@ void vertex_shader(float* z, float* vertices, int vertex_count, float* new_verti
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err = clSetKernelArg(vertex_shader_kernel, 0, sizeof(cl_mem), &mat_z);
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err = clSetKernelArg(vertex_shader_kernel, 1, sizeof(cl_mem), &vertices_mem);
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err = clSetKernelArg(vertex_shader_kernel, 2, sizeof(cl_mem), &new_vertices_mem);
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vertex_shader_buffers_initialized = true;
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}
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err = clEnqueueWriteBuffer(commands, mat_z , CL_TRUE, 0, sizeof(float) * MATRIX_SIZE, z, 0, NULL, NULL);
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err = clEnqueueWriteBuffer(commands, vertices_mem, CL_TRUE, 0, sizeof(float) * vertex_count * 3, vertices, 0, NULL, NULL);
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size_t vertex_shader_global[] = { vertex_count*4 };
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size_t vertex_shader_local[] = { 4 };
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err = clEnqueueNDRangeKernel(commands, vertex_shader_kernel, 1, NULL, vertex_shader_global, vertex_shader_local, 0, NULL, NULL);
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}
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void clear_pixel_buffer() {
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for (int i = 0; i < screen_width * screen_height; i++) {
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hidden_pixel_buffer[i] = 0;
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}
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}
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void clear(cl_mem* buffer, size_t size, const int pattern) {
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clEnqueueFillBuffer(commands, *buffer, &pattern, sizeof(int), 0, size, 0, NULL, NULL);
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}
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void fragment_shader(
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int* faces,
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int nfaces,
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float* uv,
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size_t uv_size,
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float* uniform_m,
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float* uniform_mit,
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float* light_dir,
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unsigned char* diffuse_map,
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float* norms,
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size_t norms_size,
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unsigned char* spec_map,
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int* map_size
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) {
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if (!fragment_shader_buffers_initialized) {
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faces_buffer = clCreateBuffer(context, CL_MEM_READ_ONLY , sizeof(int) * 3 * 3 * nfaces , NULL, &err);
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pixel_data_buffer = clCreateBuffer(context, CL_MEM_WRITE_ONLY, sizeof(int) * screen_height * screen_width , NULL, &err);
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screen_width_mem = clCreateBuffer(context, CL_MEM_READ_ONLY , sizeof(int) , NULL, &err);
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z_buffer_mem = clCreateBuffer(context, CL_MEM_READ_ONLY , sizeof(float) * screen_height * screen_width, NULL, &err);
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nfaces_mem = clCreateBuffer(context, CL_MEM_READ_ONLY , sizeof(int) , NULL, &err);
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uv_buffer = clCreateBuffer(context, CL_MEM_READ_ONLY , uv_size , NULL, &err);
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map_size_buffer = clCreateBuffer(context, CL_MEM_READ_ONLY , sizeof(int) * 2 , NULL, &err);
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norms_mem = clCreateBuffer(context, CL_MEM_READ_ONLY , norms_size , NULL, &err);
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light_dir_buffer = clCreateBuffer(context, CL_MEM_READ_ONLY , sizeof(float) * 3 , NULL, &err);
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diffuse_map_buffer = clCreateBuffer(context, CL_MEM_READ_ONLY , sizeof(char) * 3 * map_size[0] * map_size[1] , NULL, &err);
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err = clSetKernelArg(fragment_shader_kernel, 0, sizeof(cl_mem), &faces_buffer);
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err = clSetKernelArg(fragment_shader_kernel, 1, sizeof(cl_mem), &new_vertices_mem);
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err = clSetKernelArg(fragment_shader_kernel, 2, sizeof(cl_mem), &pixel_data_buffer);
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err = clSetKernelArg(fragment_shader_kernel, 3, sizeof(cl_mem), &screen_width_mem);
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err = clSetKernelArg(fragment_shader_kernel, 4, sizeof(cl_mem), &z_buffer_mem);
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err = clSetKernelArg(fragment_shader_kernel, 5, sizeof(cl_mem), &nfaces_mem);
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err = clSetKernelArg(fragment_shader_kernel, 6, sizeof(cl_mem), &uv_buffer);
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err = clSetKernelArg(fragment_shader_kernel, 7, sizeof(cl_mem), &map_size_buffer);
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err = clSetKernelArg(fragment_shader_kernel, 8, sizeof(cl_mem), &light_dir_buffer);
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err = clSetKernelArg(fragment_shader_kernel, 9, sizeof(cl_mem), &norms_mem);
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err = clSetKernelArg(fragment_shader_kernel, 10, sizeof(cl_mem), &diffuse_map_buffer);
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|
||||
err = clEnqueueWriteBuffer(commands, screen_width_mem , CL_FALSE, 0, sizeof(int) , &screen_width , 0, NULL, NULL);
|
||||
err = clEnqueueWriteBuffer(commands, faces_buffer , CL_FALSE, 0, sizeof(int) * 3 * 3 * nfaces , faces , 0, NULL, NULL);
|
||||
err = clEnqueueWriteBuffer(commands, nfaces_mem , CL_FALSE, 0, sizeof(int) , &nfaces , 0, NULL, NULL);
|
||||
err = clEnqueueWriteBuffer(commands, uv_buffer , CL_FALSE, 0, uv_size , uv , 0, NULL, NULL);
|
||||
err = clEnqueueWriteBuffer(commands, map_size_buffer , CL_FALSE, 0, sizeof(int) * 2 , map_size , 0, NULL, NULL);
|
||||
err = clEnqueueWriteBuffer(commands, light_dir_buffer , CL_FALSE, 0, sizeof(float) * 3 , light_dir , 0, NULL, NULL);
|
||||
err = clEnqueueWriteBuffer(commands, norms_mem , CL_FALSE, 0, norms_size , norms , 0, NULL, NULL);
|
||||
err = clEnqueueWriteBuffer(commands, diffuse_map_buffer, CL_FALSE, 0, sizeof(char) * 3 * map_size[0] * map_size[1], diffuse_map , 0, NULL, NULL);
|
||||
|
||||
hidden_pixel_buffer = new int[screen_width*screen_height];
|
||||
fragment_shader_buffers_initialized = true;
|
||||
}
|
||||
|
||||
clear(&pixel_data_buffer, sizeof(int) * screen_width * screen_height, 0);
|
||||
clear(&z_buffer_mem, sizeof(float) * screen_width * screen_height, 0);
|
||||
|
||||
|
||||
size_t fragment_shader_global[] = { nfaces };
|
||||
|
||||
err = clEnqueueNDRangeKernel(commands, fragment_shader_kernel, 1, NULL, fragment_shader_global, NULL, 0, NULL, NULL);
|
||||
|
||||
err = clEnqueueReadBuffer(commands, pixel_data_buffer, CL_TRUE, 0, sizeof(int) * screen_height * screen_width, hidden_pixel_buffer, 0, NULL, NULL);
|
||||
|
||||
for (int j = 0; j < screen_height; j++)
|
||||
for (int i = 0; i < screen_width; i++)
|
||||
set_pixel(i, j, hidden_pixel_buffer[j * screen_width + i]);
|
||||
|
||||
|
||||
clFlush(commands);
|
||||
clFinish(commands);
|
||||
err = clEnqueueReadBuffer(commands, new_vertices_mem, CL_TRUE, 0, sizeof(float) * vertex_count * 4, new_vertices, 0, NULL, NULL);
|
||||
|
||||
clReleaseMemObject(mat_z);
|
||||
clReleaseMemObject(vertices_mem);
|
||||
clReleaseMemObject(new_vertices_mem);
|
||||
}
|
||||
|
||||
void destroy_kernels()
|
||||
{
|
||||
clReleaseProgram(vertex_shader_prog);
|
||||
clReleaseKernel(vertex_shader_kernel);
|
||||
// clReleaseMemObject(mat_z);
|
||||
// clReleaseMemObject(vertices_mem);
|
||||
// clReleaseMemObject(new_vertices_mem);
|
||||
if (vertex_shader_buffers_initialized) {
|
||||
clReleaseMemObject(mat_z);
|
||||
clReleaseMemObject(vertices_mem);
|
||||
clReleaseMemObject(new_vertices_mem);
|
||||
}
|
||||
|
||||
if (fragment_shader_buffers_initialized) {
|
||||
clReleaseMemObject(faces_buffer);
|
||||
clReleaseMemObject(screen_width_mem);
|
||||
clReleaseMemObject(z_buffer_mem);
|
||||
clReleaseMemObject(pixel_data_buffer);
|
||||
clReleaseMemObject(screen_width_mem);
|
||||
clReleaseMemObject(nfaces_mem);
|
||||
clReleaseMemObject(uv_buffer);
|
||||
clReleaseMemObject(map_size_buffer);
|
||||
clReleaseMemObject(light_dir_buffer);
|
||||
clReleaseMemObject(norms_mem);
|
||||
clReleaseMemObject(diffuse_map_buffer);
|
||||
}
|
||||
clReleaseCommandQueue(commands);
|
||||
|
||||
|
||||
free(hidden_pixel_buffer);
|
||||
|
||||
|
||||
clReleaseContext(context);
|
||||
|
||||
+16
-7
@@ -26,20 +26,29 @@ extern cl_command_queue commands;
|
||||
|
||||
extern int err;
|
||||
|
||||
|
||||
#define DIM 2
|
||||
|
||||
extern size_t mat_mul_global[DIM];
|
||||
extern size_t mat_mul_local[DIM];
|
||||
|
||||
extern const char* matrix_mul_kernel_source;
|
||||
// End of: Matrix Multiplication Variables
|
||||
|
||||
extern const char* vertex_shader_kernel_source;
|
||||
extern const char* fragment_shader_kernel_source;
|
||||
|
||||
void init_kernels();
|
||||
void mat4_mul(float* A, float* B, float* C);
|
||||
void vertex_shader(float* z, float* vertices, int vertex_count, float* new_vertices);
|
||||
void fragment_shader(
|
||||
int* faces,
|
||||
int nfaces,
|
||||
float* uv,
|
||||
size_t uv_size,
|
||||
float* uniform_m,
|
||||
float* uniform_mit,
|
||||
float* light_dir,
|
||||
unsigned char* diffuse_map,
|
||||
float* norms,
|
||||
size_t norms_size,
|
||||
unsigned char* spec_map,
|
||||
int* map_size
|
||||
);
|
||||
|
||||
void destroy_kernels();
|
||||
|
||||
|
||||
|
||||
@@ -78,7 +78,10 @@ void CALLBACK FixedUpdate(HWND hwnd, UINT message, UINT uInt, DWORD dWord)
|
||||
TIME += 0.167;
|
||||
HandleButtonPressed();
|
||||
camera.ApplyChanges();
|
||||
clock_t start = clock();
|
||||
render();
|
||||
clock_t end = clock();
|
||||
printf("FPS: %f\n", 1/((float)(end-start)/CLOCKS_PER_SEC));
|
||||
Update();
|
||||
}
|
||||
|
||||
|
||||
+2
-2
@@ -7,11 +7,11 @@
|
||||
|
||||
class Model {
|
||||
private:
|
||||
void load_texture(std::string filename, const char *suffix, TGAImage &img);
|
||||
public:
|
||||
TGAImage diffusemap_;
|
||||
TGAImage normalmap_;
|
||||
TGAImage specularmap_;
|
||||
void load_texture(std::string filename, const char *suffix, TGAImage &img);
|
||||
public:
|
||||
std::vector<Vec3f> verts_;
|
||||
std::vector<std::vector<Vec3i> > faces_; // attention, this Vec3i means vertex/uv/normal
|
||||
std::vector<Vec3f> norms_;
|
||||
|
||||
+81
-25
@@ -13,10 +13,10 @@
|
||||
#define VERTICAL_CAMERA_SPEED 0.1
|
||||
#define VERTICAL_CAMERA_CLAMP_UP 90
|
||||
#define VERTICAL_CAMERA_CLAMP_DOWN -90
|
||||
#define NEAR_CLIP_PLANE 0.3f
|
||||
#define FAR_CLIP_PLANE 10.0f
|
||||
#define FOV 30
|
||||
#define CAMERA_MOVEMENT_SPEED 0.05f
|
||||
#define NEAR_CLIP_PLANE 1.f
|
||||
#define FAR_CLIP_PLANE 200.0f
|
||||
#define FOV 50
|
||||
#define CAMERA_MOVEMENT_SPEED .1f
|
||||
#define DEFAULT_CAMERA_POS Vec3f(0, 0, 5)
|
||||
#define DEFAULT_CAMERA_ROT Vec3f(0, 0, 0)
|
||||
#define LIGHT_INTENSITY 1.5
|
||||
@@ -36,6 +36,9 @@ Camera camera;
|
||||
Vec3f light_dir = Vec3f(1, 1, 1).normalize();
|
||||
|
||||
float* new_verts = (float*)malloc(4 * sizeof(float) * model->nverts());
|
||||
int* faces = (int*)malloc(3 * 3 * sizeof(int) * model->nfaces());
|
||||
|
||||
bool init_flag = false;
|
||||
|
||||
void init_camera() {
|
||||
camera.SetPosition(DEFAULT_CAMERA_POS);
|
||||
@@ -82,7 +85,7 @@ struct TextureShader : public IShader {
|
||||
TGAColor c = model->diffuse(uv);
|
||||
color = c;
|
||||
for (int i = 0; i < 3; i++)
|
||||
color[i] = std::fmin(2 + c[i] * (( 1 * diff_intensity + 1 * spec_intensity)), 255) * LIGHT_INTENSITY;
|
||||
color[i] = std::fmin(3 + c[i] * ((1 * diff_intensity + 0.1 * spec_intensity)), 255);// *LIGHT_INTENSITY;
|
||||
return false;
|
||||
}
|
||||
};
|
||||
@@ -90,12 +93,17 @@ struct TextureShader : public IShader {
|
||||
|
||||
void render()
|
||||
{
|
||||
{
|
||||
if (!init_flag) {
|
||||
//light_dir = camera.GetForward().normalize() * -1;
|
||||
viewport(0, 0, screen_width, screen_height, FAR_CLIP_PLANE, NEAR_CLIP_PLANE);
|
||||
for (int i = 0; i < model->nfaces(); i++)
|
||||
for (int j = 0; j < 3; j++)
|
||||
for (int k = 0; k < 3; k++)
|
||||
faces[i * 9 + j * 3 + k] = model->faces_[i][j][k];
|
||||
init_flag = true;
|
||||
}
|
||||
|
||||
{
|
||||
viewport(0, 0, screen_width, screen_height, FAR_CLIP_PLANE, NEAR_CLIP_PLANE);
|
||||
Projection = camera.GetProjectionMatrix();
|
||||
ModelView = camera.GetModelViewMatrix();
|
||||
}
|
||||
@@ -105,31 +113,79 @@ void render()
|
||||
//model->ApplyTransform();
|
||||
}
|
||||
|
||||
clear_zbuffer();
|
||||
TextureShader shader;
|
||||
shader.uniform_m = (Projection);
|
||||
shader.uniform_mit = (Projection).invert_transpose();
|
||||
// float* normal_test = *(float**)((Vec3f*)&model->norms_);
|
||||
//
|
||||
// Vec3f smth = Vec3f(
|
||||
// normal_test[3 * faces[0 * 9 + 0 * 3 + 2] + 0],
|
||||
// normal_test[3 * faces[0 * 9 + 0 * 3 + 2] + 1],
|
||||
// normal_test[3 * faces[0 * 9 + 0 * 3 + 2] + 2]
|
||||
// ).normalize();
|
||||
// printf("Real: %f, %f, %f\n", model->normal(0, 0)[0], model->normal(0, 0)[1], model->normal(0, 0)[2]);
|
||||
// printf("Please: %f, %f, %f\n", smth[0], smth[1], smth[2]);
|
||||
|
||||
//TextureShader shader;
|
||||
//shader.uniform_m = (Projection);
|
||||
//shader.uniform_mit = (Projection).invert_transpose();
|
||||
|
||||
Matrix z = ViewPort * Projection * ModelView * model->Transform;
|
||||
|
||||
Matrix uniform_m = (Projection);
|
||||
Matrix uniform_mit = (Projection).invert_transpose();
|
||||
|
||||
// Vertex Shader: Should be called per model
|
||||
vertex_shader((float*)&z, *(float**)((Vec3f*) &model->verts_), model->nverts(), new_verts);
|
||||
|
||||
#pragma omp parallel for
|
||||
for (int i = 0; i < model->nfaces(); i++) {
|
||||
Vec4f screen_coords[3];
|
||||
bool out = true;
|
||||
#pragma omp parallel for
|
||||
for (int j = 0; j < 3; j++) {
|
||||
screen_coords[j] = ((Vec4f*)new_verts)[model->faces_[i][j][0]];
|
||||
Vec3f screen3(screen_coords[j]);
|
||||
// Things needed in the GPU fragment shader
|
||||
// [x] model->faces_
|
||||
// [x] model->nfaces()
|
||||
// [x] new_verts
|
||||
// [x] model->nverts()
|
||||
// [x] screen_width
|
||||
// [x] screen_height
|
||||
// [x] z_buffer
|
||||
// [x] uniform_m
|
||||
// [x] uniform_mit
|
||||
// [x] light direction
|
||||
// [ ] diffuse map
|
||||
// [ ] normal map
|
||||
// [ ] specular map
|
||||
// [ ] pixel_data
|
||||
|
||||
shader.varying_uv_coords.set_col(j, model->uv(i, j));
|
||||
if (screen3.x > 0 && screen3.x < screen_width && screen3.y > 0 && screen3.y < screen_height) out = false;
|
||||
}
|
||||
if(!out)
|
||||
triangle(screen_coords, shader);
|
||||
}
|
||||
int map_size[] = {model->diffusemap_.get_width(), model->diffusemap_.get_height()};
|
||||
|
||||
fragment_shader(
|
||||
faces,
|
||||
model->nfaces(),
|
||||
*(float**)((Vec2f*)&model->uv_),
|
||||
sizeof(float) * model->uv_.size() * 2,
|
||||
(float*) &uniform_m,
|
||||
(float*) &uniform_mit,
|
||||
(float*) &light_dir,
|
||||
model->diffusemap_.data,
|
||||
*(float**)((Vec3f*)&model->norms_),
|
||||
sizeof(float) * model->norms_.size() * 3,
|
||||
model->specularmap_.data,
|
||||
map_size
|
||||
);
|
||||
|
||||
// Here starts the CPU fragment shader
|
||||
//printf("Here starts the loop\n");
|
||||
//#pragma omp parallel for
|
||||
//for (int i = 0; i < model->nfaces(); i++) {
|
||||
// Vec4f screen_coords[3];
|
||||
// bool out = true;
|
||||
// #pragma omp parallel for
|
||||
// for (int j = 0; j < 3; j++) {
|
||||
// screen_coords[j] = ((Vec4f*)new_verts)[model->faces_[i][j][0]];
|
||||
// Vec3f screen3(screen_coords[j]);
|
||||
|
||||
// shader.varying_uv_coords.set_col(j, model->uv(i, j));
|
||||
// if (screen3.x > 0 && screen3.x < screen_width && screen3.y > 0 && screen3.y < screen_height) out = false;
|
||||
// }
|
||||
// if(!out)
|
||||
// triangle(screen_coords, shader);
|
||||
//}
|
||||
|
||||
//printf("that's it\n");
|
||||
}
|
||||
|
||||
|
||||
@@ -62,14 +62,13 @@ struct TGAColor {
|
||||
|
||||
class TGAImage {
|
||||
protected:
|
||||
unsigned char* data;
|
||||
int width;
|
||||
int height;
|
||||
int bytespp;
|
||||
|
||||
bool load_rle_data(std::ifstream &in);
|
||||
bool unload_rle_data(std::ofstream &out);
|
||||
public:
|
||||
unsigned char* data;
|
||||
enum Format {
|
||||
GRAYSCALE=1, RGB=3, RGBA=4
|
||||
};
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#include "util_renderer.h"
|
||||
#include "util_window.h"
|
||||
#include "kernels.h"
|
||||
|
||||
IShader::~IShader() {}
|
||||
|
||||
@@ -16,7 +17,7 @@ void viewport(int x, int y, int w, int h, int far_plane, int near_plane) {
|
||||
}
|
||||
|
||||
int color_to_int(TGAColor col) {
|
||||
return (col[2] << 16) | (col[1] << 8) | col[0];
|
||||
return (col[0] << 24) | (col[1] << 16) | (col[2] << 8) | col[3];
|
||||
}
|
||||
|
||||
Vec3f barycentric(Vec3f* pts, Vec3f P)
|
||||
@@ -52,22 +53,38 @@ void triangle( Vec4f* pts, IShader &shader)
|
||||
bounding_box_max[j] = std::fmin(clamp[j], std::fmax(bounding_box_max[j], (int)pts3[i][j]));
|
||||
}
|
||||
|
||||
//printf("%f, %f, %f\n", pts3[0][0], pts3[0][1], pts3[0][2]);
|
||||
//float* points_test = (float*)&pts3;
|
||||
|
||||
//printf("%f, %f, %f\n", points_test[0], points_test[1], points_test[2]);
|
||||
//printf("%d, %d\n", bounding_box_max[0], bounding_box_max[1]);
|
||||
|
||||
//fragment_shader_pixelwise(
|
||||
// *(float**)((Vec3f*)&pts3),
|
||||
// *(int**)((Vec2i*)&bounding_box_min),
|
||||
// *(int**)((Vec2i*)&bounding_box_max));
|
||||
|
||||
//fragment_shader_pixelwise(
|
||||
// (float*)(&pts3),
|
||||
// (int*)(&bounding_box_min),
|
||||
// (int*)(&bounding_box_max));
|
||||
|
||||
Vec3i P;
|
||||
#pragma omp parallel for
|
||||
for (P.x = bounding_box_min.x; P.x <= bounding_box_max.x; P.x++) {
|
||||
for (P.y = bounding_box_min.y; P.y <= bounding_box_max.y; P.y++) {
|
||||
Vec3f bc_coord = barycentric(pts3, P);
|
||||
float frag_depth = 0;
|
||||
for (int i = 0; i < 3; i++)
|
||||
frag_depth += pts3[i][2] * bc_coord[i];
|
||||
if (bc_coord.x < 0 || bc_coord.y < 0 || bc_coord.z < 0 || z_buffer[ P.x + P.y * screen_width ]>frag_depth) continue;
|
||||
TGAColor color;
|
||||
bool discard = shader.fragment(bc_coord, color);
|
||||
if (!discard) {
|
||||
z_buffer[P.x + P.y * screen_width] = frag_depth;
|
||||
set_pixel(P.x, P.y, color_to_int(color));
|
||||
}
|
||||
//Vec3f bc_coord = barycentric(pts3, P);
|
||||
//float frag_depth = 0;
|
||||
//for (int i = 0; i < 3; i++)
|
||||
// frag_depth += pts3[i][2] * bc_coord[i];
|
||||
//if (bc_coord.x < 0 || bc_coord.y < 0 || bc_coord.z < 0 || z_buffer[ P.x + P.y * screen_width ]>frag_depth) continue;
|
||||
//TGAColor color;
|
||||
//bool discard = shader.fragment(bc_coord, color);
|
||||
//if (!discard) {
|
||||
// z_buffer[P.x + P.y * screen_width] = frag_depth;
|
||||
// set_pixel(P.x, P.y, color_to_int(color));
|
||||
set_pixel(P.x, P.y, 0x00ff00);
|
||||
//}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -95,9 +95,9 @@ void destroy_window() {
|
||||
void set_pixel(unsigned int x, unsigned int y, unsigned int color) {
|
||||
unsigned long pixel_index = y * bytes_per_row + x * 3;
|
||||
|
||||
pixel_data[pixel_index + 0] = (char)(color >> 0);
|
||||
pixel_data[pixel_index + 2] = (char)(color >> 0);
|
||||
pixel_data[pixel_index + 1] = (char)(color >> 8);
|
||||
pixel_data[pixel_index + 2] = (char)(color >> 16);
|
||||
pixel_data[pixel_index + 0] = (char)(color >> 16);
|
||||
|
||||
if (!screen_changed)
|
||||
screen_changed = true;
|
||||
|
||||
Reference in New Issue
Block a user