Made it human-friendly
This commit is contained in:
+248
-4
@@ -45,13 +45,16 @@ Model::Model(const char *filename) : verts_(), faces_(), norms_(), uv_(), diffus
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faces_.push_back(f);
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}
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}
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std::cerr << "# v# " << verts_.size() << " f# " << faces_.size() << " vt# " << uv_.size() << " vn# " << norms_.size() << std::endl;
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//std::cerr << "# v# " << verts_.size() << " f# " << faces_.size() << " vt# " << uv_.size() << " vn# " << norms_.size() << std::endl;
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load_texture(filename, "_diffuse.tga", diffusemap_);
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load_texture(filename, "_nm_tangent.tga", normalmap_);
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load_texture(filename, "_spec.tga", specularmap_);
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//load_texture(filename, "_nm_tangent.tga", normalmap_);
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//load_texture(filename, "_spec.tga", specularmap_);
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init_kernels();
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}
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Model::~Model() {}
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Model::~Model() {
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release_kernels();
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}
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void Model::ApplyTransform() {
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Transform = Translation * Scale * Rotation;
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@@ -141,3 +144,244 @@ Vec3f Model::normal(int iface, int nthvert) {
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return norms_[idx].normalize();
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}
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void Model::init_kernels() {
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vertex_shader_prog = clCreateProgramWithSource(context, 1, (const char **)&vertex_shader_kernel_source, NULL, &err);
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err = clBuildProgram(vertex_shader_prog, 1, devices, NULL, NULL, NULL);
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vertex_shader_kernel = clCreateKernel(vertex_shader_prog, "vertex_shader", &err);
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vertex_shader_matz = clCreateBuffer(context, CL_MEM_READ_ONLY, sizeof(float) * 16, NULL, &err);
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vertex_shader_vertices = clCreateBuffer(context, CL_MEM_READ_ONLY, sizeof(float) * nverts() * 3, NULL, &err);
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new_vertices_mem = clCreateBuffer(context, CL_MEM_WRITE_ONLY, sizeof(cl_float4) * nverts(), NULL, &err);
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clSetKernelArg(vertex_shader_kernel, 0, sizeof(cl_mem), &vertex_shader_matz);
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clSetKernelArg(vertex_shader_kernel, 1, sizeof(cl_mem), &vertex_shader_vertices);
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clSetKernelArg(vertex_shader_kernel, 2, sizeof(cl_mem), &new_vertices_mem);
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clEnqueueWriteBuffer(commands, vertex_shader_vertices, CL_TRUE, 0, sizeof(float) * nverts() * 3, *(float**)((Vec3f*) &verts_), 0, NULL, NULL);
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int map_size[] = { diffusemap_.get_width(), diffusemap_.get_height() };
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faces = (cl_int3*)malloc(3 * sizeof(cl_int3) * nfaces());
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for (int i = 0; i < nfaces(); i++) {
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for (int j = 0; j < 3; j++) {
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faces[i * 3 + j].x = faces_[i][j][0];
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faces[i * 3 + j].y = faces_[i][j][1];
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faces[i * 3 + j].z = faces_[i][j][2];
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}
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}
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fragment_shader_prog = clCreateProgramWithSource(context, 1, (const char**)&fragment_shader_kernel_source, NULL, &err);
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err = clBuildProgram(fragment_shader_prog, 1, devices, NULL, NULL, NULL);
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fragment_shader_kernel = clCreateKernel(fragment_shader_prog, "fragment_shader", &err);
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fragment_shader_faces = clCreateBuffer(context, CL_MEM_READ_ONLY , sizeof(cl_int3) * 3 * nfaces() , NULL, &err);
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fragment_shader_screen_width = clCreateBuffer(context, CL_MEM_READ_ONLY , sizeof(int) , NULL, &err);
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fragment_shader_uv = clCreateBuffer(context, CL_MEM_READ_ONLY , sizeof(float) * uv_.size() * 2 , NULL, &err);
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fragment_shader_map_size = clCreateBuffer(context, CL_MEM_READ_ONLY , sizeof(int) * 2 , NULL, &err);
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fragment_shader_norms = clCreateBuffer(context, CL_MEM_READ_ONLY , sizeof(float) * norms_.size() * 3 , NULL, &err);
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fragment_shader_light_dir = clCreateBuffer(context, CL_MEM_READ_ONLY , sizeof(float) * 3 , NULL, &err);
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fragment_shader_diffuse_map = clCreateBuffer(context, CL_MEM_READ_ONLY , sizeof(char) * 3 * map_size[0] * map_size[1] , NULL, &err);
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clSetKernelArg(fragment_shader_kernel, 0, sizeof(cl_mem), &fragment_shader_faces);
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clSetKernelArg(fragment_shader_kernel, 1, sizeof(cl_mem), &new_vertices_mem);
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clSetKernelArg(fragment_shader_kernel, 2, sizeof(cl_mem), &pixel_data_buffer);
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clSetKernelArg(fragment_shader_kernel, 3, sizeof(cl_mem), &fragment_shader_screen_width);
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clSetKernelArg(fragment_shader_kernel, 4, sizeof(cl_mem), &z_buffer_mem);
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clSetKernelArg(fragment_shader_kernel, 5, sizeof(cl_mem), &fragment_shader_uv);
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clSetKernelArg(fragment_shader_kernel, 6, sizeof(cl_mem), &fragment_shader_map_size);
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clSetKernelArg(fragment_shader_kernel, 7, sizeof(cl_mem), &fragment_shader_light_dir);
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clSetKernelArg(fragment_shader_kernel, 8, sizeof(cl_mem), &fragment_shader_norms);
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clSetKernelArg(fragment_shader_kernel, 9, sizeof(cl_mem), &fragment_shader_diffuse_map);
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clEnqueueWriteBuffer(commands, fragment_shader_screen_width, CL_FALSE, 0, sizeof(int) , &screen_width , 0, NULL, NULL);
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clEnqueueWriteBuffer(commands, fragment_shader_faces , CL_FALSE, 0, sizeof(cl_int3) * 3 * nfaces() , faces , 0, NULL, NULL);
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clEnqueueWriteBuffer(commands, fragment_shader_uv , CL_FALSE, 0, sizeof(float) * 2 * uv_.size() , *(float**)((Vec2f*)&uv_) , 0, NULL, NULL);
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clEnqueueWriteBuffer(commands, fragment_shader_map_size , CL_FALSE, 0, sizeof(int) * 2 , map_size , 0, NULL, NULL);
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clEnqueueWriteBuffer(commands, fragment_shader_norms , CL_FALSE, 0, sizeof(float) * norms_.size() * 3 , *(float**)((Vec3f*)&norms_), 0, NULL, NULL);
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clEnqueueWriteBuffer(commands, fragment_shader_diffuse_map , CL_TRUE, 0, sizeof(char) * 3 * map_size[0] * map_size[1], diffusemap_.data , 0, NULL, NULL);
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}
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void Model::vertex(float* z) {
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size_t vertex_shader_global[] = { nverts() * 4 };
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size_t vertex_shader_local[] = { 4 };
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clEnqueueWriteBuffer(commands, vertex_shader_matz, CL_TRUE, 0, sizeof(float) * 16, z, 0, NULL, NULL);
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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 Model::fragment(float* light_dir) {
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clEnqueueWriteBuffer(commands, fragment_shader_light_dir, CL_FALSE, 0, sizeof(float) * 3, light_dir, 0, NULL, NULL);
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size_t fragment_shader_global[] = { nfaces() * 256 };
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size_t fragment_shader_local[] = { 256 };
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clEnqueueNDRangeKernel(commands, fragment_shader_kernel, 1, NULL, fragment_shader_global, fragment_shader_local, 0, NULL, NULL);
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}
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void Model::render(Matrix* z, float* light_dir) {
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Matrix m = *z * Transform;
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vertex((float*)&m);
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clFinish(commands);
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fragment(light_dir);
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}
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void Model::release_kernels() {
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clReleaseProgram(vertex_shader_prog);
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clReleaseKernel(vertex_shader_kernel);
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clReleaseMemObject(vertex_shader_matz);
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clReleaseMemObject(vertex_shader_vertices);
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clReleaseMemObject(new_vertices_mem);
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clReleaseProgram(fragment_shader_prog);
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clReleaseKernel(fragment_shader_kernel);
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clReleaseMemObject(fragment_shader_faces);
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clReleaseMemObject(fragment_shader_screen_width);
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clReleaseMemObject(fragment_shader_uv);
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clReleaseMemObject(fragment_shader_map_size);
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clReleaseMemObject(fragment_shader_norms);
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clReleaseMemObject(fragment_shader_light_dir);
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clReleaseMemObject(fragment_shader_diffuse_map);
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free(faces);
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}
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const char* vertex_shader_kernel_source =
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"__kernel \n"
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"void vertex_shader( __global float* m, \n"
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" __global float* VertexBuffer, \n"
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" __global float* NewVertexBuffer) \n"
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"{ \n"
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" int local_index = get_local_id(0); \n"
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" int global_index = get_group_id(0); \n"
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" NewVertexBuffer[4*global_index+local_index] = \n"
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" m[local_index*4]*VertexBuffer[3*global_index] \n"
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" + m[local_index*4 + 1]*VertexBuffer[3*global_index+1] \n"
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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 int3* 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 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 GROUP_ID = get_group_id(0); \n"
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" int GROUP_SIZE = get_local_size(0); \n"
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" int LOCAL_ID = get_local_id(0); \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[GROUP_ID * 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[GROUP_ID*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[GROUP_ID * 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[GROUP_ID * 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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" if(bounding_box_min[0] > *screen_width || bounding_box_max[0] < 0 || bounding_box_min[1] > *screen_width || bounding_box_max[1] < 0) return; \n"
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" \n"
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" \n"
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" int X_PER_ITEM = (int)(ceil((float)(bounding_box_max[0] - bounding_box_min[0]) / 16.f)); \n"
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" int Y_PER_ITEM = (int)(ceil((float)(bounding_box_max[1] - bounding_box_min[1]) / 16.f)); \n"
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" float STARTING_X = bounding_box_min[0] + X_PER_ITEM * (LOCAL_ID % 16); \n"
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" float ENDING_X = STARTING_X + X_PER_ITEM; \n"
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" float STARTING_Y = bounding_box_min[1] + Y_PER_ITEM * (LOCAL_ID / 16); \n"
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" float ENDING_Y = STARTING_Y + Y_PER_ITEM; \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] = STARTING_X; point[0] <= ENDING_X; point[0]++) { \n"
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" for(point[1] = STARTING_Y; point[1] <= ENDING_Y; point[1]++) { \n"
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" if(point[1] >= *screen_width || point[1] >= *screen_width) break; \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) + 0.2; \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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" //color |= ((int)fmin((float)(0xff) * intensity, (float) 0xff)) << 16; \n"
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" //color |= ((int)fmin((float)(0xff) * intensity, (float) 0xff)) << 8; \n"
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" //color |= ((int)fmin((float)(0xff) * intensity, (float) 0xff)) << 0; \n"
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" \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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