Files
ImprovGFX/OpenWindow/kernel_sources.cpp
T

129 lines
24 KiB
C++

#include "kernels.h"
const char* vertex_shader_kernel_source =
"__kernel \n"
"void vertex_shader( __global float* m, \n"
" __global float* VertexBuffer, \n"
" __global float* NewVertexBuffer) \n"
"{ \n"
" int local_index = get_local_id(0); \n"
" int global_index = get_group_id(0); \n"
" NewVertexBuffer[4*global_index+local_index] = \n"
" m[local_index*4]*VertexBuffer[3*global_index] \n"
" + m[local_index*4 + 1]*VertexBuffer[3*global_index+1] \n"
" + m[local_index*4 + 2]*VertexBuffer[3*global_index+2] \n"
" + m[local_index*4 + 3]; \n"
"} \n";
const char* fragment_shader_kernel_source =
"float3 barycentric(float3* pts, float3 P) \n"
"{ \n"
" float3 u = cross( \n"
" (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"
" (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"
" ); \n"
" if (fabs(u[2]) < 1) return (float3){-1, 1, 1}; \n"
" return (float3){1.f - (u[0] + u[1]) / u[2], u[1] / u[2], u[0] / u[2]}; \n"
"} \n"
" \n"
"__kernel void fragment_shader ( \n"
" __global int* faces, \n"
" __global float* vertices, \n"
" __global int* pixels, \n"
" __global int* screen_width, \n"
" __global float* z_buffer, \n"
" __global int* nfaces, \n"
" __global float* uv_buffer, \n"
" __global int* map_size, \n"
" __global float* light_dir, \n"
" __global float* norms_buff, \n"
" __global uchar* diffuse_map \n"
") { \n"
" int index = get_global_id(0); \n"
" \n"
" \n"
" bool out = true; \n"
" float3 vertices3[3]; \n"
" float2 uv_coords[3]; \n"
" float3 norms[3]; \n"
" \n"
" for(int i = 0; i < 3; i++) { \n"
" float4 vertex = vertices [faces[(index * 9) + (3 * i) + (0)]]; \n"
" for(int j = 0; j < 4; j ++) { \n"
" vertex[j] = vertices[4 * faces[(index*9) + (3 * i) + (0)] + j]; \n"
" } \n"
" \n"
" for(int j = 0; j < 2; j++) { \n"
" uv_coords[i][j] = uv_buffer [2 * faces[(index * 9) + (3 * i) + (1)] + j]; \n"
" } \n"
" \n"
" for( int j = 0; j < 3; j++ ) { \n"
" vertices3[j][i] = (vertex[j]/vertex[3]); \n"
" norms[j][i] = norms_buff[3 * (faces[(index * 9) + (3 * i) + (2)]) + j]; \n"
" } \n"
" \n"
" if ( vertices3[0][i] > 0 && vertices3[0][i] < *screen_width \n"
" && vertices3[1][i] > 0 && vertices3[1][i] < *screen_width ) \n"
" out = false; \n"
" } \n"
" \n"
" if(out) return; \n"
" \n"
" //if(vertices3[1][0] == vertices3[1][1] && vertices3[1][2] == vertices3[1][1]) return; \n"
" \n"
" int2 bounding_box_min = (int2) { *screen_width - 1, *screen_width - 1 }; \n"
" int2 bounding_box_max = (int2) { 0, 0 }; \n"
" int2 clamper = (int2) { *screen_width - 1, *screen_width - 1 }; \n"
" \n"
" for(int i = 0; i < 3; i++) { \n"
" for(int j = 0; j < 2; j++) { \n"
" bounding_box_min[j] = max(0, min(bounding_box_min[j], (int)vertices3[j][i])); \n"
" bounding_box_max[j] = min(clamper[j], max(bounding_box_max[j], (int)vertices3[j][i])); \n"
" } \n"
" } \n"
" \n"
" float3 point; \n"
" for(point[0] = bounding_box_min[0]; point[0] <= bounding_box_max[0]; point[0]++) { \n"
" for(point[1] = bounding_box_min[1]; point[1] <= bounding_box_max[1]; point[1]++) { \n"
" \n"
" float3 bc_coord = barycentric(vertices3, point); \n"
" if (bc_coord[0] < 0 || bc_coord[1] < 0 || bc_coord[2] < 0) continue; \n"
" \n"
" float2 uv_vec = (float2){0, 0}; \n"
" float3 normal = (float3){0, 0, 0}; \n"
" \n"
" point[2] = dot(vertices3[2], bc_coord); \n"
" if (z_buffer[(int)(point[0] + point[1] * *screen_width)] > point[2]) { \n"
" continue; \n"
" } \n"
" \n"
" \n"
" for (int i = 0; i < 3; i++) { \n"
" uv_vec[0] += uv_coords[i][0] * bc_coord[i]; \n"
" uv_vec[1] += uv_coords[i][1] * bc_coord[i]; \n"
" normal[i] = dot(norms[i], bc_coord); \n"
" } \n"
" int2 uv_point = (int2) { (int)(uv_vec[0] * map_size[0]), (int)(uv_vec[1] * map_size[1]) }; \n"
" \n"
" \n"
" int col_index = 3 * (uv_point[0] + uv_point[1] * map_size[0]); \n"
" \n"
" \n"
" \n"
" \n"
" float3 normalized_norm = normalize(normal); \n"
" \n"
" \n"
" float intensity = clamp((dot(normalized_norm , (float3){light_dir[0], light_dir[1], light_dir[2]})), 0.f, 1.f); \n"
" \n"
" int color = 0; \n"
" color |= ((int)fmin((float)(diffuse_map[col_index + 0]) * intensity, (float) 0xff)) << 16; \n"
" color |= ((int)fmin((float)(diffuse_map[col_index + 1]) * intensity, (float) 0xff)) << 8; \n"
" color |= ((int)fmin((float)(diffuse_map[col_index + 2]) * intensity, (float) 0xff)) << 0; \n"
" \n"
" z_buffer[(int) (point[0] + point[1] * *screen_width)] = point[2]; \n"
" pixels [(int) (point[0] + point[1] * *screen_width)] = color;// & 0x00ffffff; \n"
" } \n"
" } \n"
"} \n";