OpenCL works

main
Brett 2022-12-10 14:25:09 -05:00
parent 50714bfe52
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47 changed files with 4818 additions and 408 deletions

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/* SDCC = VRP */
# define COMPILER_VERSION_MAJOR DEC(SDCC/100)
# define COMPILER_VERSION_MINOR DEC(SDCC/10 % 10)
# define COMPILER_VERSION_PATCH DEC(SDCC % 10)
# endif
/* These compilers are either not known or too old to define an
identification macro. Try to identify the platform and guess that
it is the native compiler. */
#elif defined(__hpux) || defined(__hpua)
# define COMPILER_ID "HP"
#else /* unknown compiler */
# define COMPILER_ID ""
#endif
/* Construct the string literal in pieces to prevent the source from
getting matched. Store it in a pointer rather than an array
because some compilers will just produce instructions to fill the
array rather than assigning a pointer to a static array. */
char const* info_compiler = "INFO" ":" "compiler[" COMPILER_ID "]";
#ifdef SIMULATE_ID
char const* info_simulate = "INFO" ":" "simulate[" SIMULATE_ID "]";
#endif
#ifdef __QNXNTO__
char const* qnxnto = "INFO" ":" "qnxnto[]";
#endif
#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
char const *info_cray = "INFO" ":" "compiler_wrapper[CrayPrgEnv]";
#endif
#define STRINGIFY_HELPER(X) #X
#define STRINGIFY(X) STRINGIFY_HELPER(X)
/* Identify known platforms by name. */
#if defined(__linux) || defined(__linux__) || defined(linux)
# define PLATFORM_ID "Linux"
#elif defined(__MSYS__)
# define PLATFORM_ID "MSYS"
#elif defined(__CYGWIN__)
# define PLATFORM_ID "Cygwin"
#elif defined(__MINGW32__)
# define PLATFORM_ID "MinGW"
#elif defined(__APPLE__)
# define PLATFORM_ID "Darwin"
#elif defined(_WIN32) || defined(__WIN32__) || defined(WIN32)
# define PLATFORM_ID "Windows"
#elif defined(__FreeBSD__) || defined(__FreeBSD)
# define PLATFORM_ID "FreeBSD"
#elif defined(__NetBSD__) || defined(__NetBSD)
# define PLATFORM_ID "NetBSD"
#elif defined(__OpenBSD__) || defined(__OPENBSD)
# define PLATFORM_ID "OpenBSD"
#elif defined(__sun) || defined(sun)
# define PLATFORM_ID "SunOS"
#elif defined(_AIX) || defined(__AIX) || defined(__AIX__) || defined(__aix) || defined(__aix__)
# define PLATFORM_ID "AIX"
#elif defined(__hpux) || defined(__hpux__)
# define PLATFORM_ID "HP-UX"
#elif defined(__HAIKU__)
# define PLATFORM_ID "Haiku"
#elif defined(__BeOS) || defined(__BEOS__) || defined(_BEOS)
# define PLATFORM_ID "BeOS"
#elif defined(__QNX__) || defined(__QNXNTO__)
# define PLATFORM_ID "QNX"
#elif defined(__tru64) || defined(_tru64) || defined(__TRU64__)
# define PLATFORM_ID "Tru64"
#elif defined(__riscos) || defined(__riscos__)
# define PLATFORM_ID "RISCos"
#elif defined(__sinix) || defined(__sinix__) || defined(__SINIX__)
# define PLATFORM_ID "SINIX"
#elif defined(__UNIX_SV__)
# define PLATFORM_ID "UNIX_SV"
#elif defined(__bsdos__)
# define PLATFORM_ID "BSDOS"
#elif defined(_MPRAS) || defined(MPRAS)
# define PLATFORM_ID "MP-RAS"
#elif defined(__osf) || defined(__osf__)
# define PLATFORM_ID "OSF1"
#elif defined(_SCO_SV) || defined(SCO_SV) || defined(sco_sv)
# define PLATFORM_ID "SCO_SV"
#elif defined(__ultrix) || defined(__ultrix__) || defined(_ULTRIX)
# define PLATFORM_ID "ULTRIX"
#elif defined(__XENIX__) || defined(_XENIX) || defined(XENIX)
# define PLATFORM_ID "Xenix"
#elif defined(__WATCOMC__)
# if defined(__LINUX__)
# define PLATFORM_ID "Linux"
# elif defined(__DOS__)
# define PLATFORM_ID "DOS"
# elif defined(__OS2__)
# define PLATFORM_ID "OS2"
# elif defined(__WINDOWS__)
# define PLATFORM_ID "Windows3x"
# elif defined(__VXWORKS__)
# define PLATFORM_ID "VxWorks"
# else /* unknown platform */
# define PLATFORM_ID
# endif
#elif defined(__INTEGRITY)
# if defined(INT_178B)
# define PLATFORM_ID "Integrity178"
# else /* regular Integrity */
# define PLATFORM_ID "Integrity"
# endif
# elif defined(_ADI_COMPILER)
# define PLATFORM_ID "ADSP"
#else /* unknown platform */
# define PLATFORM_ID
#endif
/* For windows compilers MSVC and Intel we can determine
the architecture of the compiler being used. This is because
the compilers do not have flags that can change the architecture,
but rather depend on which compiler is being used
*/
#if defined(_WIN32) && defined(_MSC_VER)
# if defined(_M_IA64)
# define ARCHITECTURE_ID "IA64"
# elif defined(_M_ARM64EC)
# define ARCHITECTURE_ID "ARM64EC"
# elif defined(_M_X64) || defined(_M_AMD64)
# define ARCHITECTURE_ID "x64"
# elif defined(_M_IX86)
# define ARCHITECTURE_ID "X86"
# elif defined(_M_ARM64)
# define ARCHITECTURE_ID "ARM64"
# elif defined(_M_ARM)
# if _M_ARM == 4
# define ARCHITECTURE_ID "ARMV4I"
# elif _M_ARM == 5
# define ARCHITECTURE_ID "ARMV5I"
# else
# define ARCHITECTURE_ID "ARMV" STRINGIFY(_M_ARM)
# endif
# elif defined(_M_MIPS)
# define ARCHITECTURE_ID "MIPS"
# elif defined(_M_SH)
# define ARCHITECTURE_ID "SHx"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__WATCOMC__)
# if defined(_M_I86)
# define ARCHITECTURE_ID "I86"
# elif defined(_M_IX86)
# define ARCHITECTURE_ID "X86"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC)
# if defined(__ICCARM__)
# define ARCHITECTURE_ID "ARM"
# elif defined(__ICCRX__)
# define ARCHITECTURE_ID "RX"
# elif defined(__ICCRH850__)
# define ARCHITECTURE_ID "RH850"
# elif defined(__ICCRL78__)
# define ARCHITECTURE_ID "RL78"
# elif defined(__ICCRISCV__)
# define ARCHITECTURE_ID "RISCV"
# elif defined(__ICCAVR__)
# define ARCHITECTURE_ID "AVR"
# elif defined(__ICC430__)
# define ARCHITECTURE_ID "MSP430"
# elif defined(__ICCV850__)
# define ARCHITECTURE_ID "V850"
# elif defined(__ICC8051__)
# define ARCHITECTURE_ID "8051"
# elif defined(__ICCSTM8__)
# define ARCHITECTURE_ID "STM8"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__ghs__)
# if defined(__PPC64__)
# define ARCHITECTURE_ID "PPC64"
# elif defined(__ppc__)
# define ARCHITECTURE_ID "PPC"
# elif defined(__ARM__)
# define ARCHITECTURE_ID "ARM"
# elif defined(__x86_64__)
# define ARCHITECTURE_ID "x64"
# elif defined(__i386__)
# define ARCHITECTURE_ID "X86"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__TI_COMPILER_VERSION__)
# if defined(__TI_ARM__)
# define ARCHITECTURE_ID "ARM"
# elif defined(__MSP430__)
# define ARCHITECTURE_ID "MSP430"
# elif defined(__TMS320C28XX__)
# define ARCHITECTURE_ID "TMS320C28x"
# elif defined(__TMS320C6X__) || defined(_TMS320C6X)
# define ARCHITECTURE_ID "TMS320C6x"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
# elif defined(__ADSPSHARC__)
# define ARCHITECTURE_ID "SHARC"
# elif defined(__ADSPBLACKFIN__)
# define ARCHITECTURE_ID "Blackfin"
#else
# define ARCHITECTURE_ID
#endif
/* Convert integer to decimal digit literals. */
#define DEC(n) \
('0' + (((n) / 10000000)%10)), \
('0' + (((n) / 1000000)%10)), \
('0' + (((n) / 100000)%10)), \
('0' + (((n) / 10000)%10)), \
('0' + (((n) / 1000)%10)), \
('0' + (((n) / 100)%10)), \
('0' + (((n) / 10)%10)), \
('0' + ((n) % 10))
/* Convert integer to hex digit literals. */
#define HEX(n) \
('0' + ((n)>>28 & 0xF)), \
('0' + ((n)>>24 & 0xF)), \
('0' + ((n)>>20 & 0xF)), \
('0' + ((n)>>16 & 0xF)), \
('0' + ((n)>>12 & 0xF)), \
('0' + ((n)>>8 & 0xF)), \
('0' + ((n)>>4 & 0xF)), \
('0' + ((n) & 0xF))
/* Construct a string literal encoding the version number. */
#ifdef COMPILER_VERSION
char const* info_version = "INFO" ":" "compiler_version[" COMPILER_VERSION "]";
/* Construct a string literal encoding the version number components. */
#elif defined(COMPILER_VERSION_MAJOR)
char const info_version[] = {
'I', 'N', 'F', 'O', ':',
'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','[',
COMPILER_VERSION_MAJOR,
# ifdef COMPILER_VERSION_MINOR
'.', COMPILER_VERSION_MINOR,
# ifdef COMPILER_VERSION_PATCH
'.', COMPILER_VERSION_PATCH,
# ifdef COMPILER_VERSION_TWEAK
'.', COMPILER_VERSION_TWEAK,
# endif
# endif
# endif
']','\0'};
#endif
/* Construct a string literal encoding the internal version number. */
#ifdef COMPILER_VERSION_INTERNAL
char const info_version_internal[] = {
'I', 'N', 'F', 'O', ':',
'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','_',
'i','n','t','e','r','n','a','l','[',
COMPILER_VERSION_INTERNAL,']','\0'};
#elif defined(COMPILER_VERSION_INTERNAL_STR)
char const* info_version_internal = "INFO" ":" "compiler_version_internal[" COMPILER_VERSION_INTERNAL_STR "]";
#endif
/* Construct a string literal encoding the version number components. */
#ifdef SIMULATE_VERSION_MAJOR
char const info_simulate_version[] = {
'I', 'N', 'F', 'O', ':',
's','i','m','u','l','a','t','e','_','v','e','r','s','i','o','n','[',
SIMULATE_VERSION_MAJOR,
# ifdef SIMULATE_VERSION_MINOR
'.', SIMULATE_VERSION_MINOR,
# ifdef SIMULATE_VERSION_PATCH
'.', SIMULATE_VERSION_PATCH,
# ifdef SIMULATE_VERSION_TWEAK
'.', SIMULATE_VERSION_TWEAK,
# endif
# endif
# endif
']','\0'};
#endif
/* Construct the string literal in pieces to prevent the source from
getting matched. Store it in a pointer rather than an array
because some compilers will just produce instructions to fill the
array rather than assigning a pointer to a static array. */
char const* info_platform = "INFO" ":" "platform[" PLATFORM_ID "]";
char const* info_arch = "INFO" ":" "arch[" ARCHITECTURE_ID "]";
#if !defined(__STDC__) && !defined(__clang__)
# if defined(_MSC_VER) || defined(__ibmxl__) || defined(__IBMC__)
# define C_VERSION "90"
# else
# define C_VERSION
# endif
#elif __STDC_VERSION__ > 201710L
# define C_VERSION "23"
#elif __STDC_VERSION__ >= 201710L
# define C_VERSION "17"
#elif __STDC_VERSION__ >= 201000L
# define C_VERSION "11"
#elif __STDC_VERSION__ >= 199901L
# define C_VERSION "99"
#else
# define C_VERSION "90"
#endif
const char* info_language_standard_default =
"INFO" ":" "standard_default[" C_VERSION "]";
const char* info_language_extensions_default = "INFO" ":" "extensions_default["
#if (defined(__clang__) || defined(__GNUC__) || defined(__xlC__) || \
defined(__TI_COMPILER_VERSION__)) && \
!defined(__STRICT_ANSI__)
"ON"
#else
"OFF"
#endif
"]";
/*--------------------------------------------------------------------------*/
#ifdef ID_VOID_MAIN
void main() {}
#else
# if defined(__CLASSIC_C__)
int main(argc, argv) int argc; char *argv[];
# else
int main(int argc, char* argv[])
# endif
{
int require = 0;
require += info_compiler[argc];
require += info_platform[argc];
require += info_arch[argc];
#ifdef COMPILER_VERSION_MAJOR
require += info_version[argc];
#endif
#ifdef COMPILER_VERSION_INTERNAL
require += info_version_internal[argc];
#endif
#ifdef SIMULATE_ID
require += info_simulate[argc];
#endif
#ifdef SIMULATE_VERSION_MAJOR
require += info_simulate_version[argc];
#endif
#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
require += info_cray[argc];
#endif
require += info_language_standard_default[argc];
require += info_language_extensions_default[argc];
(void)argv;
return require;
}
#endif

View File

@ -0,0 +1,826 @@
/* This source file must have a .cpp extension so that all C++ compilers
recognize the extension without flags. Borland does not know .cxx for
example. */
#ifndef __cplusplus
# error "A C compiler has been selected for C++."
#endif
#if !defined(__has_include)
/* If the compiler does not have __has_include, pretend the answer is
always no. */
# define __has_include(x) 0
#endif
/* Version number components: V=Version, R=Revision, P=Patch
Version date components: YYYY=Year, MM=Month, DD=Day */
#if defined(__COMO__)
# define COMPILER_ID "Comeau"
/* __COMO_VERSION__ = VRR */
# define COMPILER_VERSION_MAJOR DEC(__COMO_VERSION__ / 100)
# define COMPILER_VERSION_MINOR DEC(__COMO_VERSION__ % 100)
#elif defined(__INTEL_COMPILER) || defined(__ICC)
# define COMPILER_ID "Intel"
# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
# endif
# if defined(__GNUC__)
# define SIMULATE_ID "GNU"
# endif
/* __INTEL_COMPILER = VRP prior to 2021, and then VVVV for 2021 and later,
except that a few beta releases use the old format with V=2021. */
# if __INTEL_COMPILER < 2021 || __INTEL_COMPILER == 202110 || __INTEL_COMPILER == 202111
# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER/100)
# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER/10 % 10)
# if defined(__INTEL_COMPILER_UPDATE)
# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER_UPDATE)
# else
# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER % 10)
# endif
# else
# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER)
# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER_UPDATE)
/* The third version component from --version is an update index,
but no macro is provided for it. */
# define COMPILER_VERSION_PATCH DEC(0)
# endif
# if defined(__INTEL_COMPILER_BUILD_DATE)
/* __INTEL_COMPILER_BUILD_DATE = YYYYMMDD */
# define COMPILER_VERSION_TWEAK DEC(__INTEL_COMPILER_BUILD_DATE)
# endif
# if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
# endif
# if defined(__GNUC__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
# elif defined(__GNUG__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
# endif
# if defined(__GNUC_MINOR__)
# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
# endif
# if defined(__GNUC_PATCHLEVEL__)
# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
# endif
#elif (defined(__clang__) && defined(__INTEL_CLANG_COMPILER)) || defined(__INTEL_LLVM_COMPILER)
# define COMPILER_ID "IntelLLVM"
#if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
#endif
#if defined(__GNUC__)
# define SIMULATE_ID "GNU"
#endif
/* __INTEL_LLVM_COMPILER = VVVVRP prior to 2021.2.0, VVVVRRPP for 2021.2.0 and
* later. Look for 6 digit vs. 8 digit version number to decide encoding.
* VVVV is no smaller than the current year when a version is released.
*/
#if __INTEL_LLVM_COMPILER < 1000000L
# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/100)
# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 10)
#else
# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/10000)
# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/100 % 100)
# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 100)
#endif
#if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
#endif
#if defined(__GNUC__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
#elif defined(__GNUG__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
#endif
#if defined(__GNUC_MINOR__)
# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
#endif
#if defined(__GNUC_PATCHLEVEL__)
# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
#endif
#elif defined(__PATHCC__)
# define COMPILER_ID "PathScale"
# define COMPILER_VERSION_MAJOR DEC(__PATHCC__)
# define COMPILER_VERSION_MINOR DEC(__PATHCC_MINOR__)
# if defined(__PATHCC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__PATHCC_PATCHLEVEL__)
# endif
#elif defined(__BORLANDC__) && defined(__CODEGEARC_VERSION__)
# define COMPILER_ID "Embarcadero"
# define COMPILER_VERSION_MAJOR HEX(__CODEGEARC_VERSION__>>24 & 0x00FF)
# define COMPILER_VERSION_MINOR HEX(__CODEGEARC_VERSION__>>16 & 0x00FF)
# define COMPILER_VERSION_PATCH DEC(__CODEGEARC_VERSION__ & 0xFFFF)
#elif defined(__BORLANDC__)
# define COMPILER_ID "Borland"
/* __BORLANDC__ = 0xVRR */
# define COMPILER_VERSION_MAJOR HEX(__BORLANDC__>>8)
# define COMPILER_VERSION_MINOR HEX(__BORLANDC__ & 0xFF)
#elif defined(__WATCOMC__) && __WATCOMC__ < 1200
# define COMPILER_ID "Watcom"
/* __WATCOMC__ = VVRR */
# define COMPILER_VERSION_MAJOR DEC(__WATCOMC__ / 100)
# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
# if (__WATCOMC__ % 10) > 0
# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
# endif
#elif defined(__WATCOMC__)
# define COMPILER_ID "OpenWatcom"
/* __WATCOMC__ = VVRP + 1100 */
# define COMPILER_VERSION_MAJOR DEC((__WATCOMC__ - 1100) / 100)
# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
# if (__WATCOMC__ % 10) > 0
# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
# endif
#elif defined(__SUNPRO_CC)
# define COMPILER_ID "SunPro"
# if __SUNPRO_CC >= 0x5100
/* __SUNPRO_CC = 0xVRRP */
# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>12)
# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xFF)
# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF)
# else
/* __SUNPRO_CC = 0xVRP */
# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>8)
# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xF)
# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF)
# endif
#elif defined(__HP_aCC)
# define COMPILER_ID "HP"
/* __HP_aCC = VVRRPP */
# define COMPILER_VERSION_MAJOR DEC(__HP_aCC/10000)
# define COMPILER_VERSION_MINOR DEC(__HP_aCC/100 % 100)
# define COMPILER_VERSION_PATCH DEC(__HP_aCC % 100)
#elif defined(__DECCXX)
# define COMPILER_ID "Compaq"
/* __DECCXX_VER = VVRRTPPPP */
# define COMPILER_VERSION_MAJOR DEC(__DECCXX_VER/10000000)
# define COMPILER_VERSION_MINOR DEC(__DECCXX_VER/100000 % 100)
# define COMPILER_VERSION_PATCH DEC(__DECCXX_VER % 10000)
#elif defined(__IBMCPP__) && defined(__COMPILER_VER__)
# define COMPILER_ID "zOS"
/* __IBMCPP__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
#elif defined(__open_xl__) && defined(__clang__)
# define COMPILER_ID "IBMClang"
# define COMPILER_VERSION_MAJOR DEC(__open_xl_version__)
# define COMPILER_VERSION_MINOR DEC(__open_xl_release__)
# define COMPILER_VERSION_PATCH DEC(__open_xl_modification__)
# define COMPILER_VERSION_TWEAK DEC(__open_xl_ptf_fix_level__)
#elif defined(__ibmxl__) && defined(__clang__)
# define COMPILER_ID "XLClang"
# define COMPILER_VERSION_MAJOR DEC(__ibmxl_version__)
# define COMPILER_VERSION_MINOR DEC(__ibmxl_release__)
# define COMPILER_VERSION_PATCH DEC(__ibmxl_modification__)
# define COMPILER_VERSION_TWEAK DEC(__ibmxl_ptf_fix_level__)
#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ >= 800
# define COMPILER_ID "XL"
/* __IBMCPP__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ < 800
# define COMPILER_ID "VisualAge"
/* __IBMCPP__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
#elif defined(__NVCOMPILER)
# define COMPILER_ID "NVHPC"
# define COMPILER_VERSION_MAJOR DEC(__NVCOMPILER_MAJOR__)
# define COMPILER_VERSION_MINOR DEC(__NVCOMPILER_MINOR__)
# if defined(__NVCOMPILER_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__NVCOMPILER_PATCHLEVEL__)
# endif
#elif defined(__PGI)
# define COMPILER_ID "PGI"
# define COMPILER_VERSION_MAJOR DEC(__PGIC__)
# define COMPILER_VERSION_MINOR DEC(__PGIC_MINOR__)
# if defined(__PGIC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__PGIC_PATCHLEVEL__)
# endif
#elif defined(_CRAYC)
# define COMPILER_ID "Cray"
# define COMPILER_VERSION_MAJOR DEC(_RELEASE_MAJOR)
# define COMPILER_VERSION_MINOR DEC(_RELEASE_MINOR)
#elif defined(__TI_COMPILER_VERSION__)
# define COMPILER_ID "TI"
/* __TI_COMPILER_VERSION__ = VVVRRRPPP */
# define COMPILER_VERSION_MAJOR DEC(__TI_COMPILER_VERSION__/1000000)
# define COMPILER_VERSION_MINOR DEC(__TI_COMPILER_VERSION__/1000 % 1000)
# define COMPILER_VERSION_PATCH DEC(__TI_COMPILER_VERSION__ % 1000)
#elif defined(__CLANG_FUJITSU)
# define COMPILER_ID "FujitsuClang"
# define COMPILER_VERSION_MAJOR DEC(__FCC_major__)
# define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__)
# define COMPILER_VERSION_INTERNAL_STR __clang_version__
#elif defined(__FUJITSU)
# define COMPILER_ID "Fujitsu"
# if defined(__FCC_version__)
# define COMPILER_VERSION __FCC_version__
# elif defined(__FCC_major__)
# define COMPILER_VERSION_MAJOR DEC(__FCC_major__)
# define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__)
# endif
# if defined(__fcc_version)
# define COMPILER_VERSION_INTERNAL DEC(__fcc_version)
# elif defined(__FCC_VERSION)
# define COMPILER_VERSION_INTERNAL DEC(__FCC_VERSION)
# endif
#elif defined(__ghs__)
# define COMPILER_ID "GHS"
/* __GHS_VERSION_NUMBER = VVVVRP */
# ifdef __GHS_VERSION_NUMBER
# define COMPILER_VERSION_MAJOR DEC(__GHS_VERSION_NUMBER / 100)
# define COMPILER_VERSION_MINOR DEC(__GHS_VERSION_NUMBER / 10 % 10)
# define COMPILER_VERSION_PATCH DEC(__GHS_VERSION_NUMBER % 10)
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View File

@ -447,3 +447,452 @@ int main(int argc, char** argv)
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arg [-L/usr/lib/gcc/x86_64-linux-gnu/12/../../../x86_64-linux-gnu] ==> dir [/usr/lib/gcc/x86_64-linux-gnu/12/../../../x86_64-linux-gnu]
arg [-L/usr/lib/gcc/x86_64-linux-gnu/12/../../../../lib] ==> dir [/usr/lib/gcc/x86_64-linux-gnu/12/../../../../lib]
arg [-L/lib/x86_64-linux-gnu] ==> dir [/lib/x86_64-linux-gnu]
arg [-L/lib/../lib] ==> dir [/lib/../lib]
arg [-L/usr/lib/x86_64-linux-gnu] ==> dir [/usr/lib/x86_64-linux-gnu]
arg [-L/usr/lib/../lib] ==> dir [/usr/lib/../lib]
arg [-L/usr/lib/gcc/x86_64-linux-gnu/12/../../..] ==> dir [/usr/lib/gcc/x86_64-linux-gnu/12/../../..]
arg [CMakeFiles/cmTC_81b39.dir/CMakeCXXCompilerABI.cpp.o] ==> ignore
arg [-lstdc++] ==> lib [stdc++]
arg [-lm] ==> lib [m]
arg [-lgcc_s] ==> lib [gcc_s]
arg [-lgcc] ==> lib [gcc]
arg [-lc] ==> lib [c]
arg [-lgcc_s] ==> lib [gcc_s]
arg [-lgcc] ==> lib [gcc]
arg [/usr/lib/gcc/x86_64-linux-gnu/12/crtendS.o] ==> obj [/usr/lib/gcc/x86_64-linux-gnu/12/crtendS.o]
arg [/usr/lib/gcc/x86_64-linux-gnu/12/../../../x86_64-linux-gnu/crtn.o] ==> obj [/usr/lib/gcc/x86_64-linux-gnu/12/../../../x86_64-linux-gnu/crtn.o]
collapse obj [/usr/lib/gcc/x86_64-linux-gnu/12/../../../x86_64-linux-gnu/Scrt1.o] ==> [/usr/lib/x86_64-linux-gnu/Scrt1.o]
collapse obj [/usr/lib/gcc/x86_64-linux-gnu/12/../../../x86_64-linux-gnu/crti.o] ==> [/usr/lib/x86_64-linux-gnu/crti.o]
collapse obj [/usr/lib/gcc/x86_64-linux-gnu/12/../../../x86_64-linux-gnu/crtn.o] ==> [/usr/lib/x86_64-linux-gnu/crtn.o]
collapse library dir [/usr/lib/gcc/x86_64-linux-gnu/12] ==> [/usr/lib/gcc/x86_64-linux-gnu/12]
collapse library dir [/usr/lib/gcc/x86_64-linux-gnu/12/../../../x86_64-linux-gnu] ==> [/usr/lib/x86_64-linux-gnu]
collapse library dir [/usr/lib/gcc/x86_64-linux-gnu/12/../../../../lib] ==> [/usr/lib]
collapse library dir [/lib/x86_64-linux-gnu] ==> [/lib/x86_64-linux-gnu]
collapse library dir [/lib/../lib] ==> [/lib]
collapse library dir [/usr/lib/x86_64-linux-gnu] ==> [/usr/lib/x86_64-linux-gnu]
collapse library dir [/usr/lib/../lib] ==> [/usr/lib]
collapse library dir [/usr/lib/gcc/x86_64-linux-gnu/12/../../..] ==> [/usr/lib]
implicit libs: [stdc++;m;gcc_s;gcc;c;gcc_s;gcc]
implicit objs: [/usr/lib/x86_64-linux-gnu/Scrt1.o;/usr/lib/x86_64-linux-gnu/crti.o;/usr/lib/gcc/x86_64-linux-gnu/12/crtbeginS.o;/usr/lib/gcc/x86_64-linux-gnu/12/crtendS.o;/usr/lib/x86_64-linux-gnu/crtn.o]
implicit dirs: [/usr/lib/gcc/x86_64-linux-gnu/12;/usr/lib/x86_64-linux-gnu;/usr/lib;/lib/x86_64-linux-gnu;/lib]
implicit fwks: []
Determining if the CL_VERSION_3_0 exist passed with the following output:
Change Dir: /home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release-mpi/CMakeFiles/CMakeTmp
Run Build Command(s):/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/ninja cmTC_71d91 && [1/2] Building C object CMakeFiles/cmTC_71d91.dir/CheckSymbolExists.c.o
In file included from /usr/include/CL/cl.h:20,
from /home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release-mpi/CMakeFiles/CMakeTmp/CheckSymbolExists.c:2:
/usr/include/CL/cl_version.h:22:9: note: #pragma message: cl_version.h: CL_TARGET_OPENCL_VERSION is not defined. Defaulting to 300 (OpenCL 3.0)
22 | #pragma message("cl_version.h: CL_TARGET_OPENCL_VERSION is not defined. Defaulting to 300 (OpenCL 3.0)")
| ^~~~~~~
[2/2] Linking C executable cmTC_71d91
File /home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release-mpi/CMakeFiles/CMakeTmp/CheckSymbolExists.c:
/* */
#include </usr/include/CL/cl.h>
int main(int argc, char** argv)
{
(void)argv;
#ifndef CL_VERSION_3_0
return ((int*)(&CL_VERSION_3_0))[argc];
#else
(void)argc;
return 0;
#endif
}

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@ -0,0 +1,22 @@
/opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/bin/cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_MAKE_PROGRAM=/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/ninja -DCOMPILE_OPENCL:BOOL=ON -DUSE_OPENMP:BOOL=OFF -G Ninja -S "/home/brett/Documents/Brock/CS 3P93/Project/Step 3" -B "/home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release-mpi"
-- The C compiler identification is GNU 12.2.0
-- The CXX compiler identification is GNU 12.2.0
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working C compiler: /usr/bin/cc - skipped
-- Detecting C compile features
-- Detecting C compile features - done
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Check for working CXX compiler: /usr/bin/c++ - skipped
-- Detecting CXX compile features
-- Detecting CXX compile features - done
Building for Release
release mode
-- Looking for CL_VERSION_3_0
-- Looking for CL_VERSION_3_0 - found
-- Found OpenCL: /usr/lib/x86_64-linux-gnu/libOpenCL.so (found version "3.0")
Compiling OpenCL /usr/lib/x86_64-linux-gnu/libOpenCL.so || /usr/lib/x86_64-linux-gnu/libOpenCL.so
-- Configuring done
-- Generating done
-- Build files have been written to: /home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release-mpi

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@ -1,5 +1,5 @@
# CMAKE generated file: DO NOT EDIT! # CMAKE generated file: DO NOT EDIT!
# Generated by "Ninja" Generator, CMake Version 3.23 # Generated by "Ninja" Generator, CMake Version 3.24
# This file contains all the rules used to get the outputs files # This file contains all the rules used to get the outputs files
# built from the input files. # built from the input files.

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@ -1,3 +1,3 @@
Start testing: Dec 02 23:29 EST Start testing: Dec 06 14:15 EST
---------------------------------------------------------- ----------------------------------------------------------
End testing: Dec 02 23:29 EST End testing: Dec 06 14:15 EST

File diff suppressed because one or more lines are too long

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@ -95,6 +95,7 @@ namespace Raytracing {
//glm::mat4 projectG = glm::perspective(glm::radians(90.0f), (float)aspectRatio, 0.1f, (float)1000); //glm::mat4 projectG = glm::perspective(glm::radians(90.0f), (float)aspectRatio, 0.1f, (float)1000);
//return Mat4x4{projectG}; //return Mat4x4{projectG};
} }
[[nodiscard]] Mat4x4 view(const Vec4& lookAtPos) const { [[nodiscard]] Mat4x4 view(const Vec4& lookAtPos) const {
Mat4x4 view; Mat4x4 view;
@ -125,10 +126,17 @@ namespace Raytracing {
return view; return view;
} }
Mat4x4 view(PRECISION_TYPE yaw, PRECISION_TYPE pitch); Mat4x4 view(PRECISION_TYPE yaw, PRECISION_TYPE pitch);
[[nodiscard]] inline Vec4 getPosition() const { return position; }; [[nodiscard]] inline Vec4 getPosition() const { return position; };
[[nodiscard]] inline Vec4 getImageOrigin() const { return imageOrigin; }
[[nodiscard]] inline Vec4 getHorizontalAxis() const { return horizontalAxis; }
[[nodiscard]] inline Vec4 getVerticalAxis() const { return verticalAxis; }
// the camera's position must be set with setPosition(Vec4); // the camera's position must be set with setPosition(Vec4);
// uses an internal up vector, assumed to be {0, 1, 0} // uses an internal up vector, assumed to be {0, 1, 0}
// will make the camera look at provided position with respects to the current camera position. // will make the camera look at provided position with respects to the current camera position.
@ -161,19 +169,26 @@ namespace Raytracing {
std::queue<RaycasterImageBounds>* unprocessedQuads = nullptr; std::queue<RaycasterImageBounds>* unprocessedQuads = nullptr;
Vec4 raycasti(const Ray& ray, int depth); Vec4 raycasti(const Ray& ray, int depth);
Vec4 raycast(const Ray& ray); Vec4 raycast(const Ray& ray);
void runRaycastingAlgorithm(RaycasterImageBounds imageBounds, int loopX, int loopY); void runRaycastingAlgorithm(RaycasterImageBounds imageBounds, int loopX, int loopY);
void setupQueue(const std::vector<RaycasterImageBounds>& bounds); void setupQueue(const std::vector<RaycasterImageBounds>& bounds);
public: public:
inline void updateRayInfo(int maxBounce, int perPixel) { inline void updateRayInfo(int maxBounce, int perPixel) {
raysPerPixel = perPixel; raysPerPixel = perPixel;
maxBounceDepth = maxBounce; maxBounceDepth = maxBounce;
} }
inline void resetRayInfo() { inline void resetRayInfo() {
raysPerPixel = 50; raysPerPixel = 50;
maxBounceDepth = 50; maxBounceDepth = 50;
} }
std::vector<RaycasterImageBounds> partitionScreen(int threads = -1); std::vector<RaycasterImageBounds> partitionScreen(int threads = -1);
inline static Vec4 randomUnitVector() { inline static Vec4 randomUnitVector() {
// there are two methods to generating a random unit sphere // there are two methods to generating a random unit sphere
// one which is fast and approximate: // one which is fast and approximate:
@ -189,17 +204,24 @@ namespace Raytracing {
// the second creates better results but is 18% slower (better defined shadows) // the second creates better results but is 18% slower (better defined shadows)
// likely due to not over generating unit vectors biased towards the corners // likely due to not over generating unit vectors biased towards the corners
} }
RayCaster(Camera& c, Image& i, World& world, const Parser& p): camera(c), image(i), world(world) { RayCaster(Camera& c, Image& i, World& world, const Parser& p): camera(c), image(i), world(world) {
world.generateBVH(); world.generateBVH();
} }
void runSTDThread(int threads = -1); void runSTDThread(int threads = -1);
void runOpenMP(int threads = -1); void runOpenMP(int threads = -1);
void runMPI(std::queue<RaycasterImageBounds> bounds); void runMPI(std::queue<RaycasterImageBounds> bounds);
[[nodiscard]] inline bool areThreadsStillRunning() const { return finishedThreads == executors.size(); } [[nodiscard]] inline bool areThreadsStillRunning() const { return finishedThreads == executors.size(); }
inline void join() { inline void join() {
for (auto& p: executors) for (auto& p: executors)
p->join(); p->join();
} }
void deleteThreads() { void deleteThreads() {
for (auto& p: executors) { for (auto& p: executors) {
// wait for all threads to exit before trying to delete them. // wait for all threads to exit before trying to delete them.
@ -211,6 +233,7 @@ namespace Raytracing {
// since executors contains the only reference to the unique_ptr it will be deleted automatically // since executors contains the only reference to the unique_ptr it will be deleted automatically
executors.clear(); executors.clear();
} }
~RayCaster() { ~RayCaster() {
deleteThreads(); deleteThreads();
delete (unprocessedQuads); delete (unprocessedQuads);

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@ -16,33 +16,34 @@ namespace Raytracing {
private: private:
public: public:
/** /**
* returns the bytes from the double ordered based on if ENDIAN_FLIP is defined or not * returns the bytes from the type T ordered based on if ENDIAN_FLIP is defined or not
*/ */
inline static std::vector<unsigned char> getDoubleBytes(double d) { template<typename T>
inline static std::vector<unsigned char> getBytes(T t) {
std::vector<unsigned char> bytes; std::vector<unsigned char> bytes;
auto* doubleAsBytes = reinterpret_cast<unsigned char*>(&d); auto* asBytes = reinterpret_cast<unsigned char*>(&t);
#ifdef ENDIAN_FLIP #ifdef ENDIAN_FLIP
for (int i = 0; i < sizeof(double); i++) for (int i = 0; i < sizeof(T); i++)
bytes.push_back(doubleAsBytes[i]); bytes.push_back(asBytes[i]);
#else #else
for (int i = 0; i < sizeof(double); i++) for (int i = 0; i < sizeof(T); i++)
bytes.push_back(doubleAsBytes[sizeof(double) - i]); bytes.push_back(asBytes[sizeof(T) - i]);
#endif #endif
return bytes; return bytes;
} }
/** /**
* Note: this is used for the GPU and it is assumed that you are using double precision values. * Note: this is used for the GPU
* Anything else is undefined. (Should be fine though since upcasting is fine) * Converts the vector to single floating point format.
* @param array array to write into * @param array array to write into
* @param offset offset of where to start writing into. Will update this value as it moves through the vector * @param offset offset of where to start writing into. Will update this value as it moves through the vector
* @param vec the vector to write * @param vec the vector to write
*/ */
inline static void writeVectorBytes(unsigned char* array, size_t& offset, const Vec4& vec) { inline static void writeVectorBytes(unsigned char* array, size_t& offset, const Vec4& vec) {
auto x = getDoubleBytes(vec.x()); auto x = getBytes((float) vec.x());
auto y = getDoubleBytes(vec.y()); auto y = getBytes((float) vec.y());
auto z = getDoubleBytes(vec.z()); auto z = getBytes((float) vec.z());
auto w = getDoubleBytes(vec.w()); auto w = getBytes((float) vec.w());
// write the bytes as a packed vector. // write the bytes as a packed vector.
for (auto b: x) for (auto b: x)
array[offset++] = b; array[offset++] = b;
@ -53,6 +54,19 @@ namespace Raytracing {
for (auto b: w) for (auto b: w)
array[offset++] = b; array[offset++] = b;
} }
/**
* Note: this is used for the GPU.
* @param array array to write into
* @param offset offset of where to start writing into. Will update this value as it moves through the vector
* @param integer the int to write
*/
template<typename T>
inline static void writeBytes(unsigned char* array, size_t& offset, const T t) {
auto x = getBytes(t);
for (auto b: x)
array[offset++] = b;
}
}; };
} }

View File

@ -19,6 +19,7 @@
#ifdef COMPILE_OPENCL #ifdef COMPILE_OPENCL
#include <opencl/cl.h> #include <opencl/cl.h>
#include "engine/raytracing.h"
namespace Raytracing { namespace Raytracing {
@ -27,12 +28,16 @@ namespace Raytracing {
CLProgram* program; CLProgram* program;
Image& image; Image& image;
size_t localWorks[2]{8, 8}; size_t localWorks[2]{8, 8};
size_t maxTriangleSize = 0;
size_t objectCount = 0;
public: public:
OpenClRaytracer(const std::string& programLocation, Image& image, World& world); OpenClRaytracer(const std::string& programLocation, Image& image, Camera& camera, World& world);
~OpenClRaytracer(); ~OpenClRaytracer();
void storeObjects(const std::vector<Object*>& objects, size_t totalWorldBytes); void storeObjects(unsigned char* buffer, size_t totalWorldBytes);
unsigned char* createObjectBuffer(const std::vector<Object*>& objects, size_t totalWorldBytes);
void run(); void run();
}; };

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@ -0,0 +1,261 @@
// these values get dynamically defined by the preprocessor
#define maxTriangleCount 336
#define objectCount 6
#define imageWidth 800
#define imageHeight 600
#define imageOrigin (float4)(0,0,0,0)
#define horizontalAxis (float4)(0,0,0,0)
#define verticalAxis (float4)(0,0,0,0)
#define cameraPosition (float4)(0,0,0,0)
#define MAX_DEPTH 500
#define MAX_PER_PIXEL 500
struct Triangle {
float4 vertex1, vertex2, vertex3;
float4 normal1, normal2, normal3;
float4 uv1, uv2, uv3;
};
struct TriangleArray {
unsigned long size;
struct Triangle triangles[maxTriangleCount];
};
struct Object {
float4 min;
float4 max;
float4 position;
struct TriangleArray triangleArray;
};
struct Ray {
// the starting point for our ray
float4 start;
// and the direction it is currently traveling
float4 direction;
float4 inverseDirection;
};
float4 along(struct Ray ray, float length) {
return ray.start + length * ray.direction;
}
float magnitude(float4 vec){
return sqrt(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z + vec.w * vec.w);
}
struct HitData {
// all the other values only matter if this is true
bool hit;
// the hit point on the object
float4 hitPoint;
// the normal of that hit point
float4 normal;
// the length of the vector from its origin in its direction.
float length;
// Texture UV Coords.
float u, v;
};
struct ScatterResults {
// returns true to recast the ray with the provided ray
bool scattered;
// the new ray to be cast if scattered
struct Ray newRay;
// the color of the material
float4 attenuationColor;
};
// as close to a 1 to 1 copy from the cpu ray tracer
struct HitData checkForTriangleIntersection(struct Triangle theTriangle, float4 position, struct Ray ray, float min, float max) {
const float EPSILON = 0.0000001;
float4 edge1, edge2, s, h, q;
float a, f, u, v;
edge1 = (theTriangle.vertex2 + position) - (theTriangle.vertex1 + position);
edge2 = (theTriangle.vertex3 + position) - (theTriangle.vertex1 + position);
h = cross(ray.direction, edge2);
a = dot(edge1, h);
if (a > -EPSILON && a < EPSILON) {
struct HitData data;
data.hit = false;
return data;
}
f = 1.0 / a;
s = ray.start - (theTriangle.vertex1 + position);
u = f * dot(s, h);
if (u < 0.0 || u > 1.0) {
struct HitData data;
data.hit = false;
return data;
}
q = cross(s, edge1);
v = f * dot(ray.direction, q);
if (v < 0.0 || u + v > 1.0) {
struct HitData data;
data.hit = false;
return data;
}
// At this stage we can compute t to find out where the intersection point is on the line.
float t = f * dot(edge2, q);
// keep t in reasonable bounds, ensuring we respect depth
if (t > EPSILON && t >= min && t <= max) {
// ray intersects
float4 rayIntersectionPoint = along(ray, t);
float4 normal;
// calculate triangle berry centric coords
// first we need the vector that runs between the vertex and the intersection point for all three vertices
// we must subtract the position of the triangle from the intersection point because this calc must happen in triangle space not world space.
// you won't believe the time it took me to figure this out, since the U coord was correct but the V coord was always 1.
float4 vertex1ToIntersect = theTriangle.vertex1 - (rayIntersectionPoint - position);
float4 vertex2ToIntersect = theTriangle.vertex2 - (rayIntersectionPoint - position);
float4 vertex3ToIntersect = theTriangle.vertex3 - (rayIntersectionPoint - position);
// the magnitude of the cross product of two vectors is double the area formed by the triangle of their intersection.
float4 fullAreaVec = cross(theTriangle.vertex1 - theTriangle.vertex2, theTriangle.vertex1 - theTriangle.vertex3);
float4 areaVert1Vec = cross(vertex2ToIntersect, vertex3ToIntersect);
float4 areaVert2Vec = cross(vertex3ToIntersect, vertex1ToIntersect);
float4 areaVert3Vec = cross(vertex1ToIntersect, vertex2ToIntersect);
float fullArea = 1.0 / magnitude(fullAreaVec);
// scale the area of sub triangles to be proportion to the area of the triangle
float areaVert1 = magnitude(areaVert1Vec) * fullArea;
float areaVert2 = magnitude(areaVert2Vec) * fullArea;
float areaVert3 = magnitude(areaVert3Vec) * fullArea;
// since we are calculating UV coords, the hard interpolation part is already done.
// so use said calculation to determine the overall normal based on the 3 individual vertexes
normal = theTriangle.normal1 * areaVert1 + theTriangle.normal2 * areaVert2 + theTriangle.normal3 * areaVert3;
// that area is how much each UV factors into the final UV coord
// since the z and w component isn't used it's best to do this individually. (Where's that TODO on lower order vectors!!!)
float t_u = theTriangle.uv1.x * areaVert1 + theTriangle.uv2.x * areaVert2 + theTriangle.uv3.x * areaVert3;
float t_v = theTriangle.uv1.y * areaVert1 + theTriangle.uv2.y * areaVert2 + theTriangle.uv3.y * areaVert3;
struct HitData data;
data.hit = true;
data.hitPoint = rayIntersectionPoint;
data.normal = normal;
data.length = t;
data.u = t_u;
data.v = t_v;
/*return data;*/
}
struct HitData data;
data.hit = false;
return data;
}
// // // reads one unsigned long of data from the objects buffer.
// unsigned long getUnsignedLong(__global unsigned char* buffer, unsigned long* currentByte){
// long val = *((global unsigned long*)(buffer));
// *currentByte += sizeof(unsigned long);
// return val;
// }
// // // reads one unsigned long of data from the objects buffer.
float4 getVector(__global unsigned char* buffer, unsigned long* currentByte){
float4 val = *((global float4*)(buffer));
*currentByte += sizeof(float4);
return val;
}
struct Ray projectRay(float x, float y){
float transformedX = (x / (imageWidth - 1));
float transformedY = (y / (imageHeight - 1));
struct Ray ray;
ray.start = cameraPosition;
ray.direction = imageOrigin + transformedX * horizontalAxis + transformedY * verticalAxis - cameraPosition;
ray.inverseDirection = 1.0f / ray.direction;
return ray;
}
struct HitData checkForWorldIntersection(__global struct Object* objects, struct Ray ray, float min, float max){
struct HitData hResult;
hResult.length = max;
// brute-force check on all the objects in the world.
for (int i = 0; i < objectCount; i++){
struct TriangleArray triangleArray = objects[i].triangleArray;
for (int j = 0; j < triangleArray.size; j++){
struct HitData cResult = checkForTriangleIntersection(triangleArray.triangles[j], objects[i].position, ray, min, hResult.length);
if (cResult.hit)
hResult = cResult;
}
}
return hResult;
}
struct ScatterResults scatter(__global unsigned char* randoms, struct Ray ray, struct HitData data){
const float EPSILON = 0.0000001;
int x = get_global_id(0);
unsigned long cb = x * sizeof(float4);
float4 newRay = data.normal + getVector(randoms, &cb);
// rays that are close to zero are liable to floating point precision errors
if (newRay.x < EPSILON && newRay.y < EPSILON && newRay.z < EPSILON && newRay.w < EPSILON)
newRay = data.normal;
struct ScatterResults results;
results.scattered = true;
struct Ray nRay;
nRay.start = data.hitPoint;
nRay.direction = newRay;
nRay.inverseDirection = 1/nRay.direction;
results.newRay = nRay;
results.attenuationColor = (float4)(1.0f, 0.0f, 0.0f, 1.0f);
return results;
}
float4 raycastI(__global unsigned char* randoms, __global struct Object* objects, struct Ray ray){
struct Ray localRay = ray;
float4 color = (float4)(1.0f, 1.0f, 1.0f, 1.0f);
for (int i = 0; i < MAX_DEPTH; i++){
struct HitData hit = checkForWorldIntersection(objects, ray, 0.001f, 100000.0f);
if (hit.hit){
color = (float4)(0.5f, 1.0f, 0.0f, 1.0f);
}
/*if (hit.hit){
struct ScatterResults results = scatter(randoms, localRay, hit);
if (results.scattered){
color = color * results.attenuationColor;
localRay = results.newRay;
} else {
color = (float4)(0.0,0.0,0.0,0.0);
break;
}
} else {
// since we didn't hit, we hit the sky.
color = color * (float4)(0.5, 0.7, 1.0, 1.0);
// if we don't hit we cannot keep looping.
break;
}*/
}
return color;
}
__kernel void raycast(__write_only image2d_t outputImage, __global struct Object* objects, __global unsigned char* randoms) {
unsigned long currentByte = 0;
int x = get_global_id(0);
unsigned long cb = x * sizeof(float4);
float4 randomVector = (float4)(1.0f, 1.0f, 1.0f, 1.0f);
int y = get_global_id(1);
float4 color = (float4)(0.0);
for (int i = 0; i < MAX_PER_PIXEL; i++){
color = color + raycastI(randoms, objects, projectRay(x + randomVector.x, y + randomVector.z));
}
float scaleFactor = 1.0 / MAX_PER_PIXEL;
write_imagef(outputImage, (int2)(x, y), (float4)(sqrt(color.x * scaleFactor), sqrt(color.y * scaleFactor), sqrt(color.z * scaleFactor), 1.0));
}

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@ -0,0 +1,246 @@
// these values get dynamically defined by the preprocessor
#define maxTriangleCount 336
#define objectCount 6
#define imageWidth 800
#define imageHeight 600
#define imageOrigin (float4)(0,0,0,0)
#define horizontalAxis (float4)(0,0,0,0)
#define verticalAxis (float4)(0,0,0,0)
#define cameraPosition (float4)(0,0,0,0)
#define MAX_DEPTH 500
#define MAX_PER_PIXEL 500
struct Triangle {
float4 vertex1, vertex2, vertex3;
float4 normal1, normal2, normal3;
float4 uv1, uv2, uv3;
};
struct TriangleArray {
unsigned long size;
struct Triangle triangles[maxTriangleCount];
};
struct Object {
float4 min;
float4 max;
float4 position;
struct TriangleArray triangleArray;
};
struct Ray {
// the starting point for our ray
float4 start;
// and the direction it is currently traveling
float4 direction;
float4 inverseDirection;
};
float4 along(struct Ray ray, float length) {
return ray.start + length * ray.direction;
}
float magnitude(float4 vec){
return sqrt(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z + vec.w * vec.w);
}
struct HitData {
// the hit point on the object
float4 hitPoint;
// the normal of that hit point
float4 normal;
// the length of the vector from its origin in its direction.
float length;
// Texture UV Coords.
float u, v;
};
struct ScatterResults {
// the new ray to be cast if scattered
struct Ray newRay;
// the color of the material
float4 attenuationColor;
};
// as close to a 1 to 1 copy from the cpu ray tracer
bool checkForTriangleIntersection(struct HitData* data, struct Triangle theTriangle, float4 position, struct Ray ray, float min, float max) {
const float EPSILON = 0.0000001f;
float4 edge1, edge2, s, h, q;
float a, f, u, v;
edge1 = (theTriangle.vertex2 + position) - (theTriangle.vertex1 + position);
edge2 = (theTriangle.vertex3 + position) - (theTriangle.vertex1 + position);
h = cross(ray.direction, edge2);
a = dot(edge1, h);
if (a > -EPSILON && a < EPSILON) {
return false;
}
f = 1.0f / a;
s = ray.start - (theTriangle.vertex1 + position);
u = f * dot(s, h);
if (u < 0.0f || u > 1.0f) {
return false;
}
q = cross(s, edge1);
v = f * dot(ray.direction, q);
if (v < 0.0f || u + v > 1.0f) {
return false;
}
// At this stage we can compute t to find out where the intersection point is on the line.
float t = f * dot(edge2, q);
// keep t in reasonable bounds, ensuring we respect depth
if (t > EPSILON && t >= min && t <= max) {
// ray intersects
float4 rayIntersectionPoint = along(ray, t);
float4 normal = theTriangle.normal1;
// calculate triangle berry centric coords
// first we need the vector that runs between the vertex and the intersection point for all three vertices
// we must subtract the position of the triangle from the intersection point because this calc must happen in triangle space not world space.
// you won't believe the time it took me to figure this out, since the U coord was correct but the V coord was always 1.
float4 vertex1ToIntersect = theTriangle.vertex1 - (rayIntersectionPoint - position);
float4 vertex2ToIntersect = theTriangle.vertex2 - (rayIntersectionPoint - position);
float4 vertex3ToIntersect = theTriangle.vertex3 - (rayIntersectionPoint - position);
// the magnitude of the cross product of two vectors is double the area formed by the triangle of their intersection.
float4 fullAreaVec = cross(theTriangle.vertex1 - theTriangle.vertex2, theTriangle.vertex1 - theTriangle.vertex3);
float4 areaVert1Vec = cross(vertex2ToIntersect, vertex3ToIntersect);
float4 areaVert2Vec = cross(vertex3ToIntersect, vertex1ToIntersect);
float4 areaVert3Vec = cross(vertex1ToIntersect, vertex2ToIntersect);
float fullArea = 1.0 / magnitude(fullAreaVec);
// scale the area of sub triangles to be proportion to the area of the triangle
float areaVert1 = magnitude(areaVert1Vec) * fullArea;
float areaVert2 = magnitude(areaVert2Vec) * fullArea;
float areaVert3 = magnitude(areaVert3Vec) * fullArea;
// since we are calculating UV coords, the hard interpolation part is already done.
// so use said calculation to determine the overall normal based on the 3 individual vertexes
normal = theTriangle.normal1 * areaVert1 + theTriangle.normal2 * areaVert2 + theTriangle.normal3 * areaVert3;
// that area is how much each UV factors into the final UV coord
// since the z and w component isn't used it's best to do this individually. (Where's that TODO on lower order vectors!!!)
float t_u = theTriangle.uv1.x * areaVert1 + theTriangle.uv2.x * areaVert2 + theTriangle.uv3.x * areaVert3;
float t_v = theTriangle.uv1.y * areaVert1 + theTriangle.uv2.y * areaVert2 + theTriangle.uv3.y * areaVert3;
data->hitPoint = rayIntersectionPoint;
data->normal = normal;
data->length = t;
data->u = t_u;
data->v = t_v;
return true;
}
return false;
}
// // // reads one unsigned long of data from the objects buffer.
// unsigned long getUnsignedLong(__global unsigned char* buffer, unsigned long* currentByte){
// long val = *((global unsigned long*)(buffer));
// *currentByte += sizeof(unsigned long);
// return val;
// }
// // // reads one unsigned long of data from the objects buffer.
float4 getVector(__global unsigned char* buffer, unsigned long* currentByte){
float4 val = *((global float4*)(buffer));
*currentByte += sizeof(float4);
return val;
}
struct Ray projectRay(float x, float y){
float transformedX = (x / (imageWidth - 1));
float transformedY = (y / (imageHeight - 1));
struct Ray ray;
ray.start = cameraPosition;
ray.direction = imageOrigin + transformedX * horizontalAxis + transformedY * verticalAxis - cameraPosition;
ray.inverseDirection = 1.0f / ray.direction;
return ray;
}
bool checkForWorldIntersection(struct HitData* data, __global struct Object* objects, struct Ray ray, float min, float max){
data->length = max;
bool hit = false;
// brute-force check on all the objects in the world.
for (int i = 0; i < objectCount; i++){
struct TriangleArray triangleArray = objects[i].triangleArray;
for (int j = 0; j < triangleArray.size; j++){
if (checkForTriangleIntersection(data, triangleArray.triangles[j], objects[i].position, ray, min, data->length)){
hit = true;
}
}
}
return hit;
}
bool scatter(struct ScatterResults* results, __global unsigned char* randoms, struct Ray ray, struct HitData data){
const float EPSILON = 0.0000001f;
int x = get_global_id(0);
unsigned long cb = x * sizeof(float4);
float4 newRay = data.normal + getVector(randoms, &cb);
// rays that are close to zero are liable to floating point precision errors
if (newRay.x < EPSILON && newRay.y < EPSILON && newRay.z < EPSILON && newRay.w < EPSILON)
newRay = data.normal;
struct Ray nRay;
nRay.start = data.hitPoint;
nRay.direction = newRay;
nRay.inverseDirection = 1/nRay.direction;
results->newRay = nRay;
results->attenuationColor = (float4)(1.0f, 0.0f, 0.0f, 1.0f);
return true;
}
float4 raycastI(__global unsigned char* randoms, __global struct Object* objects, struct Ray ray){
struct Ray localRay = ray;
float4 color = (float4)(1.0f, 1.0f, 1.0f, 1.0f);
for (int i = 0; i < MAX_DEPTH; i++){
struct HitData hit;
if (checkForWorldIntersection(&hit, objects, ray, 0.001f, 100000.0f)){
color = (float4)(1.0f, 0.0f, 0.0f, 1.0f);
}
/*if (hit.hit){
struct ScatterResults results = scatter(randoms, localRay, hit);
if (results.scattered){
color = color * results.attenuationColor;
localRay = results.newRay;
} else {
color = (float4)(0.0,0.0,0.0,0.0);
break;
}
} else {
// since we didn't hit, we hit the sky.
color = color * (float4)(0.5, 0.7, 1.0, 1.0);
// if we don't hit we cannot keep looping.
break;
}*/
}
return color;
}
__kernel void raycast(__write_only image2d_t outputImage, __global struct Object* objects, __global unsigned char* randoms) {
unsigned long currentByte = 0;
int x = get_global_id(0);
unsigned long cb = x * sizeof(float4);
float4 randomVector = getVector(randoms, &cb);
int y = get_global_id(1);
float4 color = (float4)(0.0);
//for (int i = 0; i < MAX_PER_PIXEL; i++){
color = color + raycastI(randoms, objects, projectRay(x + randomVector.x, y + randomVector.z));
//}
float scaleFactor = 1.0 / MAX_PER_PIXEL;
write_imagef(outputImage, (int2)(x, y), (float4)(sqrt(color.x * scaleFactor), sqrt(color.y * scaleFactor), sqrt(color.z * scaleFactor), 1.0f));
//write_imagef(outputImage, (int2)(x, y), (float4)(color.x, color.y, color.z, 100000.0f));
}

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@ -0,0 +1,139 @@
// these values get dynamically defined by the preprocessor
#define maxTriangleCount 336
#define objectCount 6
#define imageWidth 800
#define imageHeight 600
#define imageOrigin (float4)(0,0,0,0)
#define horizontalAxis (float4)(0,0,0,0)
#define verticalAxis (float4)(0,0,0,0)
#define cameraPosition (float4)(0,0,0,0)
#define MAX_DEPTH 500
#define MAX_PER_PIXEL 500
#define PI 3.1415926535897
struct Ray {
// the starting point for our ray
float4 start;
// and the direction it is currently traveling
float4 direction;
float4 inverseDirection;
};
struct HitData {
// the hit point on the object
float4 hitPoint;
// the normal of that hit point
float4 normal;
// the length of the vector from its origin in its direction.
float length;
// Texture UV Coords.
float u, v;
};
struct ScatterResults {
// returns true to recast the ray with the provided ray
bool scattered;
// the new ray to be cast if scattered
struct Ray newRay;
// the color of the material
float4 attenuationColor;
};
float4 along(struct Ray ray, float length) {
return ray.start + length * ray.direction;
}
float lengthSquared(float4 vec){
return vec.x * vec.x + vec.y * vec.y + vec.z * vec.z + vec.w * vec.w;
}
float magnitude(float4 vec){
return sqrt(lengthSquared(vec));
}
// // // reads one unsigned long of data from the objects buffer.
float4 getVector(__global unsigned char* buffer, unsigned long* currentByte){
float4 val = *((global float4*)(buffer));
*currentByte += sizeof(float4);
return val;
}
struct Ray projectRay(float x, float y){
float transformedX = (x / (imageWidth - 1));
float transformedY = (y / (imageHeight - 1));
struct Ray ray;
ray.start = cameraPosition;
ray.direction = imageOrigin + transformedX * horizontalAxis + transformedY * verticalAxis - cameraPosition;
ray.inverseDirection = 1.0f / ray.direction;
return ray;
}
bool checkIfHit(struct HitData* data, struct Ray ray, float4 position, float radius, float min, float max){
float radiusSquared = radius * radius;
float4 rayWRTSphere = ray.start - position;
// now determine the discriminant for the quadratic formula for the function of line sphere intercept
float a = lengthSquared(ray.direction);
float b = dot(rayWRTSphere, ray.direction);
float c = lengthSquared(rayWRTSphere) - radiusSquared;
// > 0: the hit has two roots, meaning we hit both sides of the sphere
// = 0: the ray has one root, we hit the edge of the sphere
// < 0: ray isn't inside the sphere.
float discriminant = b * b - (a * c);
// < 0: ray isn't inside the sphere. Don't need to bother calculating the roots.
if (discriminant < 0) {
return false;
}
// now we have to find the root which exists inside our range [min,max]
float root = (-b - sqrt(discriminant)) / a;
// if the first root isn't in our range
if (root < min || root > max) {
// check the second root
root = (-b + sqrt(discriminant)) / a;
if (root < min || root > max) {
// if the second isn't in the range then we also must return false.
return false;
}
}
// the hit point is where the ray is when extended to the root
float4 RayAtRoot = along(ray,root);
// The normal of a sphere is just the point of the hit minus the center position
float4 normal = (RayAtRoot - position) / radius;
// calculate the uv coords and normalize to [0, 1]
float u = (atan2(-normal.z, normal.x) + PI) / (2 * PI);
float v = acos(normal.y) / PI;
// have to invert the v since we have to invert the v again later due to triangles
data->hitPoint = RayAtRoot;
data->normal = normal;
data->length = root;
data->u = u;
data->v = 1.0 - v;
return true;
}
__kernel void raycast(__write_only image2d_t outputImage, __global unsigned char* objects, __global unsigned char* randoms) {
unsigned long currentByte = 0;
int x = get_global_id(0);
int y = get_global_id(1);
float4 color = (float4)(0.0);
struct HitData hitData1;
if (checkIfHit(&hitData1, projectRay(x, y), (float4)(0.0f, -10, 0.0f, 0.0f), 10, 0, 1000)){
color = (float4)(hitData1.normal.x, hitData1.normal.y, hitData1.normal.z, 1.0f);
}
struct HitData hitData2;
if (checkIfHit(&hitData2, projectRay(x, y), (float4)(0.0f, 0, 0.0f, 0.0f), 1, 0, 1000)){
color = (float4)(0.0f, 1.0f, 0.0f, 1.0f);
}
write_imagef(outputImage, (int2)(x, y), (float4)(sqrt(color.x), sqrt(color.y), sqrt(color.z), 1.0f));
}

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@ -157,8 +157,7 @@ int main(int argc, char** args) {
#endif #endif
Raytracing::Image image(1440, 720); Raytracing::Image image(std::stoi(parser.getOptionValue("-w")), std::stoi(parser.getOptionValue("-h")));
//Raytracing::Image image(std::stoi(parser.getOptionValue("-w")), std::stoi(parser.getOptionValue("-h")));
Raytracing::Camera camera(std::stoi(parser.getOptionValue("--fov")), image); Raytracing::Camera camera(std::stoi(parser.getOptionValue("--fov")), image);
//camera.setPosition({0, 0, 1}); //camera.setPosition({0, 0, 1});
@ -209,7 +208,7 @@ int main(int argc, char** args) {
Texture mainImage(&image); Texture mainImage(&image);
OpenClRaytracer openClRaytracer{parser.getOptionValue("--resources") + "opencl/raytracer.cl", image, world}; OpenClRaytracer openClRaytracer{parser.getOptionValue("--resources") + "opencl/raytracer.cl", image, camera, world};
openClRaytracer.run(); openClRaytracer.run();
Shader shader("../resources/shaders/basic.vs", "../resources/shaders/basic.fs"); Shader shader("../resources/shaders/basic.vs", "../resources/shaders/basic.fs");

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@ -25,7 +25,7 @@ namespace Raytracing {
Ray Camera::projectRay(PRECISION_TYPE x, PRECISION_TYPE y) { Ray Camera::projectRay(PRECISION_TYPE x, PRECISION_TYPE y) {
// transform the x and y to points from image coords to be inside the camera's viewport. // transform the x and y to points from image coords to be inside the camera's viewport.
double transformedX = (x / (image.getWidth() - 1)); double transformedX = (x / (image.getWidth() - 1));
auto transformedY = (y / (image.getHeight() - 1)); double transformedY = (y / (image.getHeight() - 1));
// then generate a ray which extends out from the camera position in the direction with respects to its position on the image // then generate a ray which extends out from the camera position in the direction with respects to its position on the image
return {position, imageOrigin + transformedX * horizontalAxis + transformedY * verticalAxis - position}; return {position, imageOrigin + transformedX * horizontalAxis + transformedY * verticalAxis - position};
} }
@ -44,6 +44,7 @@ namespace Raytracing {
void Camera::setRotation(const PRECISION_TYPE yaw, const PRECISION_TYPE pitch) { void Camera::setRotation(const PRECISION_TYPE yaw, const PRECISION_TYPE pitch) {
// TODO: // TODO:
} }
Mat4x4 Camera::view(PRECISION_TYPE yaw, PRECISION_TYPE pitch) { Mat4x4 Camera::view(PRECISION_TYPE yaw, PRECISION_TYPE pitch) {
Mat4x4 view; Mat4x4 view;
@ -166,7 +167,9 @@ namespace Raytracing {
setupQueue(partitionScreen(threads)); setupQueue(partitionScreen(threads));
ilog << "Running std::thread\n"; ilog << "Running std::thread\n";
for (int i = 0; i < threads; i++) { for (int i = 0; i < threads; i++) {
executors.push_back(std::make_unique<std::thread>([this, i, threads]() -> void { executors.push_back(
std::make_unique<std::thread>(
[this, i, threads]() -> void {
// run through all the quadrants // run through all the quadrants
std::stringstream str; std::stringstream str;
str << "Threading of #"; str << "Threading of #";
@ -192,7 +195,8 @@ namespace Raytracing {
} }
finishedThreads++; finishedThreads++;
profiler::end("Raytracer Results", str.str()); profiler::end("Raytracer Results", str.str());
})); }
));
} }
} }
@ -242,6 +246,7 @@ namespace Raytracing {
system_threads; system_threads;
#endif #endif
} }
void RayCaster::runMPI(std::queue<RaycasterImageBounds> bounds) { void RayCaster::runMPI(std::queue<RaycasterImageBounds> bounds) {
ilog << "Running MPI\n"; ilog << "Running MPI\n";
dlog << "We have " << bounds.size() << " bounds currently pending!\n"; dlog << "We have " << bounds.size() << " bounds currently pending!\n";
@ -283,12 +288,14 @@ namespace Raytracing {
// we need to subdivide the image for the threads, since this is really quick it's fine to due sequentially // we need to subdivide the image for the threads, since this is really quick it's fine to due sequentially
for (int dx = 0; dx < divs; dx++) { for (int dx = 0; dx < divs; dx++) {
for (int dy = 0; dy < divs; dy++) { for (int dy = 0; dy < divs; dy++) {
bounds.push_back({ bounds.push_back(
{
image.getWidth() / divs, image.getWidth() / divs,
image.getHeight() / divs, image.getHeight() / divs,
(image.getWidth() / divs) * dx, (image.getWidth() / divs) * dx,
(image.getHeight() / divs) * dy (image.getHeight() / divs) * dy
}); }
);
} }
} }
return bounds; return bounds;

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@ -53,7 +53,11 @@ namespace Raytracing {
} }
try { try {
// filter out the > | " at the end of the include statement. // filter out the > | " at the end of the include statement.
std::string file = statement1.empty() ? statement2[1].substr(0, statement2[1].size()-1) : statement1[1].substr(0, statement1[1].size()-1); std::string file = statement1.empty() ? statement2[1].substr(0, statement2[1].size() - 1) : statement1[1].substr(
0,
statement1[1].size() -
1
);
tlog << "Recusing into " << (pathOnly + "/" + file) << "\n"; tlog << "Recusing into " << (pathOnly + "/" + file) << "\n";
@ -93,15 +97,17 @@ namespace Raytracing {
stringStream << "#define "; stringStream << "#define ";
stringStream << defineParts[1] << " "; stringStream << defineParts[1] << " ";
stringStream << defines[defineParts[1]]; stringStream << defines[defineParts[1]];
stringStream << "\n";
continue;
}
} }
} else {
stringStream << line; stringStream << line;
stringStream << "\n"; stringStream << "\n";
} }
}
return stringStream.str(); return stringStream.str();
} }
void ShaderLoader::define(const std::string& key, const std::string& replacement) { void ShaderLoader::define(const std::string& key, const std::string& replacement) {
defines.insert({key, replacement}); defines.insert({key, replacement});
} }

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@ -200,7 +200,6 @@ namespace Raytracing {
static HitData checkIfTriangleGotHit(const Triangle& theTriangle, const Vec4& position, const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) { static HitData checkIfTriangleGotHit(const Triangle& theTriangle, const Vec4& position, const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) {
// MöllerTrumbore intersection algorithm // MöllerTrumbore intersection algorithm
// https://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/moller-trumbore-ray-triangle-intersection // https://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/moller-trumbore-ray-triangle-intersection
// https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
Vec4 edge1, edge2, h, s, q; Vec4 edge1, edge2, h, s, q;
PRECISION_TYPE a, f, u, v; PRECISION_TYPE a, f, u, v;
edge1 = (theTriangle.vertex2 + position) - (theTriangle.vertex1 + position); edge1 = (theTriangle.vertex2 + position) - (theTriangle.vertex1 + position);

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@ -3,45 +3,109 @@
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved. * Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
*/ */
#include <opencl/open_ray_tracing.h> #include <opencl/open_ray_tracing.h>
#include "engine/util/loaders.h"
namespace Raytracing { namespace Raytracing {
// we aren't sending the triangle AABB only the vertex information // we aren't sending the triangle AABB only the vertex information
constexpr size_t triangleNumOfBytes = sizeof(Triangle) - sizeof(AABB); constexpr size_t triangleNumOfBytes = (sizeof(Triangle) - sizeof(AABB)) / 2;
constexpr size_t aabbNumOfBytes = sizeof(AABB); constexpr size_t aabbNumOfBytes = sizeof(float) * 4 * 2;
constexpr size_t vecBytes = sizeof(float) * 4;
OpenClRaytracer::OpenClRaytracer(const std::string& programLocation, Image& image, World& world): image(image) { OpenClRaytracer::OpenClRaytracer(const std::string& programLocation, Image& image, Camera& camera, World& world):
image(image) {
auto objectsInWorld = world.getObjectsInWorld(); auto objectsInWorld = world.getObjectsInWorld();
objectCount = 0;
// pre-calculate the space needed for objects, since every object must statically store these number of triangles, even if not used.
for (auto* object: objectsInWorld) {
auto model = dynamic_cast<ModelObject*>(object);
if (model == nullptr)
continue;
// only include objects which we can actually store.
objectCount++;
auto triangles = model->getTriangles();
if (triangles.size() > maxTriangleSize)
maxTriangleSize = triangles.size();
}
// 3 vectors per object, 1 size type per object, maxTriangleSize triangles.
size_t totalWorldBytes =
(vecBytes * 3) * objectCount + sizeof(unsigned long) * objectCount + triangleNumOfBytes * maxTriangleSize * objectCount;
auto objectBuffer = createObjectBuffer(objectsInWorld, totalWorldBytes);
ShaderLoader::define("maxTriangleCount", std::to_string(maxTriangleSize));
ShaderLoader::define("objectCount", std::to_string(objectCount));
ShaderLoader::define("imageWidth", std::to_string(image.getWidth()));
ShaderLoader::define("imageHeight", std::to_string(image.getHeight()));
// load up information about the camera. Since these don't generally chance at runtime we can load them up at compile time
// however this means that changes made in debug mode do not transfer.
auto origin = camera.getImageOrigin();
ShaderLoader::define(
"imageOrigin",
"(float4)(" + std::to_string(origin.x()) + ", " + std::to_string(origin.y()) + ", " + std::to_string(origin.z()) + ", " +
std::to_string(origin.w()) + ")"
);
auto horiz = camera.getHorizontalAxis();
ShaderLoader::define(
"horizontalAxis",
"(float4)(" + std::to_string(horiz.x()) + ", " + std::to_string(horiz.y()) + ", " + std::to_string(horiz.z()) + ", " +
std::to_string(horiz.w()) + ")"
);
auto vert = camera.getHorizontalAxis();
ShaderLoader::define(
"verticalAxis",
"(float4)(" + std::to_string(vert.x()) + ", " + std::to_string(vert.y()) + ", " + std::to_string(vert.z()) + ", " +
std::to_string(vert.w()) + ")"
);
auto pos = camera.getPosition();
ShaderLoader::define(
"cameraPosition",
"(float4)(" + std::to_string(pos.x()) + ", " + std::to_string(pos.y()) + ", " + std::to_string(pos.z()) + ", " +
std::to_string(pos.w()) + ")"
);
program = new CLProgram(programLocation); program = new CLProgram(programLocation);
OpenCL::createCLProgram(*program); OpenCL::createCLProgram(*program);
program->createKernel("raycast"); program->createKernel("raycast");
program->createImage("outputImage", image.getWidth(), image.getHeight()); program->createImage("outputImage", image.getWidth(), image.getHeight());
size_t totalWorldBytes = 0;
for (auto* object: objectsInWorld) {
auto model = dynamic_cast<ModelObject*>(object);
if (model == nullptr)
continue;
auto triangles = model->getTriangles();
// non-model objects are not supported by the OpenCL renderer.
totalWorldBytes += triangles.size() * (triangleNumOfBytes);
// only add AABB bytes from model objects.
totalWorldBytes += aabbNumOfBytes;
}
program->createBuffer("objects", CL_MEM_READ_WRITE, totalWorldBytes); program->createBuffer("objects", CL_MEM_READ_WRITE, totalWorldBytes);
storeObjects(objectsInWorld, totalWorldBytes); program->createBuffer("randoms", CL_MEM_READ_ONLY, image.getWidth() * vecBytes);
// the raytracing algorithm needs a good supply of random numbers. This creates it for us on the CPU as to prevent needing to generate on GPU.
auto randomsBufferBytes = new unsigned char[image.getWidth() * vecBytes];
size_t currentPos = 0;
for (int i = 0; i < image.getWidth(); i++) {
MemoryConvert::writeVectorBytes(randomsBufferBytes, currentPos, Raytracing::RayCaster::randomUnitVector().normalize());
}
program->writeBuffer("randoms", image.getWidth() * vecBytes, randomsBufferBytes);
storeObjects(objectBuffer, totalWorldBytes);
program->setKernelArgument("raycast", "outputImage", 0); program->setKernelArgument("raycast", "outputImage", 0);
program->setKernelArgument("raycast", "objects", 0); program->setKernelArgument("raycast", "objects", 1);
program->setKernelArgument("raycast", "randoms", 2);
} }
OpenClRaytracer::~OpenClRaytracer() { OpenClRaytracer::~OpenClRaytracer() {
delete (program); delete (program);
} }
void OpenClRaytracer::storeObjects(const std::vector<Object*>& objects, size_t totalWorldBytes) { void OpenClRaytracer::storeObjects(unsigned char* buffer, size_t totalWorldBytes) {
// send the buffer to the GPU
program->writeBuffer("objects", totalWorldBytes, buffer);
delete[] buffer;
}
void OpenClRaytracer::run() {
size_t works[2]{(size_t) image.getWidth(), (size_t) image.getHeight()};
program->runKernel("raycast", works, localWorks, 2);
program->readImage("outputImage", image);
}
unsigned char* OpenClRaytracer::createObjectBuffer(const std::vector<Object*>& objects, size_t totalWorldBytes) {
// disable clang warning about making this function static.
maxTriangleSize;
size_t currentIndex = 0; size_t currentIndex = 0;
auto buffer = new unsigned char[totalWorldBytes]; auto buffer = new unsigned char[totalWorldBytes];
for (auto* object: objects) { for (auto* object: objects) {
@ -50,7 +114,11 @@ namespace Raytracing {
if (model == nullptr) if (model == nullptr)
continue; continue;
auto triangles = model->getTriangles(); auto triangles = model->getTriangles();
// write all the triangles from the model into the buffer MemoryConvert::writeVectorBytes(buffer, currentIndex, model->getAABB().getMin());
MemoryConvert::writeVectorBytes(buffer, currentIndex, model->getAABB().getMax());
MemoryConvert::writeVectorBytes(buffer, currentIndex, model->getPosition());
// this allows us to tell OpenCL how much of the pre-allocated triangle array we are actually using. Basically a C99 vector without any functions.
MemoryConvert::writeBytes(buffer, currentIndex, (unsigned long) triangles.size());
for (auto& triangle: triangles) { for (auto& triangle: triangles) {
// write vertex // write vertex
MemoryConvert::writeVectorBytes(buffer, currentIndex, triangle->vertex1); MemoryConvert::writeVectorBytes(buffer, currentIndex, triangle->vertex1);
@ -65,18 +133,38 @@ namespace Raytracing {
MemoryConvert::writeVectorBytes(buffer, currentIndex, triangle->uv2); MemoryConvert::writeVectorBytes(buffer, currentIndex, triangle->uv2);
MemoryConvert::writeVectorBytes(buffer, currentIndex, triangle->uv3); MemoryConvert::writeVectorBytes(buffer, currentIndex, triangle->uv3);
} }
// finally we want to pack the object's AABB in. Just in case I have time to do a GPU BVH
MemoryConvert::writeVectorBytes(buffer, currentIndex, model->getAABB().getMin());
MemoryConvert::writeVectorBytes(buffer, currentIndex, model->getAABB().getMax());
} }
// send the buffer to the GPU // for (auto* object: objects) {
program->writeBuffer("objects", totalWorldBytes, buffer); // auto model = dynamic_cast<ModelObject*>(object);
delete[] buffer; // // we cannot write non-triangle based objects, as a result we will just pretend they don't exist.
} // if (model == nullptr)
// continue;
void OpenClRaytracer::run() { // auto triangles = model->getTriangles();
size_t works[2]{(size_t) image.getWidth(), (size_t) image.getHeight()}; // // write the size of the triangles... ie how many triangles we need to read to completely read the model.
program->runKernel("raycast", works, localWorks, 2); // // we have to send this information because OpenCL needs to know the size ahead of time.
program->readImage("outputImage", image); // MemoryConvert::writeBytes(buffer, currentIndex, (unsigned long) triangles.size());
// maxTriangleSize = std::max(triangles.size(), maxTriangleSize);
// // write all the triangles from the model into the buffer
// for (auto& triangle: triangles) {
// // write vertex
// MemoryConvert::writeVectorBytes(buffer, currentIndex, triangle->vertex1);
// MemoryConvert::writeVectorBytes(buffer, currentIndex, triangle->vertex2);
// MemoryConvert::writeVectorBytes(buffer, currentIndex, triangle->vertex3);
// // next in the struct is normals
// MemoryConvert::writeVectorBytes(buffer, currentIndex, triangle->normal1);
// MemoryConvert::writeVectorBytes(buffer, currentIndex, triangle->normal2);
// MemoryConvert::writeVectorBytes(buffer, currentIndex, triangle->normal3);
// // finally the UVs
// MemoryConvert::writeVectorBytes(buffer, currentIndex, triangle->uv1);
// MemoryConvert::writeVectorBytes(buffer, currentIndex, triangle->uv2);
// MemoryConvert::writeVectorBytes(buffer, currentIndex, triangle->uv3);
// }
// // finally we want to pack the object's AABB in. Just in case I have time to do a GPU BVH
// MemoryConvert::writeVectorBytes(buffer, currentIndex, model->getAABB().getMin());
// MemoryConvert::writeVectorBytes(buffer, currentIndex, model->getAABB().getMax());
// // and the position for rendering.
// MemoryConvert::writeVectorBytes(buffer, currentIndex, model->getPosition());
// }
return buffer;
} }
} }

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