72 lines
2.3 KiB
C++
72 lines
2.3 KiB
C++
/*
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* Created by Brett Terpstra 6920201 on 03/12/22.
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* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
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*
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* contains the opencl raytracing code. The file name is a pun (I hope that was implied otherwise I guess I'm lame)
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*/
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#ifndef STEP_3_OPEN_RAY_TRACING_H
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#define STEP_3_OPEN_RAY_TRACING_H
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#include <engine/util/std.h>
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#include <config.h>
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#include <engine/image/image.h>
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#include <engine/types.h>
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#include <engine/world.h>
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#include <engine/util/memory_util.h>
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#ifdef COMPILE_OPENCL
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#include <opencl/cl.h>
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#include "engine/raytracing.h"
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namespace Raytracing {
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/**
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* A semi-working implementation of an OpenCL raytracer. Two major issues pertain to its lack of completion:
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* 1. I ran out of time
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* 2. Doing the wrong thing in OpenCL seems to crash my computer with 0 warning and 0 error messages. Fun. Especially when restarting takes several minutes.
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*/
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class OpenClRaytracer {
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private:
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CLProgram* program;
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Image& image;
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Camera& camera;
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// 16x16 can be used here but 8x8 works great on my GPU.
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size_t localWorks[2]{8, 8};
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size_t maxTriangleSize = 0;
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size_t objectCount = 0;
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public:
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OpenClRaytracer(const std::string& programLocation, Image& image, Camera& camera, World& world);
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~OpenClRaytracer();
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/**
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* Stores the objects in the world inside the byte buffer provided.
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* @param buffer buffer to store objects into
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* @param totalWorldBytes total bytes between all the objects in the world.
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*/
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void storeObjects(unsigned char* buffer, size_t totalWorldBytes);
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/**
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* Updates the camera vectors on the GPU
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*/
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void updateCameraInformation();
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/**
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* stores the objects into a buffer which is loaded into the GPU.
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* @param objects objects in world
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* @param totalWorldBytes total bytes taken by the objects
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* @return the buffer containing the objects. Must be manually deleted.
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*/
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unsigned char* createObjectBuffer(const std::vector<Object*>& objects, size_t totalWorldBytes);
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void run();
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};
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}
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#endif
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#endif //STEP_3_OPEN_RAY_TRACING_H
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