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