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- #pragma OPENCL EXTENSION cl_khr_fp64 : enable
- typedef struct {
- double w;
- double x;
- double y;
- double z;
- } RI_vector_4;
-
- typedef struct {
- double x;
- double y;
- double z;
- } RI_vector_3;
- typedef struct {
- double x;
- double y;
- } RI_vector_2;
- typedef struct {
- RI_vector_3 position_0, position_1, position_2;
- RI_vector_3 normal_0, normal_1, normal_2;
- RI_vector_2 uv_0, uv_1, uv_2;
- short min_screen_x, max_screen_x, min_screen_y, max_screen_y;
- uchar should_render;
- ushort texture_width, texture_height;
- uint texture_index;
- } RI_renderable_face;
- typedef struct {
- RI_vector_3 position_0;
- RI_vector_3 position_1;
- RI_vector_3 position_2;
- RI_vector_3 normal_0;
- RI_vector_3 normal_1;
- RI_vector_3 normal_2;
- RI_vector_2 uv_0;
- RI_vector_2 uv_1;
- RI_vector_2 uv_2;
- uchar should_render;
- } RI_face;
- typedef struct {
- RI_vector_3 position;
- RI_vector_4 rotation;
- RI_vector_3 scale;;
- uchar active;
- uchar has_normals;
- uchar has_uvs;
- ushort material_index;
- uint face_index;
- uint face_count;
- } RI_actor;
- typedef struct {
- RI_vector_3 position;
- RI_vector_4 rotation;
- float FOV, min_clip, max_clip;
- } RI_camera;
- // value-wise multiplacation.
- // multiply the whole vector by 1 value
- void vector_2_times(RI_vector_2 *vector, double value){
- vector->x *= value;
- vector->y *= value;
- }
- void global_vector_2_times(__global RI_vector_2 *vector, double value){
- vector->x *= value;
- vector->y *= value;
- }
- // set all values of a vector 3
- void vector_3_memset(RI_vector_3 *vector, double value){
- vector->x = value;
- vector->y = value;
- vector->z = value;
- }
- // value-wise multiplacation.
- // multiply the whole vector by 1 value
- void vector_3_times(RI_vector_3 *vector, double value){
- vector->x *= value;
- vector->y *= value;
- vector->z *= value;
- }
- void global_vector_3_times(__global RI_vector_3 *vector, double value){
- vector->x *= value;
- vector->y *= value;
- vector->z *= value;
- }
- // hadamard multiplacation.
- // multiply each value of one vector with the matching one on the other vector
- void vector_3_hadamard(RI_vector_3 *multiplicand, RI_vector_3 multiplicator){
- multiplicand->x *= multiplicator.x;
- multiplicand->y *= multiplicator.y;
- multiplicand->z *= multiplicator.z;
- }
- void global_vector_3_hadamard(__global RI_vector_3 *multiplicand, RI_vector_3 multiplicator){
- multiplicand->x *= multiplicator.x;
- multiplicand->y *= multiplicator.y;
- multiplicand->z *= multiplicator.z;
- }
- // "hadamard" addition.
- // add each value of one vector with the matching one on the other vector
- void vector_2_element_wise_add(RI_vector_2 *addend_a, RI_vector_2 addend_b){
- addend_a->x += addend_b.x;
- addend_a->y += addend_b.y;
- }
- void global_vector_2_element_wise_add(__global RI_vector_2 *addend_a, RI_vector_2 addend_b){
- addend_a->x += addend_b.x;
- addend_a->y += addend_b.y;
- }
- // "hadamard" addition.
- // add each value of one vector with the matching one on the other vector
- void vector_3_element_wise_add(RI_vector_3 *addend_a, RI_vector_3 addend_b){
- addend_a->x += addend_b.x;
- addend_a->y += addend_b.y;
- addend_a->z += addend_b.z;
- }
- void global_vector_3_element_wise_add(__global RI_vector_3 *addend_a, RI_vector_3 addend_b){
- addend_a->x += addend_b.x;
- addend_a->y += addend_b.y;
- addend_a->z += addend_b.z;
- }
- // "hadamard" subtraction.
- // subtraction each value of one vector with the matching one on the other vector
- void vector_3_element_wise_subtract(RI_vector_3 *minuend, RI_vector_3 subtrahend){
- minuend->x -= subtrahend.x;
- minuend->y -= subtrahend.y;
- minuend->z -= subtrahend.z;
- }
- void global_vector_3_element_wise_subtract(__global RI_vector_3 *minuend, RI_vector_3 subtrahend){
- minuend->x -= subtrahend.x;
- minuend->y -= subtrahend.y;
- minuend->z -= subtrahend.z;
- }
- // conjugate a quaterion.
- // (flip the sign of the x, y, z values)
- void quaternion_conjugate(RI_vector_4* quaternion){
- quaternion->x *= -1.0;
- quaternion->y *= -1.0;
- quaternion->z *= -1.0;
- }
- void globla_quaternion_conjugate(__global RI_vector_4* quaternion){
- quaternion->x *= -1.0;
- quaternion->y *= -1.0;
- quaternion->z *= -1.0;
- }
- // quaternion multiplacation
- void quaternion_multiply(RI_vector_4* a, RI_vector_4 b){
- double w1 = a->w; double x1 = a->x; double y1 = a->y; double z1 = a->z;
- double w2 = b.w; double x2 = b.x; double y2 = b.y; double z2 = b.z;
- double w = w1*w2 - x1*x2 - y1*y2 - z1*z2;
- double x = w1*x2 + x1*w2 + y1*z2 - z1*y2;
- double y = w1*y2 - x1*z2 + y1*w2 + z1*x2;
- double z = w1*z2 + x1*y2 - y1*x2 + z1*w2;
- *a = (RI_vector_4){w, x, y, z};
- }
- void global_quaternion_multiply(__global RI_vector_4* a, RI_vector_4 b){
- double w1 = a->w; double x1 = a->x; double y1 = a->y; double z1 = a->z;
- double w2 = b.w; double x2 = b.x; double y2 = b.y; double z2 = b.z;
- double w = w1*w2 - x1*x2 - y1*y2 - z1*z2;
- double x = w1*x2 + x1*w2 + y1*z2 - z1*y2;
- double y = w1*y2 - x1*z2 + y1*w2 + z1*x2;
- double z = w1*z2 + x1*y2 - y1*x2 + z1*w2;
- *a = (RI_vector_4){w, x, y, z};
- }
- // linear interpolate between 2 vectors
- void vector_2_lerp(RI_vector_2 vector_a, RI_vector_2 vector_b, RI_vector_2 *result, double w1){
- double w0 = 1.0 - w1;
- vector_2_times(result, 0);
- vector_2_times(&vector_a, w0);
- vector_2_times(&vector_b, w1);
- vector_2_element_wise_add(result, vector_a);
- vector_2_element_wise_add(result, vector_b);
- }
- void global_vector_2_lerp(RI_vector_2 vector_a, RI_vector_2 vector_b, __global RI_vector_2 *result, double w1){
- double w0 = 1.0 - w1;
- global_vector_2_times(result, 0);
- vector_2_times(&vector_a, w0);
- vector_2_times(&vector_b, w1);
- global_vector_2_element_wise_add(result, vector_a);
- global_vector_2_element_wise_add(result, vector_b);
- }
- // linear interpolate between 2 vectors
- void vector_3_lerp(RI_vector_3 vector_a, RI_vector_3 vector_b, RI_vector_3 *result, double w1){
- double w0 = 1.0 - w1;
- vector_3_memset(result, 0);
- vector_3_times(&vector_a, w0);
- vector_3_times(&vector_b, w1);
- vector_3_element_wise_add(result, vector_a);
- vector_3_element_wise_add(result, vector_b);
- }
- void global_vector_3_lerp(RI_vector_3 vector_a, RI_vector_3 vector_b, __global RI_vector_3 *result, double w1){
- double w0 = 1.0 - w1;
- global_vector_3_times(result, 0);
- vector_3_times(&vector_a, w0);
- vector_3_times(&vector_b, w1);
- global_vector_3_element_wise_add(result, vector_a);
- global_vector_3_element_wise_add(result, vector_b);
- }
- void quaternion_rotate(RI_vector_3 *position, RI_vector_4 rotation){
- RI_vector_4 pos_quat = {0, position->x, position->y, position->z};
- RI_vector_4 rotation_conjugation = rotation;
- quaternion_conjugate(&rotation_conjugation);
- quaternion_multiply(&rotation, pos_quat);
- quaternion_multiply(&rotation, rotation_conjugation);
- *position = (RI_vector_3){rotation.x, rotation.y, rotation.z};
- }
- void global_quaternion_rotate(__global RI_vector_3 *position, RI_vector_4 rotation){
- RI_vector_4 pos_quat = {0, position->x, position->y, position->z};
- RI_vector_4 rotation_conjugation = rotation;
- quaternion_conjugate(&rotation_conjugation);
- quaternion_multiply(&rotation, pos_quat);
- quaternion_multiply(&rotation, rotation_conjugation);
- *position = (RI_vector_3){rotation.x, rotation.y, rotation.z};
- }
- __kernel void transformer(__global RI_face *faces, __global RI_renderable_face *renderable_faces, double actor_x, double actor_y, double actor_z, double actor_r_w, double actor_r_x, double actor_r_y, double actor_r_z, double actor_s_x, double actor_s_y, double actor_s_z, int has_normals, int has_uvs, int face_array_offset_index, int face_count, int width, int height, double horizontal_fov_factor, double vertical_fov_factor, float min_clip, float max_clip, double camera_x, double camera_y, double camera_z, double camera_r_w, double camera_r_x, double camera_r_y, double camera_r_z, int renderable_face_offset, int face_sqrt, ushort texture_width, ushort texture_height, uint texture_index){
- int face_index = get_global_id(1) * face_sqrt + get_global_id(0); if (face_index >= face_count) return;
- RI_vector_3 current_actor_position = (RI_vector_3){actor_x, actor_y, actor_z};
- RI_vector_4 current_actor_rotation = (RI_vector_4){actor_r_w, actor_r_x, actor_r_y, actor_r_z};
- RI_vector_3 current_actor_scale = (RI_vector_3){actor_s_x, actor_s_y, actor_s_z};
- RI_vector_3 camera_position = (RI_vector_3){camera_x, camera_y, camera_z};
- RI_vector_4 camera_rotation = (RI_vector_4){camera_r_w, camera_r_x, camera_r_y, camera_r_z};
- __global RI_face *cur_face = &faces[face_index + face_array_offset_index];
- __global RI_renderable_face *cur_r_face = &renderable_faces[face_index * 2 + renderable_face_offset];
- // set split face not to render
- renderable_faces[face_index * 2 + renderable_face_offset + 1].should_render = 0;
- cur_r_face->should_render = 1;
- // cur_r_face->material = current_actor.material;
- cur_r_face->position_0 = cur_face->position_0;
- cur_r_face->position_1 = cur_face->position_1;
- cur_r_face->position_2 = cur_face->position_2;
- cur_r_face->normal_0 = cur_face->normal_0;
- cur_r_face->normal_1 = cur_face->normal_1;
- cur_r_face->normal_2 = cur_face->normal_2;
- if (has_uvs){
- cur_r_face->uv_0 = cur_face->uv_0;
- cur_r_face->uv_1 = cur_face->uv_1;
- cur_r_face->uv_2 = cur_face->uv_2;
- }
- cur_r_face->texture_width = texture_width;
- cur_r_face->texture_height = texture_height;
- cur_r_face->texture_index = texture_index;
- // scale
- global_vector_3_hadamard(&cur_r_face->position_0, current_actor_scale);
- global_vector_3_hadamard(&cur_r_face->position_1, current_actor_scale);
- global_vector_3_hadamard(&cur_r_face->position_2, current_actor_scale);
- // actor rotation
- global_quaternion_rotate(&cur_r_face->position_0, current_actor_rotation);
- global_quaternion_rotate(&cur_r_face->position_1, current_actor_rotation);
- global_quaternion_rotate(&cur_r_face->position_2, current_actor_rotation);
- global_quaternion_rotate(&cur_r_face->normal_0, current_actor_rotation);
- global_quaternion_rotate(&cur_r_face->normal_1, current_actor_rotation);
- global_quaternion_rotate(&cur_r_face->normal_2, current_actor_rotation);
-
- // object position
- global_vector_3_element_wise_add(&cur_r_face->position_0, current_actor_position);
- global_vector_3_element_wise_add(&cur_r_face->position_1, current_actor_position);
- global_vector_3_element_wise_add(&cur_r_face->position_2, current_actor_position);
- // camera position & rotation
- global_vector_3_element_wise_subtract(&cur_r_face->position_0, camera_position);
- global_vector_3_element_wise_subtract(&cur_r_face->position_1, camera_position);
- global_vector_3_element_wise_subtract(&cur_r_face->position_2, camera_position);
- global_quaternion_rotate(&cur_r_face->position_0, camera_rotation);
- global_quaternion_rotate(&cur_r_face->position_1, camera_rotation);
- global_quaternion_rotate(&cur_r_face->position_2, camera_rotation);
- __global RI_vector_3 *pos_0 = &cur_r_face->position_0;
- __global RI_vector_3 *pos_1 = &cur_r_face->position_1;
- __global RI_vector_3 *pos_2 = &cur_r_face->position_2;
- int is_0_clipped = pos_0->z < min_clip;
- int is_1_clipped = pos_1->z < min_clip;
- int is_2_clipped = pos_2->z < min_clip;
- int clip_count = is_0_clipped + is_1_clipped + is_2_clipped;
- cur_r_face->should_render = 1;
- switch(clip_count){
- case 3: {// ignore polygon, it's behind the camera
- return;
- break;
- }
- case 2:{ // shrink poylgon
- __global RI_vector_3 *unclipped_point, *point_a, *point_b;
- __global RI_vector_3 *unclipped_normal, *normal_a, *normal_b;
- __global RI_vector_2 *unclipped_uv, *uv_a, *uv_b;
- if (!is_0_clipped){
- unclipped_point = &cur_r_face->position_0;
- point_a = &cur_r_face->position_1;
- point_b = &cur_r_face->position_2;
-
- unclipped_normal = &cur_r_face->normal_0;
- normal_a = &cur_r_face->normal_1;
- normal_b = &cur_r_face->normal_2;
-
- unclipped_uv = &cur_r_face->uv_0;
- uv_a = &cur_r_face->uv_1;
- uv_b = &cur_r_face->uv_2;
- }
- else if (!is_1_clipped){
- unclipped_point = &cur_r_face->position_1;
- point_a = &cur_r_face->position_2;
- point_b = &cur_r_face->position_0;
-
- unclipped_normal = &cur_r_face->normal_1;
- normal_a = &cur_r_face->normal_2;
- normal_b = &cur_r_face->normal_0;
-
- unclipped_uv = &cur_r_face->uv_1;
- uv_a = &cur_r_face->uv_2;
- uv_b = &cur_r_face->uv_0;
- }
- else if (!is_2_clipped){
- unclipped_point = &cur_r_face->position_2;
- point_a = &cur_r_face->position_0;
- point_b = &cur_r_face->position_1;
-
- unclipped_normal = &cur_r_face->normal_2;
- normal_a = &cur_r_face->normal_0;
- normal_b = &cur_r_face->normal_1;
-
- unclipped_uv = &cur_r_face->uv_2;
- uv_a = &cur_r_face->uv_0;
- uv_b = &cur_r_face->uv_1;
- }
-
- double fraction_a_to_unclip = (min_clip - unclipped_point->z) / (point_a->z - unclipped_point->z);
- double fraction_b_to_unclip = (min_clip - unclipped_point->z) / (point_b->z - unclipped_point->z);
- global_vector_3_lerp(*unclipped_point, *point_a, point_a, fraction_a_to_unclip);
- global_vector_3_lerp(*unclipped_point, *point_b, point_b, fraction_b_to_unclip);
- global_vector_3_lerp(*unclipped_normal, *normal_a, normal_a, fraction_a_to_unclip);
- global_vector_3_lerp(*unclipped_normal, *normal_b, normal_b, fraction_b_to_unclip);
- global_vector_2_lerp(*unclipped_uv, *uv_a, uv_a, fraction_a_to_unclip);
- global_vector_2_lerp(*unclipped_uv, *uv_b, uv_b, fraction_b_to_unclip);
- break;}
- case 1: {// split polygon
- RI_vector_3 clipped_point, point_a, point_b;
- RI_vector_3 clipped_normal, normal_a, normal_b;
- RI_vector_2 clipped_uv, uv_a, uv_b;
- if (is_0_clipped){
- clipped_point = cur_r_face->position_0;
- point_a = cur_r_face->position_1;
- point_b = cur_r_face->position_2;
-
- clipped_normal = cur_r_face->normal_0;
- normal_a = cur_r_face->normal_1;
- normal_b = cur_r_face->normal_2;
-
- clipped_uv = cur_r_face->uv_0;
- uv_a = cur_r_face->uv_1;
- uv_b = cur_r_face->uv_2;
- }
- else if (is_1_clipped){
- clipped_point = cur_r_face->position_1;
- point_a = cur_r_face->position_2;
- point_b = cur_r_face->position_0;
-
- clipped_normal = cur_r_face->normal_1;
- normal_a = cur_r_face->normal_2;
- normal_b = cur_r_face->normal_0;
-
- clipped_uv = cur_r_face->uv_1;
- uv_a = cur_r_face->uv_2;
- uv_b = cur_r_face->uv_0;
- }
- else if (is_2_clipped){
- clipped_point = cur_r_face->position_2;
- point_a = cur_r_face->position_0;
- point_b = cur_r_face->position_1;
-
- clipped_normal = cur_r_face->normal_2;
- normal_a = cur_r_face->normal_0;
- normal_b = cur_r_face->normal_1;
-
- clipped_uv = cur_r_face->uv_2;
- uv_a = cur_r_face->uv_0;
- uv_b = cur_r_face->uv_1;
- }
- double fraction_a_to_clip = (min_clip - clipped_point.z) / (point_a.z - clipped_point.z);
- double fraction_b_to_clip = (min_clip - clipped_point.z) / (point_b.z - clipped_point.z);
- RI_vector_3 new_point_a, new_point_b; // the new points that move along the polygon's edge to match the z value of min_clip.
- RI_vector_3 new_normal_a, new_normal_b; // they come from the clipped point which was originally only 1
- RI_vector_2 new_uv_a, new_uv_b;
- vector_3_lerp(clipped_point, point_a, &new_point_a, fraction_a_to_clip);
- vector_3_lerp(clipped_point, point_b, &new_point_b, fraction_b_to_clip);
-
- vector_3_lerp(clipped_normal, normal_a, &new_normal_a, fraction_a_to_clip);
- vector_3_lerp(clipped_normal, normal_b, &new_normal_b, fraction_b_to_clip);
-
- vector_2_lerp(clipped_uv, uv_a, &new_uv_a, fraction_a_to_clip);
- vector_2_lerp(clipped_uv, uv_b, &new_uv_b, fraction_b_to_clip);
- // okay, now we have a quad (in clockwise order, point a, point b, new point b, new point a)
- // quads are easy to turn into tris >w<
- __global RI_renderable_face *cur_r_split_face = &renderable_faces[face_index * 2 + renderable_face_offset + 1];
- // cur_r_split_face->parent_actor = current_actor;
- // cur_r_split_face->material = cur_r_face->material;
- cur_r_face->position_0 = point_a;
- cur_r_face->position_1 = point_b;
- cur_r_face->position_2 = new_point_a;
- cur_r_face->normal_0 = normal_a;
- cur_r_face->normal_1 = normal_b;
- cur_r_face->normal_2 = new_normal_a;
- cur_r_face->uv_0 = uv_a;
- cur_r_face->uv_1 = uv_b;
- cur_r_face->uv_2 = new_uv_a;
- cur_r_split_face->position_0 = point_b;
- cur_r_split_face->position_1 = new_point_b;
- cur_r_split_face->position_2 = new_point_a;
- cur_r_split_face->normal_0 = normal_b;
- cur_r_split_face->normal_1 = new_normal_b;
- cur_r_split_face->normal_2 = new_normal_a;
- cur_r_split_face->uv_0 = uv_b;
- cur_r_split_face->uv_1 = new_uv_b;
- cur_r_split_face->uv_2 = new_uv_a;
- cur_r_split_face->position_0.x = cur_r_split_face->position_0.x / cur_r_split_face->position_0.z * horizontal_fov_factor;
- cur_r_split_face->position_0.y = cur_r_split_face->position_0.y / cur_r_split_face->position_0.z * vertical_fov_factor;
-
- cur_r_split_face->position_1.x = cur_r_split_face->position_1.x / cur_r_split_face->position_1.z * horizontal_fov_factor;
- cur_r_split_face->position_1.y = cur_r_split_face->position_1.y / cur_r_split_face->position_1.z * vertical_fov_factor;
- cur_r_split_face->position_2.x = cur_r_split_face->position_2.x / cur_r_split_face->position_2.z * horizontal_fov_factor;
- cur_r_split_face->position_2.y = cur_r_split_face->position_2.y / cur_r_split_face->position_2.z * vertical_fov_factor;
- cur_r_split_face->min_screen_x = cur_r_split_face->position_0.x;
- if (cur_r_split_face->position_1.x < cur_r_split_face->min_screen_x) cur_r_split_face->min_screen_x = cur_r_split_face->position_1.x;
- if (cur_r_split_face->position_2.x < cur_r_split_face->min_screen_x) cur_r_split_face->min_screen_x = cur_r_split_face->position_2.x;
- cur_r_split_face->min_screen_x = max(cur_r_split_face->min_screen_x, (short)(-width / 2));
- cur_r_split_face->max_screen_x = cur_r_split_face->position_0.x;
- if (cur_r_split_face->position_1.x > cur_r_split_face->max_screen_x) cur_r_split_face->max_screen_x = cur_r_split_face->position_1.x;
- if (cur_r_split_face->position_2.x > cur_r_split_face->max_screen_x) cur_r_split_face->max_screen_x = cur_r_split_face->position_2.x;
- cur_r_split_face->max_screen_x = min(cur_r_split_face->max_screen_x, (short)(width / 2));
- cur_r_split_face->min_screen_y = cur_r_split_face->position_0.y;
- if (cur_r_split_face->position_1.y < cur_r_split_face->min_screen_y) cur_r_split_face->min_screen_y = cur_r_split_face->position_1.y;
- if (cur_r_split_face->position_2.y < cur_r_split_face->min_screen_y) cur_r_split_face->min_screen_y = cur_r_split_face->position_2.y;
- cur_r_split_face->min_screen_y = max(cur_r_split_face->min_screen_y, (short)(-height / 2));
- cur_r_split_face->max_screen_y = cur_r_split_face->position_0.y;
- if (cur_r_split_face->position_1.y > cur_r_split_face->max_screen_y) cur_r_split_face->max_screen_y = cur_r_split_face->position_1.y;
- if (cur_r_split_face->position_2.y > cur_r_split_face->max_screen_y) cur_r_split_face->max_screen_y = cur_r_split_face->position_2.y;
- cur_r_split_face->max_screen_y = min(cur_r_split_face->max_screen_y, (short)(height / 2));
- cur_r_split_face->should_render = 1;
- cur_r_split_face->texture_width = texture_width;
- cur_r_split_face->texture_height = texture_height;
- cur_r_split_face->texture_index = texture_index;
- break;
- }
- case 0:{ // no issues, ignore
- break;
- }
- }
- // current_actor.material->vertex_shader(&cur_r_face->position_0, &cur_r_face->position_1, &cur_r_face->position_2, horizontal_fov_factor, vertical_fov_factor);
- cur_r_face->position_0.x = cur_r_face->position_0.x / cur_r_face->position_0.z * horizontal_fov_factor;
- cur_r_face->position_0.y = cur_r_face->position_0.y / cur_r_face->position_0.z * vertical_fov_factor;
-
- cur_r_face->position_1.x = cur_r_face->position_1.x / cur_r_face->position_1.z * horizontal_fov_factor;
- cur_r_face->position_1.y = cur_r_face->position_1.y / cur_r_face->position_1.z * vertical_fov_factor;
- cur_r_face->position_2.x = cur_r_face->position_2.x / cur_r_face->position_2.z * horizontal_fov_factor;
- cur_r_face->position_2.y = cur_r_face->position_2.y / cur_r_face->position_2.z * vertical_fov_factor;
- cur_r_face->min_screen_x = pos_0->x;
- if (pos_1->x < cur_r_face->min_screen_x) cur_r_face->min_screen_x = pos_1->x;
- if (pos_2->x < cur_r_face->min_screen_x) cur_r_face->min_screen_x = pos_2->x;
- cur_r_face->min_screen_x = max(cur_r_face->min_screen_x, (short)(-width / 2));
- cur_r_face->max_screen_x = pos_0->x;
- if (pos_1->x > cur_r_face->max_screen_x) cur_r_face->max_screen_x = pos_1->x;
- if (pos_2->x > cur_r_face->max_screen_x) cur_r_face->max_screen_x = pos_2->x;
- cur_r_face->max_screen_x = min(cur_r_face->max_screen_x, (short)(width / 2));
- cur_r_face->min_screen_y = pos_0->y;
- if (pos_1->y < cur_r_face->min_screen_y) cur_r_face->min_screen_y = pos_1->y;
- if (pos_2->y < cur_r_face->min_screen_y) cur_r_face->min_screen_y = pos_2->y;
- cur_r_face->min_screen_y = max(cur_r_face->min_screen_y, (short)(-height / 2));
- cur_r_face->max_screen_y = pos_0->y;
- if (pos_1->y > cur_r_face->max_screen_y) cur_r_face->max_screen_y = pos_1->y;
- if (pos_2->y > cur_r_face->max_screen_y) cur_r_face->max_screen_y = pos_2->y;
- cur_r_face->max_screen_y = min(cur_r_face->max_screen_y, (short)(height / 2));
-
- return;
- }
- __kernel void rasterizer(__global RI_renderable_face *renderable_faces, __global uint* textures, __global uint *frame_buffer, int width, int height, int half_width, int half_height, int number_of_renderable_faces, int number_of_split_renderable_faces){
- int pixel_x = get_global_id(0); if (pixel_x >= width) return;
- int pixel_y = get_global_id(1); if (pixel_y >= height) return;
- int idx = pixel_y * width + pixel_x;
- int x = pixel_x - half_width;
- int y = height - pixel_y - half_height;
- double z = INFINITY;
- uint pixel_color = 0x11111111;
- for (int face_i = 0; face_i < number_of_renderable_faces * 2; ++face_i){
- __global RI_renderable_face *current_face = &renderable_faces[face_i];
-
- if (!current_face->should_render) continue;
-
- RI_vector_2 uv_0 = current_face->uv_0;
- RI_vector_2 uv_1 = current_face->uv_1;
- RI_vector_2 uv_2 = current_face->uv_2;
-
- RI_vector_3 normal_0 = current_face->normal_0;
- RI_vector_3 normal_1 = current_face->normal_1;
- RI_vector_3 normal_2 = current_face->normal_2;
-
- RI_vector_3 pos_0 = current_face->position_0;
- RI_vector_3 pos_1 = current_face->position_1;
- RI_vector_3 pos_2 = current_face->position_2;
-
- if (x < current_face->min_screen_x || x > current_face->max_screen_x || y < current_face->min_screen_y || y > current_face->max_screen_y)
- continue;
-
- double denominator, w0, w1, w2;
- denominator = (pos_1.y - pos_2.y) * (pos_0.x - pos_2.x) + (pos_2.x - pos_1.x) * (pos_0.y - pos_2.y);
-
- if (denominator >= 0) continue;
-
- w0 = ((pos_1.y - pos_2.y) * (x - pos_2.x) + (pos_2.x - pos_1.x) * (y - pos_2.y)) / denominator;
- w1 = ((pos_2.y - pos_0.y) * (x - pos_0.x) + (pos_0.x - pos_2.x) * (y - pos_0.y)) / denominator;
- w2 = 1.0 - w0 - w1;
-
- double w_over_z = (w0 / pos_0.z + w1 / pos_1.z + w2 / pos_2.z);
- double interpolated_z = 1.0 / w_over_z;
-
- if (!(w0 >= 0 && w1 >= 0 && w2 >= 0)){
- continue;
- }
-
- if (interpolated_z >= z){
- continue;
- }
-
- double alpha = 1;
-
- float ux = (w0 * (uv_0.x / pos_0.z) + w1 * (uv_1.x / pos_1.z) + w2 * (uv_2.x / pos_2.z)) / w_over_z;
- float uy = (w0 * (uv_0.y / pos_0.z) + w1 * (uv_1.y / pos_1.z) + w2 * (uv_2.y / pos_2.z)) / w_over_z;
- RI_vector_3 interpolated_normal = {0};
-
- uint texel_x = current_face->texture_width * ux;
- uint texel_y = current_face->texture_height * uy;
- uint texel_index = current_face->texture_index +
- texel_y * current_face->texture_width + texel_x;
- pixel_color = textures[texel_index];
- z = interpolated_z;
- }
-
- frame_buffer[idx] = pixel_color;
- return;
- }
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