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rtrt.cl
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rtrt.cl
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#define EPSILON 0.001f
typedef struct {
float3 o;
float3 d;
} Ray;
typedef struct {
float3 point;
float3 normal;
float dist;
int matl_idx;
} Hit;
typedef struct {
float3 o;
float r;
} Sph;
typedef struct {
float3 v1;
float3 v2;
float3 v3;
} Trgl;
typedef struct {
union {
Sph sph;
Trgl trgl;
};
int matl_idx;
enum {O_SPH, O_TRGL} type;
} Obj;
typedef struct {
float3 o;
float3 lum;
} Light;
typedef struct {
float3 amb;
float3 diff;
float3 spec;
float3 mirror;
float3 transp;
float eta;
int phong;
enum {M_PHONG, M_MIRROR, M_DIELECTRIC} type;
} Matl;
typedef struct {
Obj objs[32768];
Light lights[8];
Matl matls[8];
float3 amb;
int objc;
int lightc;
int matlc;
} Scene;
/* see jtdaugherty/T2's RayStack */
#define DEPTH 4
#define STACKDEPTH 16
typedef struct {
Ray r[STACKDEPTH];
int depth[STACKDEPTH];
float3 weight[STACKDEPTH];
int top;
} Rstack;
void
Rstack_push(Rstack *s, Ray *r, int depth, float3 weight){
if(s->top > STACKDEPTH) return;
s->r[s->top] = *r;
s->depth[s->top] = depth;
s->weight[s->top] = weight;
s->top++;
}
/* https://gamedev.stackexchange.com/questions/96459/fast-ray-sphere-collision-code */
int
sphxray(Obj *obj, Ray *ray, Hit *hit){
Sph sph = obj->sph;
float3 m = ray->o - sph.o;
float b = dot(m, ray->d);
float c = dot(m, m) - sph.r*sph.r;
if(c>0 && b>0) return 0;
float d = b*b - c;
if(d<0) return 0;
float t1 = -b + sqrt(d), t2 = -b - sqrt(d);
float t = fabs(t1) < fabs(t2) ? (t1 > 0 ? t1 : t2) : (t2 > 0 ? t2 : t1);
if(t<0) return 0;
hit->dist = t;
hit->point = ray->o + t*ray->d;
hit->normal = normalize(hit->point - sph.o);
hit->matl_idx = obj->matl_idx;
return 1;
}
/* your old möller-trumbore */
int
trglxray(Obj *obj, Ray *ray, Hit *hit){
Trgl trgl = obj->trgl;
float3 e1 = trgl.v2 - trgl.v1, e2 = trgl.v3 - trgl.v1;
float3 p = cross(ray->d, e2);
float det = dot(e1, p);
float inv_det = 1/det;
float3 t = (ray->o - trgl.v1);
float u = dot(t, p) * inv_det;
if(u<0 || u>1) return 0;
float3 q = cross(t, e1);
float v = dot(ray->d, q) * inv_det;
if(v<0 || u+v>1) return 0;
float dist = dot(e2, q) * inv_det;
if(dist<0) return 0;
hit->dist = dist;
hit->point = ray->o + dist*ray->d;
hit->normal = normalize(cross(e1, e2));
hit->matl_idx = obj->matl_idx;
return 1;
}
int
shadow(Ray *ray, float maxd, __global Scene *scene){
Hit hit;
for(int i=0; i<scene->objc; i++){
Obj obj = scene->objs[i];
if(obj.type == O_SPH && sphxray(&obj, ray, &hit) && hit.dist < maxd) return 1;
else if(obj.type == O_TRGL && trglxray(&obj, ray, &hit) && hit.dist < maxd) return 1;
}
return 0;
}
float3
shade_phong(Ray *ray, Hit hit, Matl matl, __global Scene *scene){
float3 out = scene->amb;
for(int i=0; i<scene->lightc; i++){
Light light = scene->lights[i];
float3 L = light.o - hit.point;
float Ld = length(L);
Ray shray;
shray.o = hit.point + EPSILON*L;
shray.d = normalize(L);
if(shadow(&shray, Ld, scene)) continue;
float3 lum = (1/(Ld*Ld)) * light.lum;
float3 V = -1 * ray->d;
float3 H = normalize(L + V);
float3 N = hit.normal;
float diff = fmax(dot(N, normalize(L)), 0);
float spec = native_powr(fmax(dot(N, H), 0), matl.phong);
out += lum*diff*matl.diff + lum*spec*matl.spec;
}
return (1 / 255.0f) * out;
}
/* conductor. bounce single ray */
float3
shade_mirror(Ray *ray, Rstack *stack, Hit hit, Matl matl, __global Scene *scene){
int depth = stack->depth[stack->top];
if(depth == DEPTH) return(float3)0;
float3 weight = stack->weight[stack->top];
Ray refl;
refl.d = ray->d - 2*dot(ray->d, hit.normal)*hit.normal;
refl.o = hit.point + EPSILON*refl.d;
Rstack_push(stack, &refl, depth+1, matl.mirror*weight);
return 0;
}
/* dielectric. bounce 2 rays, account for Beer's law if hit from inside. */
float3
shade_dielectric(Ray *ray, Rstack *stack, Hit hit, Matl matl, __global Scene *scene){
int depth = stack->depth[stack->top];
if(depth == DEPTH) return 0;
float3 weight = stack->weight[stack->top];
float3 beer = 1;
float3 I = ray->d, N = hit.normal;
float cosi = -dot(I, N);
float etai = 1, etat = matl.eta, eta = 1/matl.eta;
if(cosi < 0){
cosi *= -1;
eta = etai = matl.eta; etat = 1;
N *= -1;
beer = native_powr(matl.transp, hit.dist);
}
Ray refl;
refl.d = ray->d + 2*cosi*N;
refl.o = hit.point + EPSILON*refl.d;
float sin2phi = eta*eta*(1 - cosi*cosi);
if(sin2phi>1){
Rstack_push(stack, &refl, depth+1, beer*weight);
return 0;
}
float Ro = (etai - etat) / (etai + etat); Ro *= Ro;
float R = Ro + (1 - Ro) * native_powr(1-cosi, 5);
Ray refr;
refr.d = eta*I + (eta*cosi - sqrt(1-sin2phi))*N;
refr.o = hit.point + EPSILON*refr.d;
Rstack_push(stack, &refr, depth+1, (1-R)*beer*weight);
Rstack_push(stack, &refl, depth+1, R*beer*weight);
return 0;
}
float3
trace(Ray *ray, Rstack *stack, __global Scene *scene){
int found = 0;
Hit hit, nhit;
hit.dist = 1e20;
for(int i=0; i<scene->objc; i++){
Obj obj = scene->objs[i];
if(obj.type == O_SPH){
if(sphxray(&obj, ray, &nhit) && nhit.dist < hit.dist){
found = 1;
hit = nhit;
}
}else{
if(trglxray(&obj, ray, &nhit) && nhit.dist < hit.dist){
found = 1;
hit = nhit;
}
}
}
if(!found) return (float3)0;
Matl matl = scene->matls[hit.matl_idx];
switch(matl.type){
case M_PHONG: return shade_phong(ray, hit, matl, scene);
case M_MIRROR: return shade_mirror(ray, stack, hit, matl, scene);
case M_DIELECTRIC: return shade_dielectric(ray, stack, hit, matl, scene);
}
}
float3
rectrace(Ray ray, __global Scene *scene){
Rstack stack;
stack.top = 0;
Rstack_push(&stack, &ray, 0, (float3)1);
float3 out = (float3)(0, 0, 0);
while(stack.top > 0){
stack.top--;
out += stack.weight[stack.top] * trace(&stack.r[stack.top], &stack, scene);
}
return out;
}
/* giant kernel. poor partitioning, lower memory traffic. */
__kernel void
clmain(float3 o, float3 up, float3 gaze, float3 right, float d, float4 nplane, __global Scene *scene, __write_only image2d_t fb){
int x = get_global_id(0), y = get_global_id(1);
int width = get_global_size(0), height = get_global_size(1);
int id = x + y*width;
float plw = nplane.y - nplane.x;
float plh = nplane.w - nplane.z;
Ray ray;
ray.o = o;
ray.d = normalize(d*gaze - 0.5f*plw*right - 0.5f*plh*up + plw*right*(x/(float)width) + plh*up*(y/(float)height));
float4 color = (float4)(rectrace(ray, scene), 1);
write_imagef(fb, (int2)(x, y), color);
}