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//-*-c-*-
#include "linalg.h"
#include "intersect.h"
#include "mesh.h"
#include "sorting.h"
#include "geometry.h"
#include "stdio.h"
__device__ float4
get_color(const float3 &direction, const Triangle &triangle, unsigned int rgba)
{
float3 v01 = triangle.v1 - triangle.v0;
float3 v12 = triangle.v2 - triangle.v1;
float3 surface_normal = normalize(cross(v01,v12));
float cos_theta = dot(surface_normal,-direction);
if (cos_theta < 0.0f)
cos_theta = dot(-surface_normal,-direction);
unsigned int a0 = 0xff & (rgba >> 24);
unsigned int r0 = 0xff & (rgba >> 16);
unsigned int g0 = 0xff & (rgba >> 8);
unsigned int b0 = 0xff & rgba;
float alpha = (255 - a0)/255.0f;
return make_float4(r0*cos_theta, g0*cos_theta, b0*cos_theta, alpha);
}
extern "C"
{
__global__ void
render(int nthreads, float3 *_origin, float3 *_direction, Geometry *geometry,
unsigned int alpha_depth, unsigned int *pixels, float *_dx,
unsigned int *dxlen, float4 *_color)
{
int id = blockIdx.x*blockDim.x + threadIdx.x;
if (id >= nthreads)
return;
float3 origin = _origin[id];
float3 direction = _direction[id];
unsigned int n = dxlen[id];
float distance;
if (n < 1 && !intersect_node(origin, direction, geometry,
geometry->start_node, -1.0f)) {
pixels[id] = 0;
return;
}
unsigned int stack[STACK_SIZE];
unsigned int *head = &stack[0];
unsigned int *node = &stack[1];
unsigned int *tail = &stack[STACK_SIZE-1];
*node = geometry->start_node;
float *dx = _dx + id*alpha_depth;
float4 *color_a = _color + id*alpha_depth;
unsigned int i;
do {
unsigned int first_child = geometry->node_map[*node];
unsigned int stop = geometry->node_map_end[*node];
while (*node >= geometry->first_node && stop == first_child+1) {
*node = first_child;
first_child = geometry->node_map[*node];
stop = geometry->node_map_end[*node];
}
if (*node >= geometry->first_node) {
for (i=first_child; i < stop; i++) {
if (intersect_node(origin, direction, geometry, i, -1.0f)) {
*node = i;
node++;
}
}
node--;
}
else {
// node is a leaf
for (i=first_child; i < stop; i++) {
Triangle triangle = get_triangle(geometry, i);
if (intersect_triangle(origin, direction, triangle,
distance)) {
if (n < 1) {
dx[0] = distance;
unsigned int rgba = geometry->colors[i];
float4 color = get_color(direction, triangle, rgba);
color_a[0] = color;
}
else {
unsigned long j = searchsorted(n, dx, distance);
if (j <= alpha_depth-1) {
insert(alpha_depth, dx, j, distance);
unsigned int rgba = geometry->colors[i];
float4 color = get_color(direction, triangle,
rgba);
insert(alpha_depth, color_a, j, color);
}
}
if (n < alpha_depth)
n++;
}
} // triangle loop
node--;
} // node is a leaf
} // while loop
while (node != head);
if (n < 1) {
pixels[id] = 0;
return;
}
dxlen[id] = n;
float scale = 1.0f;
float fr = 0.0f;
float fg = 0.0f;
float fb = 0.0f;
for (i=0; i < n; i++) {
float alpha;
if (i < alpha_depth-1)
alpha = color_a[i].w;
else
alpha = 1.0;
fr += scale*color_a[i].x*alpha;
fg += scale*color_a[i].y*alpha;
fb += scale*color_a[i].z*alpha;
scale *= (1.0f-alpha);
}
unsigned int a;
if (n < alpha_depth)
a = floorf(255*(1.0f-scale));
else
a = 255;
unsigned int r = floorf(fr);
unsigned int g = floorf(fg);
unsigned int b = floorf(fb);
pixels[id] = a << 24 | r << 16 | g << 8 | b;
}
} // extern "C"
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