mirror of
https://github.com/MartinOpat/cuda-based-raytrace.git
synced 2025-06-07 02:13:10 +02:00
Moved illumination into own files
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@@ -7,9 +7,8 @@
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#include "shading.h"
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// Raycast + phong, TODO: Consider wrapping in a class
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__global__ void raycastKernel(float* volumeData, unsigned char* framebuffer, int d_volumeWidth, int d_volumeHeight, int d_volumeDepth) {
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__global__ void raycastKernel(float* volumeData, unsigned char* framebuffer) {
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int px = blockIdx.x * blockDim.x + threadIdx.x;
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int py = blockIdx.y * blockDim.y + threadIdx.y;
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if (px >= IMAGE_WIDTH || py >= IMAGE_HEIGHT) return;
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@@ -30,9 +29,9 @@ __global__ void raycastKernel(float* volumeData, unsigned char* framebuffer, int
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v *= tanHalfFov;
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// Find ray direction
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Vec3 cameraRight = (cameraDir.cross(cameraUp)).normalize();
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cameraUp = (cameraRight.cross(cameraDir)).normalize();
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Vec3 rayDir = (cameraDir + cameraRight*u + cameraUp*v).normalize();
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Vec3 cameraRight = (d_cameraDir.cross(d_cameraUp)).normalize();
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d_cameraUp = (cameraRight.cross(d_cameraDir)).normalize();
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Vec3 rayDir = (d_cameraDir + cameraRight*u + d_cameraUp*v).normalize();
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// Intersect (for simplicity just a 3D box from 0 to 1 in all dimensions) - TODO: Think about whether this is the best way to do this
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float tNear = 0.0f;
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@@ -56,9 +55,9 @@ __global__ void raycastKernel(float* volumeData, unsigned char* framebuffer, int
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}
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};
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intersectAxis(cameraPos.x, rayDir.x);
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intersectAxis(cameraPos.y, rayDir.y);
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intersectAxis(cameraPos.z, rayDir.z);
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intersectAxis(d_cameraPos.x, rayDir.x);
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intersectAxis(d_cameraPos.y, rayDir.y);
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intersectAxis(d_cameraPos.z, rayDir.z);
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if (tNear > tFar) continue; // No intersectionn
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if (tNear < 0.0f) tNear = 0.0f;
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@@ -68,30 +67,30 @@ __global__ void raycastKernel(float* volumeData, unsigned char* framebuffer, int
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float tCurrent = tNear;
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while (tCurrent < tFar && alphaAccum < alphaAcumLimit) {
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Point3 pos = cameraPos + rayDir * tCurrent;
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Point3 pos = d_cameraPos + rayDir * tCurrent;
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// Convert to volume indices
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float fx = pos.x * (d_volumeWidth - 1);
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float fy = pos.y * (d_volumeHeight - 1);
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float fz = pos.z * (d_volumeDepth - 1);
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float fx = pos.x * (VOLUME_WIDTH - 1);
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float fy = pos.y * (VOLUME_HEIGHT - 1);
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float fz = pos.z * (VOLUME_DEPTH - 1);
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int ix = (int)roundf(fx);
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int iy = (int)roundf(fy);
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int iz = (int)roundf(fz);
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// Sample
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float density = sampleVolumeNearest(volumeData, d_volumeWidth, d_volumeHeight, d_volumeDepth, ix, iy, iz);
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float density = sampleVolumeNearest(volumeData, VOLUME_WIDTH, VOLUME_HEIGHT, VOLUME_DEPTH, ix, iy, iz);
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// Basic transfer function. TODO: Move to a separate file, and then improve
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float alphaSample = density * 0.1f;
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// float alphaSample = 1.0f - expf(-density * 0.1f);
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Color3 baseColor = Color3(density, 0.1f*density, 1.f - density); // TODO: Implement a proper transfer function
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Color3 baseColor = Color3::init(density, 0.1f*density, 1.f - density); // TODO: Implement a proper transfer function
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// If density ~ 0, skip shading
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if (density > minAllowedDensity) {
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Vec3 grad = computeGradient(volumeData, d_volumeWidth, d_volumeHeight, d_volumeDepth, ix, iy, iz);
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Vec3 grad = computeGradient(volumeData, VOLUME_WIDTH, VOLUME_HEIGHT, VOLUME_DEPTH, ix, iy, iz);
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Vec3 normal = -grad.normalize();
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Vec3 lightDir = (lightPos - pos).normalize();
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Vec3 lightDir = (d_lightPos - pos).normalize();
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Vec3 viewDir = -rayDir.normalize();
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// Apply Phong
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