Made it human-friendly
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+17
-129
@@ -5,6 +5,7 @@
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#include "util_renderer.h"
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#include "CL/cl.h"
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#include "kernels.h"
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#include "improv_gfx.h"
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#include <ctime>
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#pragma comment (lib, "x86_64/opencl.lib")
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@@ -21,23 +22,14 @@
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#define DEFAULT_CAMERA_ROT Vec3f(0, 0, 0)
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#define LIGHT_INTENSITY 1.5
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const TGAColor white = TGAColor(255, 255, 255, 255);
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const TGAColor red = TGAColor(255, 0, 0, 255);
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const TGAColor green = TGAColor(0, 255, 0, 255);
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const TGAColor blue = TGAColor(0, 0, 255, 255);
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Matrix ViewPort = Matrix::identity();
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Matrix ModelView = Matrix::identity();
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Matrix Projection = Matrix::identity();
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Model* model = new Model("sakura.obj");
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Model* model, *model2;
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Camera camera;
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Vec3f light_dir = Vec3f(1, 1, 1).normalize();
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float* new_verts = (float*)malloc(4 * sizeof(float) * model->nverts());
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cl_int3* faces = (cl_int3*)malloc(3 * sizeof(cl_int3) * model->nfaces());
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bool init_flag = false;
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void init_camera() {
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@@ -54,55 +46,15 @@ void init_camera() {
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camera.ApplyChanges();
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}
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void clear_zbuffer()
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{
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for (int i = 0; i < screen_width * screen_height; i++)
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z_buffer[i] = 0;
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}
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struct TextureShader : public IShader {
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mat<2, 3, float> varying_uv_coords;
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Matrix uniform_mit;
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Matrix uniform_m;
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Matrix z;
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virtual Vec4f vertex(int iface, int nthvert) {
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//varying_uv_coords.set_col(nthvert, model->vert(iface, nthvert));
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Vec4f gl_Vertex = embed<4>(model->verts_[model->faces_[iface][nthvert][0]]);
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//return ViewPort * Projection * ModelView * gl_Vertex; // transform it to screen coordinates
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return z * gl_Vertex;
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//return Vec4f(0,0,0,0);
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}
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virtual bool fragment(Vec3f bar, TGAColor &color) {
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Vec2f uv = varying_uv_coords * bar;
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Vec3f normal = Vec3f(uniform_mit * Vec4f(model->normal(uv))).normalize();
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Vec3f light = Vec3f(uniform_m * Vec4f(light_dir)).normalize();
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Vec3f reflection = (normal * (normal*light*2.f) - light).normalize();
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float spec_intensity = pow(std::fmax(reflection.z, 0.f), model->specular(uv));
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float diff_intensity = std::fmax(0.f, (normal*light));
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TGAColor c = model->diffuse(uv);
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color = c;
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for (int i = 0; i < 3; i++)
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color[i] = std::fmin(3 + c[i] * ((1 * diff_intensity + 0.1 * spec_intensity)), 255);// *LIGHT_INTENSITY;
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return false;
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}
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};
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std::vector<Model*> models_in_scene;
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void render()
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{
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if (!init_flag) {
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//light_dir = camera.GetForward().normalize() * -1;
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viewport(0, 0, screen_width, screen_height, FAR_CLIP_PLANE, NEAR_CLIP_PLANE);
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for (int i = 0; i < model->nfaces(); i++) {
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for (int j = 0; j < 3; j++) {
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faces[i * 3 + j].x = model->faces_[i][j][0];
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faces[i * 3 + j].y = model->faces_[i][j][1];
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faces[i * 3 + j].z = model->faces_[i][j][2];
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}
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}
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Setup();
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init_flag = true;
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}
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@@ -110,85 +62,21 @@ void render()
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Projection = camera.GetProjectionMatrix();
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ModelView = camera.GetModelViewMatrix();
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}
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{
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//model->rotate(Vec3f(0, 0, 90));
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//model->ApplyTransform();
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}
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// float* normal_test = *(float**)((Vec3f*)&model->norms_);
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//
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// Vec3f smth = Vec3f(
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// normal_test[3 * faces[0 * 9 + 0 * 3 + 2] + 0],
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// normal_test[3 * faces[0 * 9 + 0 * 3 + 2] + 1],
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// normal_test[3 * faces[0 * 9 + 0 * 3 + 2] + 2]
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// ).normalize();
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// printf("Real: %f, %f, %f\n", model->normal(0, 0)[0], model->normal(0, 0)[1], model->normal(0, 0)[2]);
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// printf("Please: %f, %f, %f\n", smth[0], smth[1], smth[2]);
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Matrix z = ViewPort * Projection * ModelView;
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//TextureShader shader;
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//shader.uniform_m = (Projection);
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//shader.uniform_mit = (Projection).invert_transpose();
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new_frame();
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for(Model* model : models_in_scene)
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model->render(&z, (float*)&light_dir);
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end_frame();
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Matrix z = ViewPort * Projection * ModelView * model->Transform;
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Matrix uniform_m = (Projection);
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Matrix uniform_mit = (Projection).invert_transpose();
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// Vertex Shader: Should be called per model
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vertex_shader((float*)&z, *(float**)((Vec3f*) &model->verts_), model->nverts(), new_verts);
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// Things needed in the GPU fragment shader
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// [x] model->faces_
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// [x] model->nfaces()
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// [x] new_verts
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// [x] model->nverts()
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// [x] screen_width
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// [x] screen_height
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// [x] z_buffer
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// [x] uniform_m
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// [x] uniform_mit
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// [x] light direction
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// [ ] diffuse map
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// [ ] normal map
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// [ ] specular map
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// [ ] pixel_data
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int map_size[] = {model->diffusemap_.get_width(), model->diffusemap_.get_height()};
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fragment_shader(
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faces,
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model->nfaces(),
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*(float**)((Vec2f*)&model->uv_),
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sizeof(float) * model->uv_.size() * 2,
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(float*) &uniform_m,
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(float*) &uniform_mit,
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(float*) &light_dir,
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model->diffusemap_.data,
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*(float**)((Vec3f*)&model->norms_),
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sizeof(float) * model->norms_.size() * 3,
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model->specularmap_.data,
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map_size
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);
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// Here starts the CPU fragment shader
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//printf("Here starts the loop\n");
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//#pragma omp parallel for
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//for (int i = 0; i < model->nfaces(); i++) {
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// Vec4f screen_coords[3];
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// bool out = true;
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// #pragma omp parallel for
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// for (int j = 0; j < 3; j++) {
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// screen_coords[j] = ((Vec4f*)new_verts)[model->faces_[i][j][0]];
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// Vec3f screen3(screen_coords[j]);
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// shader.varying_uv_coords.set_col(j, model->uv(i, j));
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// if (screen3.x > 0 && screen3.x < screen_width && screen3.y > 0 && screen3.y < screen_height) out = false;
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// }
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// if(!out)
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// triangle(screen_coords, shader);
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//}
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//printf("that's it\n");
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}
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void AddModel(Model* model) {
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models_in_scene.push_back(model);
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}
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void free_renderer() {
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for(Model* model : models_in_scene)
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delete model;
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}
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