From f79f5d2d674d44f286fbfdf8959e08798fc774c2 Mon Sep 17 00:00:00 2001 From: Nicolas Pope <nwpope@utu.fi> Date: Tue, 29 Oct 2019 17:46:30 +0200 Subject: [PATCH] Tidy code --- .../renderers/cpp/src/triangle_render.cu | 64 +------------------ 1 file changed, 3 insertions(+), 61 deletions(-) diff --git a/components/renderers/cpp/src/triangle_render.cu b/components/renderers/cpp/src/triangle_render.cu index 43761ea2a..893f0ca0b 100644 --- a/components/renderers/cpp/src/triangle_render.cu +++ b/components/renderers/cpp/src/triangle_render.cu @@ -49,6 +49,8 @@ __device__ void drawLine(TextureObject<int> &depth_out, int y, int x1, int x2, f } } +/* See: https://github.com/bcrusco/CUDA-Rasterizer */ + /** * Calculate the signed area of a given triangle. */ @@ -57,7 +59,6 @@ __device__ static inline return 0.5f * (float(c.x - a.x) * float(b.y - a.y) - float(b.x - a.x) * float(c.y - a.y)); } -// CHECKITOUT /** * Helper function for calculating barycentric coordinates. */ @@ -66,7 +67,6 @@ __device__ static inline return calculateSignedArea(a,b,c) / calculateSignedArea(tri[0], tri[1], tri[2]); } - // CHECKITOUT /** * Calculate barycentric coordinates. * TODO: Update to handle triangles coming in and not the array @@ -79,7 +79,6 @@ __device__ static return make_float3(alpha, beta, gamma); } - // CHECKITOUT /** * Check if a barycentric coordinate is within the boundaries of a triangle. */ @@ -136,78 +135,21 @@ float getZAtCoordinate(const float3 &barycentricCoord, const float (&tri)[3]) { const int maxX = max(v[0].x, max(v[1].x, v[2].x)); const int maxY = max(v[0].y, max(v[1].y, v[2].y)); + // Remove really large triangles if ((maxX - minX) * (maxY - minY) > 200) return; - //int incx = ((maxX - minX) / 20) + 1; - //int incy = ((maxY - minY) / 20) + 1; - - float2 vs0 = make_float2(v[0].x, v[0].y); - float2 vs1 = make_float2(v[1].x, v[1].y); - float2 vs2 = make_float2(v[2].x, v[2].y); for (int sy=minY; sy <= maxY; ++sy) { for (int sx=minX; sx <= maxX; ++sx) { if (sx >= params.camera.width || sx < 0 || sy >= params.camera.height || sy < 0) continue; - //float2 q = make_float2(sx, sy); - //float s = det(q - vs0, vs1) / det(vs0, vs1); //cross(q, vs2) / cross(vs1, vs2); - //float t = det(vs0, q - vs1) / det(vs0, vs1); //cross(vs1, q) / cross(vs1, vs2); float3 baryCentricCoordinate = calculateBarycentricCoordinate(v, make_short2(sx, sy)); if (isBarycentricCoordInBounds(baryCentricCoordinate)) { - //if (s >= 0 && t >= 0 && ss+t <= 1) { - //if (insideTriangle(vs0,vs1,vs2, make_float2(sx,sy))) { - /*float dist1 = length2(sx - s[0].x, sy - s[0].y); - float dist2 = length2(sx - s[1].x, sy - s[1].y); - float dist3 = length2(sx - s[2].x, sy - s[2].y); - - float maxlen = max(dist1, max(dist2, dist3)); - if (maxlen > 0.0f) { - dist1 = 1.0f - dist1 / maxlen; - dist2 = 1.0f - dist2 / maxlen; - dist3 = 1.0f - dist3 / maxlen; - } - float new_depth = (maxlen == 0.0f) ? d[0] : (d[0]*dist1 + d[1]*dist2 + d[2]*dist3) / (dist1+dist2+dist3); - //if (new_depth < params.camera.minDepth || new_depth > params.camera.maxDepth) continue;*/ - - //float new_depth = d[0]; //(A > 0) ? (B > 0) ? 6.0f : 5.0f : (B > 0) ? 4.0f : 3.0f; float new_depth = getZAtCoordinate(baryCentricCoordinate, d); - atomicMin(&depth_out(sx,sy), int(new_depth*1000.0f)); } } } - - - // OLD - - /*const int dx = (A) ? -1 : 1; - const int dy = (B) ? -1 : 1; - - s[1].x = (A) ? s[0].x - s[1].x : s[1].x - s[0].x; - s[1].y -= s[0].y; - s[2].x -= s[0].x; - s[2].y = (B) ? s[0].y - s[2].y : s[2].y - s[0].y; - - //if (s[1].y < 0 || s[2].x < 0) return; - - s[1].x = min(s[1].x,20); - s[2].y = min(s[2].y,20); - - for (int sx=0; sx < s[1].x+1; ++sx) { - for (int sy=0; sy < min(s[1].x - sx, s[2].y)+1; ++sy) { - //if (sx > s[2].y-sy) continue; - if (dx*sx+s[0].x >= params.camera.width || dy*sy+s[0].y >= params.camera.height) continue; - - float dist1 = length2(sx,sy); - float dist2 = length2(s[1].x-sx, s[1].y-sy); - float dist3 = length2(s[2].x-sx, s[2].y-sy); - - float new_depth = (dist1+dist2+dist3 == 0.0f) ? d[0] : (d[0]*dist1 + d[1]*dist2 + d[2] * dist3) / (dist1+dist2+dist3); - //if (new_depth < params.camera.minDepth || new_depth > params.camera.maxDepth) continue; - - atomicMin(&depth_out(dx*sx+s[0].x,dy*sy+s[0].y), int(new_depth*1000.0f)); - } - }*/ } void ftl::cuda::triangle_render1(TextureObject<float> &depth_in, TextureObject<int> &depth_out, TextureObject<short2> &screen, const SplatParams ¶ms, cudaStream_t stream) { -- GitLab