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Implements #216 triangle renderer

Merged Nicolas Pope requested to merge feature/216/triangles into master
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@@ -14,6 +14,7 @@ __device__ inline float length2(int dx, int dy) { return dx*dx + dy*dy; }
/*
* Convert source screen position to output screen coordinates.
*/
template <int A, int B>
__global__ void triangle_render_1_kernel(
TextureObject<float> depth_in,
TextureObject<int> depth_out,
@@ -24,30 +25,33 @@ __device__ inline float length2(int dx, int dy) { return dx*dx + dy*dy; }
if (x < 0 || x >= depth_in.width()-1 || y < 0 || y >= depth_in.height()-1) return;
float d[3];
d[0] = depth_in.tex2D(x,y);
d[1] = depth_in.tex2D(x+1,y);
d[2] = depth_in.tex2D(x,y+1);
d[0] = depth_in.tex2D(x+A,y+B);
d[1] = depth_in.tex2D(x+(1-A),y+B);
d[2] = depth_in.tex2D(x+A,y+(1-B));
// Is this triangle valid
if (fabs(d[0] - d[1]) > 0.04f || fabs(d[0] - d[2]) > 0.04f) return;
short2 s[3];
s[0] = screen.tex2D(x,y);
s[1] = screen.tex2D(x+1,y);
s[2] = screen.tex2D(x,y+1);
s[1].x -= s[0].x;
s[0] = screen.tex2D(x+A,y+B);
s[1] = screen.tex2D(x+(1-A),y+B);
s[2] = screen.tex2D(x+A,y+(1-B));
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 -= s[0].y;
s[2].y = (B) ? s[0].y - s[2].y : s[2].y - s[0].y;
s[1].x = min(s[1].x,10);
s[2].y = min(s[2].y,10);
s[2].y = min(s[2].y,10);
for (int sx=0; sx < s[1].x; ++sx) {
for (int sy=0; sy < min(s[1].x - sx, s[2].y); ++sy) {
//if (sx > s[2].y-sy) continue;
if (sx+s[0].x >= params.camera.width || sy+s[0].y >= params.camera.height) 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);
@@ -55,7 +59,7 @@ __device__ inline float length2(int dx, int dy) { return dx*dx + dy*dy; }
float new_depth = (d[0]*dist1 + d[1]*dist2 + d[2] * dist3) / (dist1+dist2+dist3);
atomicMin(&depth_out(sx+s[0].x,sy+s[0].y), int(new_depth*1000.0f));
atomicMin(&depth_out(dx*sx+s[0].x,dy*sy+s[0].y), int(new_depth*1000.0f));
}
}
}
@@ -64,6 +68,9 @@ void ftl::cuda::triangle_render1(TextureObject<float> &depth_in, TextureObject<i
const dim3 gridSize((depth_in.width() + T_PER_BLOCK - 1)/T_PER_BLOCK, (depth_in.height() + T_PER_BLOCK - 1)/T_PER_BLOCK);
const dim3 blockSize(T_PER_BLOCK, T_PER_BLOCK);
triangle_render_1_kernel<<<gridSize, blockSize, 0, stream>>>(depth_in, depth_out, screen, params);
triangle_render_1_kernel<0,0><<<gridSize, blockSize, 0, stream>>>(depth_in, depth_out, screen, params);
triangle_render_1_kernel<0,1><<<gridSize, blockSize, 0, stream>>>(depth_in, depth_out, screen, params);
triangle_render_1_kernel<1,0><<<gridSize, blockSize, 0, stream>>>(depth_in, depth_out, screen, params);
triangle_render_1_kernel<1,1><<<gridSize, blockSize, 0, stream>>>(depth_in, depth_out, screen, params);
cudaSafeCall( cudaGetLastError() );
}
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