diff --git a/Disco - Multiple Lights.png b/Disco - Multiple Lights.png new file mode 100644 index 0000000..7baf7a5 Binary files /dev/null and b/Disco - Multiple Lights.png differ diff --git a/Lambert Shading.png b/Lambert Shading.png new file mode 100644 index 0000000..ba65ecf Binary files /dev/null and b/Lambert Shading.png differ diff --git a/Multiple Reflection With Shadows.png b/Multiple Reflection With Shadows.png new file mode 100644 index 0000000..ea5f68d Binary files /dev/null and b/Multiple Reflection With Shadows.png differ diff --git a/PROJ1_WIN/565Raytracer.sdf b/PROJ1_WIN/565Raytracer.sdf new file mode 100644 index 0000000..c4a4025 Binary files /dev/null and b/PROJ1_WIN/565Raytracer.sdf differ diff --git a/PROJ1_WIN/565Raytracer/565Raytracer.vcxproj b/PROJ1_WIN/565Raytracer/565Raytracer.vcxproj index fcc853d..68aaec2 100755 --- a/PROJ1_WIN/565Raytracer/565Raytracer.vcxproj +++ b/PROJ1_WIN/565Raytracer/565Raytracer.vcxproj @@ -1,126 +1,129 @@ - - - - - Debug - Win32 - - - Release - Win32 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - {FF21CA49-522E-4E86-B508-EE515B248FC4} - Win32Proj - 565Raytracer - 565Raytracer - - - - Application - true - Unicode - - - Application - false - true - Unicode - - - - - - - - - - - - - - true - - - false - - - - - - Level3 - Disabled - WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) - C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.0\include;C:\ProgramData\NVIDIA Corporation\NVIDIA GPU Computing SDK 4.0\C\common\inc;../shared/glew/include;../shared/freeglut/include;%(AdditionalIncludeDirectories) - - - Console - true - ../shared/glew/lib;../shared/freeglut/lib;%(AdditionalLibraryDirectories) - cudart.lib; glew32.lib;glu32.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) - mainCRTStartup - - - - - $(ProjectDir)$(Platform)/$(Configuration)/%(Filename)%(Extension).obj - C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.0\include;C:/ProgramData/NVIDIA Corporation/NVIDIA GPU Computing SDK 4.0/C/common/inc;../shared/glew/includes;../shared/freeglut/includes - - - - - Level3 - - - MaxSpeed - true - true - WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) - C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.0\include;C:\ProgramData\NVIDIA Corporation\NVIDIA GPU Computing SDK 4.0\C\common\inc;../shared/glew/include;../shared/freeglut/include;%(AdditionalIncludeDirectories) - - - Console - true - true - true - ../shared/glew/lib;../shared/freeglut/lib;%(AdditionalLibraryDirectories) - cudart.lib; glew32.lib;glu32.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) - mainCRTStartup - - - $(ProjectDir)$(Platform)/$(Configuration)/%(Filename)%(Extension).obj - C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.0\include;C:/ProgramData/NVIDIA Corporation/NVIDIA GPU Computing SDK 4.0/C/common/inc;../shared/glew/includes;../shared/freeglut/includes - - - - - - + + + + + Debug + Win32 + + + Release + Win32 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + {FF21CA49-522E-4E86-B508-EE515B248FC4} + Win32Proj + 565Raytracer + 565Raytracer + + + + Application + true + Unicode + + + Application + false + true + Unicode + + + + + + + + + + + + + + true + $(VCInstallDir)bin;$(WindowsSdkDir)bin\NETFX 4.2 Tools;$(WindowsSdkDir)bin;$(VSInstallDir)Common7\Tools\bin;$(VSInstallDir)Common7\tools;$(VSInstallDir)Common7\ide;$(ProgramFiles)\HTML Help Workshop;$(FrameworkSDKDir)\bin;$(MSBuildToolsPath32);$(VSInstallDir);$(SystemRoot)\SysWow64;$(FxCopDir);$(PATH); + + + false + $(VCInstallDir)bin;$(WindowsSdkDir)bin\NETFX 4.2 Tools;$(WindowsSdkDir)bin;$(VSInstallDir)Common7\Tools\bin;$(VSInstallDir)Common7\tools;$(VSInstallDir)Common7\ide;$(ProgramFiles)\HTML Help Workshop;$(FrameworkSDKDir)\bin;$(MSBuildToolsPath32);$(VSInstallDir);$(SystemRoot)\SysWow64;$(FxCopDir);$(PATH); + $(CUDA_INC_PATH);$(IncludePath) + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) + C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include;C:\ProgramData\NVIDIA Corporation\NVIDIA GPU Computing SDK 4.2\C\common\inc;../shared/glew/include;../shared/freeglut/include;%(AdditionalIncludeDirectories) + + + Console + true + ../shared/glew/lib;../shared/freeglut/lib;%(AdditionalLibraryDirectories) + cudart.lib; glew32.lib;glu32.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + mainCRTStartup + + + + + $(ProjectDir)$(Platform)/$(Configuration)/%(Filename)%(Extension).obj + C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include;C:/ProgramData/NVIDIA Corporation/NVIDIA GPU Computing SDK 4.2/C/common/inc;../shared/glew/includes;../shared/freeglut/includes + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) + C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include;C:\ProgramData\NVIDIA Corporation\NVIDIA GPU Computing SDK 4.2\C\common\inc;../shared/glew/include;../shared/freeglut/include;%(AdditionalIncludeDirectories) + + + Console + true + true + true + ../shared/glew/lib;../shared/freeglut/lib;%(AdditionalLibraryDirectories) + cudart.lib; glew32.lib;glu32.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + mainCRTStartup + + + $(ProjectDir)$(Platform)/$(Configuration)/%(Filename)%(Extension).obj + C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include;C:/ProgramData/NVIDIA Corporation/NVIDIA GPU Computing SDK 4.2/C/common/inc;../shared/glew/includes;../shared/freeglut/includes + + + + + + \ No newline at end of file diff --git a/PROJ1_WIN/565Raytracer/565Raytracer.vcxproj.aparajith sairam.nvuser b/PROJ1_WIN/565Raytracer/565Raytracer.vcxproj.aparajith sairam.nvuser new file mode 100644 index 0000000..3e2605a --- /dev/null +++ b/PROJ1_WIN/565Raytracer/565Raytracer.vcxproj.aparajith sairam.nvuser @@ -0,0 +1,5 @@ + + + + + \ No newline at end of file diff --git a/PROJ1_WIN/565Raytracer/565Raytracer.vcxproj.user b/PROJ1_WIN/565Raytracer/565Raytracer.vcxproj.user index d7ca222..69e5c94 100755 --- a/PROJ1_WIN/565Raytracer/565Raytracer.vcxproj.user +++ b/PROJ1_WIN/565Raytracer/565Raytracer.vcxproj.user @@ -1,7 +1,11 @@ - - - - scene="../../scenes/sampleScene.txt" - WindowsLocalDebugger - + + + + scene="../../scenes/RayTracerScene.txt" + WindowsLocalDebugger + + + scene="../../scenes/RayTracerScene.txt" + WindowsLocalDebugger + \ No newline at end of file diff --git a/PROJ1_WIN/565Raytracer/Debug/565Raytracer.exe.embed.manifest b/PROJ1_WIN/565Raytracer/Debug/565Raytracer.exe.embed.manifest new file mode 100644 index 0000000..11bb704 --- /dev/null +++ b/PROJ1_WIN/565Raytracer/Debug/565Raytracer.exe.embed.manifest @@ -0,0 +1,10 @@ + + + + + + + + + + \ No newline at end of file diff --git a/PROJ1_WIN/565Raytracer/Debug/565Raytracer.exe.embed.manifest.res b/PROJ1_WIN/565Raytracer/Debug/565Raytracer.exe.embed.manifest.res new file mode 100644 index 0000000..9c8df0e Binary files /dev/null and b/PROJ1_WIN/565Raytracer/Debug/565Raytracer.exe.embed.manifest.res differ diff --git a/PROJ1_WIN/565Raytracer/Debug/565Raytracer.exe.intermediate.manifest b/PROJ1_WIN/565Raytracer/Debug/565Raytracer.exe.intermediate.manifest new file mode 100644 index 0000000..ecea6f7 --- /dev/null +++ b/PROJ1_WIN/565Raytracer/Debug/565Raytracer.exe.intermediate.manifest @@ -0,0 +1,10 @@ + + + + + + + + + + diff --git a/PROJ1_WIN/565Raytracer/Debug/565Raytracer.lastbuildstate b/PROJ1_WIN/565Raytracer/Debug/565Raytracer.lastbuildstate new file mode 100644 index 0000000..c3dd4ae --- /dev/null +++ b/PROJ1_WIN/565Raytracer/Debug/565Raytracer.lastbuildstate @@ -0,0 +1,2 @@ +#v4.0:v100 +Debug|Win32|C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\| diff --git a/PROJ1_WIN/565Raytracer/Debug/565Raytracer.log b/PROJ1_WIN/565Raytracer/Debug/565Raytracer.log new file mode 100644 index 0000000..048ab6c --- /dev/null +++ b/PROJ1_WIN/565Raytracer/Debug/565Raytracer.log @@ -0,0 +1,62 @@ +Build started 9/30/2012 4:01:06 PM. + 1>Project "C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer\565Raytracer.vcxproj" on node 2 (build target(s)). + 1>InitializeBuildStatus: + Creating "Debug\565Raytracer.unsuccessfulbuild" because "AlwaysCreate" was specified. + AddCudaCompileDeps: + Skipping target "AddCudaCompileDeps" because all output files are up-to-date with respect to the input files. + AddCudaCompilePropsDeps: + Skipping target "AddCudaCompilePropsDeps" because all output files are up-to-date with respect to the input files. + CudaBuild: + Compiling CUDA source file ..\..\src\raytraceKernel.cu... + cmd.exe /C "C:\Users\Aparajith Sairam\AppData\Local\Temp\1f9f47df4e524007bb7edfa85b3cdda3.cmd" + "C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\bin\nvcc.exe" -gencode=arch=compute_10,code=\"sm_10,compute_10\" --use-local-env --cl-version 2010 -ccbin "c:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\bin" -I"C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include" -I"C:/ProgramData/NVIDIA Corporation/NVIDIA GPU Computing SDK 4.2/C/common/inc" -I"../shared/glew/includes" -I"../shared/freeglut/includes" -I"C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include" -G --keep-dir "Debug" -maxrregcount=0 --machine 32 --compile -g -Xcompiler "/EHsc /nologo /Od /Zi /MDd " -o "C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer\Win32/Debug/raytraceKernel.cu.obj" "C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\src\raytraceKernel.cu" + + C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer>"C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\bin\nvcc.exe" -gencode=arch=compute_10,code=\"sm_10,compute_10\" --use-local-env --cl-version 2010 -ccbin "c:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\bin" -I"C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include" -I"C:/ProgramData/NVIDIA Corporation/NVIDIA GPU Computing SDK 4.2/C/common/inc" -I"../shared/glew/includes" -I"../shared/freeglut/includes" -I"C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include" -G --keep-dir "Debug" -maxrregcount=0 --machine 32 --compile -g -Xcompiler "/EHsc /nologo /Od /Zi /MDd " -o "C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer\Win32/Debug/raytraceKernel.cu.obj" "C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\src\raytraceKernel.cu" + raytraceKernel.cu + 1>C:/Users/Aparajith Sairam/Documents/MS CGGT/GPU Fall 2012/Project1-Raytracer/src/raytraceKernel.cu(128): warning : type qualifier specified more than once + + tmpxft_00001c60_00000000-0_raytraceKernel.cudafe1.gpu + tmpxft_00001c60_00000000-5_raytraceKernel.cudafe2.gpu + raytraceKernel.cu + 1>c:\users\aparajith sairam\documents\ms cggt\gpu fall 2012\project1-raytracer\src\glm\core\_swizzle.hpp(194): warning : missing return statement at end of non-void function "glm::detail::_swizzle_base2::operator=(const glm::detail::_swizzle_base2::Stub &)" + + 1>C:/Users/Aparajith Sairam/Documents/MS CGGT/GPU Fall 2012/Project1-Raytracer/src/raytraceKernel.cu(128): warning : type qualifier specified more than once + + 1>ptxas C : /Users/APARAJ~1/AppData/Local/Temp/tmpxft_00001c60_00000000-1_raytraceKernel.ptx, line 4033; warning : Double is not supported. Demoting to float + tmpxft_00001c60_00000000-0_raytraceKernel.cudafe1.cpp + tmpxft_00001c60_00000000-11_raytraceKernel.ii + ClCompile: + c:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\bin\CL.exe /c /I"C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include" /I"C:\ProgramData\NVIDIA Corporation\NVIDIA GPU Computing SDK 4.2\C\common\inc" /I../shared/glew/include /I../shared/freeglut/include /I"C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include" /ZI /nologo /W3 /WX- /Od /Oy- /D WIN32 /D _DEBUG /D _CONSOLE /D _UNICODE /D UNICODE /Gm /EHsc /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Fo"Debug\\" /Fd"Debug\vc100.pdb" /Gd /TP /analyze- /errorReport:prompt ..\..\src\main.cpp ..\..\src\scene.cpp + main.cpp + Note: including lib: glut32.lib + + Generating Code... + Skipping... (no relevant changes detected) + scene.cpp + All outputs are up-to-date. + ManifestResourceCompile: + C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\bin\rc.exe /nologo /fo"Debug\565Raytracer.exe.embed.manifest.res" Debug\565Raytracer_manifest.rc + Link: + c:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\bin\link.exe /ERRORREPORT:PROMPT /OUT:"C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\Debug\565Raytracer.exe" /INCREMENTAL /NOLOGO /LIBPATH:../shared/glew/lib /LIBPATH:../shared/freeglut/lib /LIBPATH:"C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\lib\Win32" cudart.lib glew32.lib glu32.lib opengl32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /MANIFEST /ManifestFile:"Debug\565Raytracer.exe.intermediate.manifest" /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /DEBUG /PDB:"C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\Debug\565Raytracer.pdb" /SUBSYSTEM:CONSOLE /TLBID:1 /ENTRY:"mainCRTStartup" /DYNAMICBASE /NXCOMPAT /IMPLIB:"C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\Debug\565Raytracer.lib" /MACHINE:X86 "C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer\Win32/Debug/raytraceKernel.cu.obj" + Debug\565Raytracer.exe.embed.manifest.res + Debug\glslUtility.obj + Debug\image.obj + Debug\main.obj + Debug\scene.obj + Debug\stb_image.obj + Debug\stb_image_write.obj + Debug\utilities.obj + Manifest: + C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\bin\mt.exe /nologo /verbose /out:"Debug\565Raytracer.exe.embed.manifest" /manifest Debug\565Raytracer.exe.intermediate.manifest + All outputs are up-to-date. + LinkEmbedManifest: + All outputs are up-to-date. + 565Raytracer.vcxproj -> C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\Debug\565Raytracer.exe + FinalizeBuildStatus: + Deleting file "Debug\565Raytracer.unsuccessfulbuild". + Touching "Debug\565Raytracer.lastbuildstate". + 1>Done Building Project "C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer\565Raytracer.vcxproj" (build target(s)). + +Build succeeded. + +Time Elapsed 00:00:12.68 diff --git a/PROJ1_WIN/565Raytracer/Debug/565Raytracer_manifest.rc b/PROJ1_WIN/565Raytracer/Debug/565Raytracer_manifest.rc new file mode 100644 index 0000000..6745e86 Binary files /dev/null and b/PROJ1_WIN/565Raytracer/Debug/565Raytracer_manifest.rc differ diff --git a/PROJ1_WIN/565Raytracer/Debug/CL.read.1.tlog b/PROJ1_WIN/565Raytracer/Debug/CL.read.1.tlog new file mode 100644 index 0000000..06552ab Binary files /dev/null and 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a/PROJ1_WIN/565Raytracer/Debug/link-cvtres.read.1.tlog b/PROJ1_WIN/565Raytracer/Debug/link-cvtres.read.1.tlog new file mode 100644 index 0000000..46b134b --- /dev/null +++ b/PROJ1_WIN/565Raytracer/Debug/link-cvtres.read.1.tlog @@ -0,0 +1 @@ +ÿþ \ No newline at end of file diff --git a/PROJ1_WIN/565Raytracer/Debug/link-cvtres.write.1.tlog b/PROJ1_WIN/565Raytracer/Debug/link-cvtres.write.1.tlog new file mode 100644 index 0000000..46b134b --- /dev/null +++ b/PROJ1_WIN/565Raytracer/Debug/link-cvtres.write.1.tlog @@ -0,0 +1 @@ +ÿþ \ No newline at end of file diff --git a/PROJ1_WIN/565Raytracer/Debug/link.1012-cvtres.read.1.tlog b/PROJ1_WIN/565Raytracer/Debug/link.1012-cvtres.read.1.tlog new file mode 100644 index 0000000..46b134b --- /dev/null +++ b/PROJ1_WIN/565Raytracer/Debug/link.1012-cvtres.read.1.tlog @@ -0,0 +1 @@ +ÿþ \ No newline at end of file diff --git a/PROJ1_WIN/565Raytracer/Debug/link.1012-cvtres.write.1.tlog b/PROJ1_WIN/565Raytracer/Debug/link.1012-cvtres.write.1.tlog new file mode 100644 index 0000000..46b134b --- /dev/null +++ b/PROJ1_WIN/565Raytracer/Debug/link.1012-cvtres.write.1.tlog @@ -0,0 +1 @@ +ÿþ \ No newline at end of file diff --git a/PROJ1_WIN/565Raytracer/Debug/link.1012.read.1.tlog b/PROJ1_WIN/565Raytracer/Debug/link.1012.read.1.tlog new file mode 100644 index 0000000..46b134b --- /dev/null +++ b/PROJ1_WIN/565Raytracer/Debug/link.1012.read.1.tlog @@ -0,0 +1 @@ +ÿþ \ No newline at end of file diff --git a/PROJ1_WIN/565Raytracer/Debug/link.1012.write.1.tlog b/PROJ1_WIN/565Raytracer/Debug/link.1012.write.1.tlog new file mode 100644 index 0000000..46b134b --- /dev/null +++ b/PROJ1_WIN/565Raytracer/Debug/link.1012.write.1.tlog @@ -0,0 +1 @@ +ÿþ \ No newline at end of file diff --git a/PROJ1_WIN/565Raytracer/Debug/link.10124-cvtres.read.1.tlog b/PROJ1_WIN/565Raytracer/Debug/link.10124-cvtres.read.1.tlog new file mode 100644 index 0000000..46b134b --- /dev/null +++ b/PROJ1_WIN/565Raytracer/Debug/link.10124-cvtres.read.1.tlog @@ -0,0 +1 @@ +ÿþ \ No newline at end of file diff --git a/PROJ1_WIN/565Raytracer/Debug/link.10124-cvtres.write.1.tlog b/PROJ1_WIN/565Raytracer/Debug/link.10124-cvtres.write.1.tlog new file mode 100644 index 0000000..46b134b --- /dev/null +++ b/PROJ1_WIN/565Raytracer/Debug/link.10124-cvtres.write.1.tlog @@ -0,0 +1 @@ +ÿþ \ No newline at end of file diff --git a/PROJ1_WIN/565Raytracer/Debug/link.10124.read.1.tlog b/PROJ1_WIN/565Raytracer/Debug/link.10124.read.1.tlog new file mode 100644 index 0000000..46b134b --- /dev/null +++ b/PROJ1_WIN/565Raytracer/Debug/link.10124.read.1.tlog @@ -0,0 +1 @@ +ÿþ \ No newline at end of file diff --git a/PROJ1_WIN/565Raytracer/Debug/link.10124.write.1.tlog b/PROJ1_WIN/565Raytracer/Debug/link.10124.write.1.tlog new file mode 100644 index 0000000..46b134b --- /dev/null +++ b/PROJ1_WIN/565Raytracer/Debug/link.10124.write.1.tlog @@ -0,0 +1 @@ +ÿþ \ No newline at end of file diff --git a/PROJ1_WIN/565Raytracer/Debug/link.10192-cvtres.read.1.tlog 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b/PROJ1_WIN/565Raytracer/Debug/link.9608.read.1.tlog new file mode 100644 index 0000000..46b134b --- /dev/null +++ b/PROJ1_WIN/565Raytracer/Debug/link.9608.read.1.tlog @@ -0,0 +1 @@ +ÿþ \ No newline at end of file diff --git a/PROJ1_WIN/565Raytracer/Debug/link.9608.write.1.tlog b/PROJ1_WIN/565Raytracer/Debug/link.9608.write.1.tlog new file mode 100644 index 0000000..46b134b --- /dev/null +++ b/PROJ1_WIN/565Raytracer/Debug/link.9608.write.1.tlog @@ -0,0 +1 @@ +ÿþ \ No newline at end of file diff --git a/PROJ1_WIN/565Raytracer/Debug/link.command.1.tlog b/PROJ1_WIN/565Raytracer/Debug/link.command.1.tlog new file mode 100644 index 0000000..b66fbfb Binary files /dev/null and b/PROJ1_WIN/565Raytracer/Debug/link.command.1.tlog differ diff --git a/PROJ1_WIN/565Raytracer/Debug/link.read.1.tlog b/PROJ1_WIN/565Raytracer/Debug/link.read.1.tlog new file mode 100644 index 0000000..0822c1a Binary files /dev/null and b/PROJ1_WIN/565Raytracer/Debug/link.read.1.tlog differ diff --git a/PROJ1_WIN/565Raytracer/Debug/link.write.1.tlog b/PROJ1_WIN/565Raytracer/Debug/link.write.1.tlog new file mode 100644 index 0000000..f6381de Binary files /dev/null and b/PROJ1_WIN/565Raytracer/Debug/link.write.1.tlog differ diff --git a/PROJ1_WIN/565Raytracer/Debug/main.obj b/PROJ1_WIN/565Raytracer/Debug/main.obj new file mode 100644 index 0000000..d9ae9bb Binary files /dev/null and b/PROJ1_WIN/565Raytracer/Debug/main.obj differ diff --git a/PROJ1_WIN/565Raytracer/Debug/mt.command.1.tlog b/PROJ1_WIN/565Raytracer/Debug/mt.command.1.tlog new file mode 100644 index 0000000..0be5325 Binary files /dev/null and b/PROJ1_WIN/565Raytracer/Debug/mt.command.1.tlog differ diff --git a/PROJ1_WIN/565Raytracer/Debug/mt.read.1.tlog b/PROJ1_WIN/565Raytracer/Debug/mt.read.1.tlog new file mode 100644 index 0000000..4f7d89b Binary files /dev/null and b/PROJ1_WIN/565Raytracer/Debug/mt.read.1.tlog differ diff --git a/PROJ1_WIN/565Raytracer/Debug/mt.write.1.tlog b/PROJ1_WIN/565Raytracer/Debug/mt.write.1.tlog new file mode 100644 index 0000000..29c3c4e Binary files /dev/null and b/PROJ1_WIN/565Raytracer/Debug/mt.write.1.tlog differ diff --git a/PROJ1_WIN/565Raytracer/Debug/raytraceKernel.cu.cache b/PROJ1_WIN/565Raytracer/Debug/raytraceKernel.cu.cache new file mode 100644 index 0000000..bbc5d88 --- /dev/null +++ b/PROJ1_WIN/565Raytracer/Debug/raytraceKernel.cu.cache @@ -0,0 +1,27 @@ +Identity=..\..\src\raytraceKernel.cu +AdditionalCompilerOptions= +AdditionalDeps= +AdditionalOptions= +CInterleavedPTX=false +CodeGeneration=compute_10,sm_10 +CompileOut=C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer\Win32/Debug/raytraceKernel.cu.obj +CudaToolkitCustomDir= +Defines= +Emulation=false +FastMath=false +GPUDebugInfo=true +HostDebugInfo=true +Include=C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include;C:/ProgramData/NVIDIA Corporation/NVIDIA GPU Computing SDK 4.2/C/common/inc;../shared/glew/includes;../shared/freeglut/includes +Keep=false +KeepDir=Debug +MaxRegCount=0 +NvccCompilation=compile +NvccPath= +Optimization=Od +PtxAsOptionV=false +RequiredIncludes= +Runtime=MDd +RuntimeChecks=Default +TargetMachinePlatform=32 +TypeInfo=false +Warning=W3 diff --git a/PROJ1_WIN/565Raytracer/Debug/rc.command.1.tlog b/PROJ1_WIN/565Raytracer/Debug/rc.command.1.tlog new file mode 100644 index 0000000..b0e162d Binary files /dev/null and b/PROJ1_WIN/565Raytracer/Debug/rc.command.1.tlog differ diff --git a/PROJ1_WIN/565Raytracer/Debug/rc.read.1.tlog b/PROJ1_WIN/565Raytracer/Debug/rc.read.1.tlog new file mode 100644 index 0000000..ca9689f Binary files /dev/null and b/PROJ1_WIN/565Raytracer/Debug/rc.read.1.tlog differ diff --git a/PROJ1_WIN/565Raytracer/Debug/rc.write.1.tlog b/PROJ1_WIN/565Raytracer/Debug/rc.write.1.tlog new file mode 100644 index 0000000..2ceb249 Binary files /dev/null and b/PROJ1_WIN/565Raytracer/Debug/rc.write.1.tlog differ diff --git a/PROJ1_WIN/565Raytracer/Debug/scene.obj b/PROJ1_WIN/565Raytracer/Debug/scene.obj new file mode 100644 index 0000000..92a7303 Binary files /dev/null and b/PROJ1_WIN/565Raytracer/Debug/scene.obj differ diff --git a/PROJ1_WIN/565Raytracer/Debug/stb_image.obj b/PROJ1_WIN/565Raytracer/Debug/stb_image.obj new file mode 100644 index 0000000..84c18de Binary files /dev/null and b/PROJ1_WIN/565Raytracer/Debug/stb_image.obj differ diff --git a/PROJ1_WIN/565Raytracer/Debug/stb_image_write.obj b/PROJ1_WIN/565Raytracer/Debug/stb_image_write.obj new file mode 100644 index 0000000..69a9c22 Binary files /dev/null and b/PROJ1_WIN/565Raytracer/Debug/stb_image_write.obj differ diff --git a/PROJ1_WIN/565Raytracer/Debug/utilities.obj b/PROJ1_WIN/565Raytracer/Debug/utilities.obj new file mode 100644 index 0000000..fa0c75e Binary files /dev/null and b/PROJ1_WIN/565Raytracer/Debug/utilities.obj differ diff --git a/PROJ1_WIN/565Raytracer/Debug/vc100.idb b/PROJ1_WIN/565Raytracer/Debug/vc100.idb new file mode 100644 index 0000000..e659625 Binary files /dev/null and b/PROJ1_WIN/565Raytracer/Debug/vc100.idb differ diff --git a/PROJ1_WIN/565Raytracer/Debug/vc100.pdb b/PROJ1_WIN/565Raytracer/Debug/vc100.pdb new file mode 100644 index 0000000..301b09e Binary files /dev/null and b/PROJ1_WIN/565Raytracer/Debug/vc100.pdb differ diff --git a/PROJ1_WIN/565Raytracer/Release/565Raytracer.Build.CppClean.log b/PROJ1_WIN/565Raytracer/Release/565Raytracer.Build.CppClean.log new file mode 100644 index 0000000..a53441f --- /dev/null +++ b/PROJ1_WIN/565Raytracer/Release/565Raytracer.Build.CppClean.log @@ -0,0 +1,21 @@ +C:\USERS\APARAJITH SAIRAM\DOCUMENTS\MS CGGT\GPU FALL 2012\PROJECT1-RAYTRACER\PROJ1_WIN\565RAYTRACER\RELEASE\565RAYTRACER.EXE.INTERMEDIATE.MANIFEST +C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer\Release\cl.command.1.tlog +C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer\Release\CL.read.1.tlog +C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer\Release\CL.write.1.tlog +C:\USERS\APARAJITH SAIRAM\DOCUMENTS\MS CGGT\GPU FALL 2012\PROJECT1-RAYTRACER\PROJ1_WIN\565RAYTRACER\RELEASE\GLSLUTILITY.OBJ +C:\USERS\APARAJITH SAIRAM\DOCUMENTS\MS CGGT\GPU FALL 2012\PROJECT1-RAYTRACER\PROJ1_WIN\565RAYTRACER\RELEASE\IMAGE.OBJ +C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer\Release\link.command.1.tlog +C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer\Release\link.read.1.tlog +C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer\Release\link.write.1.tlog +C:\USERS\APARAJITH SAIRAM\DOCUMENTS\MS CGGT\GPU FALL 2012\PROJECT1-RAYTRACER\PROJ1_WIN\565RAYTRACER\RELEASE\MAIN.OBJ +C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer\Release\mt.command.1.tlog +C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer\Release\mt.read.1.tlog +C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer\Release\mt.write.1.tlog +C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer\Release\raytraceKernel.cu.cache +C:\USERS\APARAJITH SAIRAM\DOCUMENTS\MS CGGT\GPU FALL 2012\PROJECT1-RAYTRACER\PROJ1_WIN\565RAYTRACER\RELEASE\SCENE.OBJ +C:\USERS\APARAJITH SAIRAM\DOCUMENTS\MS CGGT\GPU FALL 2012\PROJECT1-RAYTRACER\PROJ1_WIN\565RAYTRACER\RELEASE\STB_IMAGE.OBJ +C:\USERS\APARAJITH SAIRAM\DOCUMENTS\MS CGGT\GPU FALL 2012\PROJECT1-RAYTRACER\PROJ1_WIN\565RAYTRACER\RELEASE\STB_IMAGE_WRITE.OBJ +C:\USERS\APARAJITH SAIRAM\DOCUMENTS\MS CGGT\GPU FALL 2012\PROJECT1-RAYTRACER\PROJ1_WIN\565RAYTRACER\RELEASE\UTILITIES.OBJ +C:\USERS\APARAJITH SAIRAM\DOCUMENTS\MS CGGT\GPU FALL 2012\PROJECT1-RAYTRACER\PROJ1_WIN\565RAYTRACER\RELEASE\VC100.PDB +C:\USERS\APARAJITH SAIRAM\DOCUMENTS\MS CGGT\GPU FALL 2012\PROJECT1-RAYTRACER\PROJ1_WIN\RELEASE\565RAYTRACER.EXE +C:\USERS\APARAJITH SAIRAM\DOCUMENTS\MS CGGT\GPU FALL 2012\PROJECT1-RAYTRACER\PROJ1_WIN\RELEASE\565RAYTRACER.PDB diff --git a/PROJ1_WIN/565Raytracer/Release/565Raytracer.exe.intermediate.manifest b/PROJ1_WIN/565Raytracer/Release/565Raytracer.exe.intermediate.manifest new file mode 100644 index 0000000..ecea6f7 --- /dev/null +++ b/PROJ1_WIN/565Raytracer/Release/565Raytracer.exe.intermediate.manifest @@ -0,0 +1,10 @@ + + + + + + + + + + diff --git a/PROJ1_WIN/565Raytracer/Release/565Raytracer.lastbuildstate b/PROJ1_WIN/565Raytracer/Release/565Raytracer.lastbuildstate new file mode 100644 index 0000000..1c8afe5 --- /dev/null +++ b/PROJ1_WIN/565Raytracer/Release/565Raytracer.lastbuildstate @@ -0,0 +1,2 @@ +#v4.0:v100 +Release|Win32|C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\| diff --git a/PROJ1_WIN/565Raytracer/Release/565Raytracer.log b/PROJ1_WIN/565Raytracer/Release/565Raytracer.log new file mode 100644 index 0000000..9bb0d69 --- /dev/null +++ b/PROJ1_WIN/565Raytracer/Release/565Raytracer.log @@ -0,0 +1,52 @@ +Build started 9/30/2012 8:41:41 PM. + 1>Project "C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer\565Raytracer.vcxproj" on node 2 (build target(s)). + 1>InitializeBuildStatus: + Creating "Release\565Raytracer.unsuccessfulbuild" because "AlwaysCreate" was specified. + AddCudaCompileDeps: + c:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\bin\cl.exe /E /nologo /showIncludes /TP /D__CUDACC__ /I"C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include" /I"C:/ProgramData/NVIDIA Corporation/NVIDIA GPU Computing SDK 4.2/C/common/inc" /I../shared/glew/includes /I../shared/freeglut/includes /I"C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\bin" /I"C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include" /I. /FIcuda_runtime.h /c "C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\src\raytraceKernel.cu" + AddCudaCompilePropsDeps: + Skipping target "AddCudaCompilePropsDeps" because all output files are up-to-date with respect to the input files. + CudaBuild: + Compiling CUDA source file ..\..\src\raytraceKernel.cu... + cmd.exe /C "C:\Users\Aparajith Sairam\AppData\Local\Temp\6fef201117e349979ea44927fc71bb60.cmd" + "C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\bin\nvcc.exe" -gencode=arch=compute_10,code=\"sm_10,compute_10\" --use-local-env --cl-version 2010 -ccbin "c:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\bin" -I"C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include" -I"C:/ProgramData/NVIDIA Corporation/NVIDIA GPU Computing SDK 4.2/C/common/inc" -I"../shared/glew/includes" -I"../shared/freeglut/includes" -I"C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include" --keep-dir "Release" -maxrregcount=0 --machine 32 --compile -Xcompiler "/EHsc /nologo /Od /Zi /MD " -o "C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer\Win32/Release/raytraceKernel.cu.obj" "C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\src\raytraceKernel.cu" + + C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer>"C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\bin\nvcc.exe" -gencode=arch=compute_10,code=\"sm_10,compute_10\" --use-local-env --cl-version 2010 -ccbin "c:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\bin" -I"C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include" -I"C:/ProgramData/NVIDIA Corporation/NVIDIA GPU Computing SDK 4.2/C/common/inc" -I"../shared/glew/includes" -I"../shared/freeglut/includes" -I"C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include" --keep-dir "Release" -maxrregcount=0 --machine 32 --compile -Xcompiler "/EHsc /nologo /Od /Zi /MD " -o "C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer\Win32/Release/raytraceKernel.cu.obj" "C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\src\raytraceKernel.cu" + raytraceKernel.cu + 1>C:/Users/Aparajith Sairam/Documents/MS CGGT/GPU Fall 2012/Project1-Raytracer/src/raytraceKernel.cu(128): warning : type qualifier specified more than once + + tmpxft_00001ed4_00000000-0_raytraceKernel.cudafe1.gpu + tmpxft_00001ed4_00000000-5_raytraceKernel.cudafe2.gpu + raytraceKernel.cu + 1>c:\users\aparajith sairam\documents\ms cggt\gpu fall 2012\project1-raytracer\src\glm\core\_swizzle.hpp(194): warning : missing return statement at end of non-void function "glm::detail::_swizzle_base2::operator=(const glm::detail::_swizzle_base2::Stub &)" + + 1>C:/Users/Aparajith Sairam/Documents/MS CGGT/GPU Fall 2012/Project1-Raytracer/src/raytraceKernel.cu(128): warning : type qualifier specified more than once + + 1>ptxas C : /Users/APARAJ~1/AppData/Local/Temp/tmpxft_00001ed4_00000000-1_raytraceKernel.ptx, line 839; warning : Double is not supported. Demoting to float + tmpxft_00001ed4_00000000-0_raytraceKernel.cudafe1.cpp + tmpxft_00001ed4_00000000-11_raytraceKernel.ii + ClCompile: + All outputs are up-to-date. + All outputs are up-to-date. + Link: + c:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\bin\link.exe /ERRORREPORT:PROMPT /OUT:"C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\Release\565Raytracer.exe" /INCREMENTAL:NO /NOLOGO /LIBPATH:../shared/glew/lib /LIBPATH:../shared/freeglut/lib /LIBPATH:"C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\lib\Win32" cudart.lib glew32.lib glu32.lib opengl32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /MANIFEST /ManifestFile:"Release\565Raytracer.exe.intermediate.manifest" /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /DEBUG /PDB:"C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\Release\565Raytracer.pdb" /SUBSYSTEM:CONSOLE /OPT:REF /OPT:ICF /LTCG /TLBID:1 /ENTRY:"mainCRTStartup" /DYNAMICBASE /NXCOMPAT /IMPLIB:"C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\Release\565Raytracer.lib" /MACHINE:X86 "C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer\Win32/Release/raytraceKernel.cu.obj" + Release\glslUtility.obj + Release\image.obj + Release\main.obj + Release\scene.obj + Release\stb_image.obj + Release\stb_image_write.obj + Release\utilities.obj + Generating code + Finished generating code + 565Raytracer.vcxproj -> C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\Release\565Raytracer.exe + Manifest: + C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\bin\mt.exe /nologo /verbose /outputresource:"C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\Release\565Raytracer.exe;#1" /manifest Release\565Raytracer.exe.intermediate.manifest + FinalizeBuildStatus: + Deleting file "Release\565Raytracer.unsuccessfulbuild". + Touching "Release\565Raytracer.lastbuildstate". + 1>Done Building Project "C:\Users\Aparajith Sairam\Documents\MS CGGT\GPU Fall 2012\Project1-Raytracer\PROJ1_WIN\565Raytracer\565Raytracer.vcxproj" (build target(s)). + +Build succeeded. + +Time Elapsed 00:00:09.66 diff --git a/PROJ1_WIN/565Raytracer/Release/CL.read.1.tlog b/PROJ1_WIN/565Raytracer/Release/CL.read.1.tlog new file mode 100644 index 0000000..1fbac9a Binary files /dev/null and b/PROJ1_WIN/565Raytracer/Release/CL.read.1.tlog differ diff --git a/PROJ1_WIN/565Raytracer/Release/CL.write.1.tlog b/PROJ1_WIN/565Raytracer/Release/CL.write.1.tlog new file mode 100644 index 0000000..d8362c5 Binary files /dev/null and b/PROJ1_WIN/565Raytracer/Release/CL.write.1.tlog 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Toolkit\CUDA\v4.2\include\cuda_runtime.h +c:\program files\nvidia gpu computing toolkit\cuda\v4.2\include\host_config.h +c:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\crtdefs.h +c:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\sal.h +c:\program files (x86)\microsoft visual studio 10.0\vc\include\codeanalysis\sourceannotations.h +c:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\vadefs.h +c:\program files\nvidia gpu computing toolkit\cuda\v4.2\include\builtin_types.h +c:\program files\nvidia gpu computing toolkit\cuda\v4.2\include\device_types.h +c:\program files\nvidia gpu computing toolkit\cuda\v4.2\include\host_defines.h +c:\program files\nvidia gpu computing toolkit\cuda\v4.2\include\driver_types.h +c:\program files\nvidia gpu computing toolkit\cuda\v4.2\include\host_defines.h +c:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\limits.h +c:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\crtdefs.h +c:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\stddef.h +c:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\crtdefs.h +c:\program files\nvidia gpu computing toolkit\cuda\v4.2\include\surface_types.h +c:\program files\nvidia gpu computing toolkit\cuda\v4.2\include\driver_types.h +c:\program files\nvidia gpu computing toolkit\cuda\v4.2\include\texture_types.h +c:\program files\nvidia gpu computing toolkit\cuda\v4.2\include\driver_types.h +c:\program files\nvidia gpu computing toolkit\cuda\v4.2\include\vector_types.h +c:\program files\nvidia gpu computing toolkit\cuda\v4.2\include\builtin_types.h +c:\program files\nvidia gpu computing toolkit\cuda\v4.2\include\device_types.h +c:\program files\nvidia gpu computing toolkit\cuda\v4.2\include\driver_types.h +c:\program files\nvidia gpu computing toolkit\cuda\v4.2\include\surface_types.h +c:\program files\nvidia gpu computing toolkit\cuda\v4.2\include\texture_types.h +c:\program files\nvidia gpu computing 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Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include\thrust/detail/pair.inl +C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include\thrust/detail/integer_traits.h +C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include\thrust/random/detail/uniform_int_distribution.inl +C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include\thrust/random/uniform_real_distribution.h +C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include\thrust/random/detail/uniform_real_distribution.inl +C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include\thrust/random/normal_distribution.h +C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include\thrust/random/detail/normal_distribution.inl +C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.2\include\cuda.h +c:\users\aparajith sairam\documents\ms cggt\gpu fall 2012\project1-raytracer\src\sceneStructs.h +C:/ProgramData/NVIDIA Corporation/NVIDIA GPU Computing SDK 4.2/C/common/inc\cutil_math.h +c:\users\aparajith sairam\documents\ms cggt\gpu fall 2012\project1-raytracer\src\intersections.h +c:\users\aparajith sairam\documents\ms cggt\gpu fall 2012\project1-raytracer\src\sceneStructs.h +c:\users\aparajith sairam\documents\ms cggt\gpu fall 2012\project1-raytracer\src\cudaMat4.h +c:\users\aparajith sairam\documents\ms cggt\gpu fall 2012\project1-raytracer\src\glm/glm.hpp +c:\users\aparajith sairam\documents\ms cggt\gpu fall 2012\project1-raytracer\src\glm\core/_fixes.hpp +c:\users\aparajith sairam\documents\ms cggt\gpu fall 2012\project1-raytracer\src\utilities.h +c:\users\aparajith sairam\documents\ms cggt\gpu fall 2012\project1-raytracer\src\interactions.h +c:\users\aparajith sairam\documents\ms cggt\gpu fall 2012\project1-raytracer\src\intersections.h diff --git a/Phong Shading with specular exponent 0.png b/Phong Shading with specular exponent 0.png new file mode 100644 index 0000000..752052d Binary files /dev/null and b/Phong Shading with specular exponent 0.png differ diff --git a/README.md b/README.md index 4a65ba6..5efe11d 100644 --- a/README.md +++ b/README.md @@ -1,174 +1,17 @@ -------------------------------------------------------------------------------- -CIS565: Project 1: CUDA Raytracer -------------------------------------------------------------------------------- -Fall 2012 -------------------------------------------------------------------------------- -Due Sunday, 09/30/2012 -------------------------------------------------------------------------------- - -------------------------------------------------------------------------------- -NOTE: -------------------------------------------------------------------------------- -This project requires an NVIDIA graphics card with CUDA capability! Any card after the Geforce 8xxx series will work. If you do not have an NVIDIA graphics card in the machine you are working on, feel free to use any machine in the SIG Lab or in Moore100 labs. All machines in the SIG Lab and Moore100 are equipped with CUDA capable NVIDIA graphics cards. If this too proves to be a problem, please contact Patrick or Karl as soon as possible. - -------------------------------------------------------------------------------- -INTRODUCTION: -------------------------------------------------------------------------------- -In this project, you will implement a CUDA based raytracer capable of generating raytraced rendered images extremely quickly. For those of you who have taken CIS460/560, building a raytracer should not be anything new to you from a conceptual point of you. For those of you that have not taken CIS460/560, raytracing is a technique for generating images by tracing rays of light through pixels in an image plane out into a scene and following the way the rays of light bounce and interact with objects in the scene. More information can be found here: http://en.wikipedia.org/wiki/Ray_tracing_(graphics). - -The ultimate purpose of this project is to serve as the foundation for your next project: a full CUDA based global illumination pathtracer. Raytracing can be thought of as a way to generate an isolated version of the direct light contribution in a global illumination scenario. - -Since in this class we are concerned with working in generating actual images and less so with mundane tasks like file I/O, this project includes basecode for loading a scene description file format, described below, and various other things that generally make up the render "harness" that takes care of everything up to the rendering itself. The core renderer is left for you to implement. -Finally, note that while this basecode is meant to serve as a strong starting point for a CUDA raytracer, you are not required to use this basecode if you wish, and you may also change any part of the basecode specification as you please, so long as the final rendered result is correct. - -------------------------------------------------------------------------------- -CONTENTS: -------------------------------------------------------------------------------- -The Project1 root directory contains the following subdirectories: - -* src/ contains the source code for the project. Both the Windows Visual Studio solution and the OSX makefile reference this folder for all source; the base source code compiles on OSX and Windows without modification. -* scenes/ contains an example scene description file. -* renders/ contains an example render of the given example scene file. -* PROJ1_WIN/ contains a Windows Visual Studio 2010 project and all dependencies needed for building and running on Windows 7. -* PROJ1_OSX/ contains a OSX makefile, run script, and all dependencies needed for building and running on Mac OSX 10.8. - -The Windows and OSX versions of the project build and run exactly the same way as in Project0. - -------------------------------------------------------------------------------- -REQUIREMENTS: -------------------------------------------------------------------------------- -In this project, you are given code for: - -* Loading, reading, and storing the TAKUAscene scene description format -* Example functions that can run on both the CPU and GPU for generating random numbers, spherical intersection testing, and surface point sampling on cubes -* A class for handling image operations and saving images -* Working code for CUDA-GL interop - -You will need to implement the following features: - +Blog: +http://aparajithsairam.blogspot.com +Features Implemented: * Raycasting from a camera into a scene through a pixel grid * Phong lighting for one point light source * Diffuse lambertian surfaces * Raytraced shadows * Cube intersection testing * Sphere surface point sampling - -You are also required to implement at least 2 of the following features: - -* Specular reflection -* Soft shadows and area lights -* Texture mapping -* Bump mapping -* Depth of field -* Supersampled antialiasing -* Refraction, i.e. glass -* OBJ Mesh loading and renderin +* Reflection * Interactive camera -------------------------------------------------------------------------------- -BASE CODE TOUR: -------------------------------------------------------------------------------- -You will be working in three files: raytraceKernel.cu, intersections.h, and interactions.h. Within these files, areas that you need to complete are marked with a TODO comment. Areas that are useful to and serve as hints for optional features are marked with TODO (Optional). Functions that are useful for reference are marked with the comment LOOK. - -* raytraceKernel.cu contains the core raytracing CUDA kernel. You will need to complete: - * cudaRaytraceCore() handles kernel launches and memory management; this function already contains example code for launching kernels, transferring geometry and cameras from the host to the device, and transferring image buffers from the host to the device and back. You will have to complete this function to support passing materials and lights to CUDA. - * raycastFromCameraKernel() is a function that you need to implement. This function once correctly implemented should handle camera raycasting. - * raytraceRay() is the core raytracing CUDA kernel; all of your raytracing logic should be implemented in this CUDA kernel. raytraceRay() should take in a camera, image buffer, geometry, materials, and lights, and should trace a ray through the scene and write the resultant color to a pixel in the image buffer. - -* intersections.h contains functions for geometry intersection testing and point generation. You will need to complete: - * boxIntersectionTest(), which takes in a box and a ray and performs an intersection test. This function should work in the same way as sphereIntersectionTest(). - * getRandomPointOnSphere(), which takes in a sphere and returns a random point on the surface of the sphere with an even probability distribution. This function should work in the same way as getRandomPointOnCube(). You can (although do not necessarily have to) use this to generate points on a sphere to use a point lights, or can use this for area lighting. - -* interactions.h contains functions for ray-object interactions that define how rays behave upon hitting materials and objects. You will need to complete: - * getRandomDirectionInSphere(), which generates a random direction in a sphere with a uniform probability. This function works in a fashion similar to that of calculateRandomDirectionInHemisphere(), which generates a random cosine-weighted direction in a hemisphere. - * calculateBSDF(), which takes in an incoming ray, normal, material, and other information, and returns an outgoing ray. You can either implement this function for ray-surface interactions, or you can replace it with your own function(s). - -You will also want to familiarize yourself with: - -* sceneStructs.h, which contains definitions for how geometry, materials, lights, cameras, and animation frames are stored in the renderer. -* utilities.h, which serves as a kitchen-sink of useful functions - -------------------------------------------------------------------------------- -NOTES ON GLM: -------------------------------------------------------------------------------- -This project uses GLM, the GL Math library, for linear algebra. You need to know two important points on how GLM is used in this project: - -* In this project, indices in GLM vectors (such as vec3, vec4), are accessed via swizzling. So, instead of v[0], v.x is used, and instead of v[1], v.y is used, and so on and so forth. -* GLM Matrix operations work fine on NVIDIA Fermi cards and later, but pre-Fermi cards do not play nice with GLM matrices. As such, in this project, GLM matrices are replaced with a custom matrix struct, called a cudaMat4, found in cudaMat4.h. A custom function for multiplying glm::vec4s and cudaMat4s is provided as multiplyMV() in intersections.h. - -------------------------------------------------------------------------------- -TAKUAscene FORMAT: -------------------------------------------------------------------------------- -This project uses a custom scene description format, called TAKUAscene. TAKUAscene files are flat text files that describe all geometry, materials, lights, cameras, render settings, and animation frames inside of the scene. Items in the format are delimited by new lines, and comments can be added at the end of each line preceded with a double-slash. - -Materials are defined in the following fashion: - -* MATERIAL (material ID) //material header -* RGB (float r) (float g) (float b) //diffuse color -* SPECX (float specx) //specular exponent -* SPECRGB (float r) (float g) (float b) //specular color -* REFL (bool refl) //reflectivity flag, 0 for no, 1 for yes -* REFR (bool refr) //refractivity flag, 0 for no, 1 for yes -* REFRIOR (float ior) //index of refraction for Fresnel effects -* SCATTER (float scatter) //scatter flag, 0 for no, 1 for yes -* ABSCOEFF (float r) (float b) (float g) //absorption coefficient for scattering -* RSCTCOEFF (float rsctcoeff) //reduced scattering coefficient -* EMITTANCE (float emittance) //the emittance of the material. Anything >0 makes the material a light source. - -Cameras are defined in the following fashion: - -* CAMERA //camera header -* RES (float x) (float y) //resolution -* FOVY (float fovy) //vertical field of view half-angle. the horizonal angle is calculated from this and the reslution -* ITERATIONS (float interations) //how many iterations to refine the image, only relevant for supersampled antialiasing, depth of field, area lights, and other distributed raytracing applications -* FILE (string filename) //file to output render to upon completion -* frame (frame number) //start of a frame -* EYE (float x) (float y) (float z) //camera's position in worldspace -* VIEW (float x) (float y) (float z) //camera's view direction -* UP (float x) (float y) (float z) //camera's up vector - -Objects are defined in the following fashion: -* OBJECT (object ID) //object header -* (cube OR sphere OR mesh) //type of object, can be either "cube", "sphere", or "mesh". Note that cubes and spheres are unit sized and centered at the origin. -* material (material ID) //material to assign this object -* frame (frame number) //start of a frame -* TRANS (float transx) (float transy) (float transz) //translation -* ROTAT (float rotationx) (float rotationy) (float rotationz) //rotation -* SCALE (float scalex) (float scaley) (float scalez) //scale - -An example TAKUAscene file setting up two frames inside of a Cornell Box can be found in the scenes/ directory. - -------------------------------------------------------------------------------- -BLOG -------------------------------------------------------------------------------- -As mentioned in class, all students should have student blogs detailing progress on projects. If you already have a blog, you can use it; otherwise, please create a blog using www.blogger.com or any other tool, such as www.wordpress.org. Blog posts on your project are due on the SAME DAY as the project, and should include: - -* A brief description of the project and the specific features you implemented. -* A link to your github repo if the code is open source. -* At least one screenshot of your project running. -* A 30 second or longer video of your project running. To create the video use http://www.microsoft.com/expression/products/Encoder4_Overview.aspx -------------------------------------------------------------------------------- -THIRD PARTY CODE POLICY -------------------------------------------------------------------------------- -* Use of any third-party code must be approved by asking on Piazza. If it is approved, all students are welcome to use it. Generally, we approve use of third-party code that is not a core part of the project. For example, for the ray tracer, we would approve using a third-party library for loading models, but would not approve copying and pasting a CUDA function for doing refraction. -* Third-party code must be credited in README.md. -* Using third-party code without its approval, including using another student's code, is an academic integrity violation, and will result in you receiving an F for the semester. -------------------------------------------------------------------------------- -SELF-GRADING -------------------------------------------------------------------------------- -* On the submission date, email your grade, on a scale of 0 to 100, to Karl, yiningli@seas.upenn.edu, with a one paragraph explanation. Be concise and realistic. Recall that we reserve 30 points as a sanity check to adjust your grade. Your actual grade will be (0.7 * your grade) + (0.3 * our grade). We hope to only use this in extreme cases when your grade does not realistically reflect your work - it is either too high or too low. In most cases, we plan to give you the exact grade you suggest. -* Projects are not weighted evenly, e.g., Project 0 doesn't count as much as the path tracer. We will determine the weighting at the end of the semester based on the size of each project. +Screenshot: -------------------------------------------------------------------------------- -SUBMISSION -------------------------------------------------------------------------------- -As with the previous project, you should fork this project and work inside of your fork. Upon completion, commit your finished project back to your fork, and make a pull request to the master repository. -You should include a README.md file in the root directory detailing the following -* A brief description of the project and specific features you implemented -* At least one screenshot of your project running, and at least one screenshot of the final rendered output of your raytracer -* Instructions for building and running your project if they differ from the base code -* A link to your blog post detailing the project -* A list of all third-party code used \ No newline at end of file diff --git a/Thumbs.db b/Thumbs.db new file mode 100644 index 0000000..f68ead2 Binary files /dev/null and b/Thumbs.db differ diff --git a/renders/Thumbs.db b/renders/Thumbs.db new file mode 100644 index 0000000..8431a19 Binary files /dev/null and b/renders/Thumbs.db differ diff --git a/renders/sampleScene.0 - Copy.bmp b/renders/sampleScene.0 - Copy.bmp new file mode 100644 index 0000000..72c61e3 Binary files /dev/null and b/renders/sampleScene.0 - Copy.bmp differ diff --git a/scenes/RayTracerScene.txt b/scenes/RayTracerScene.txt new file mode 100644 index 0000000..6c0fcfb --- /dev/null +++ b/scenes/RayTracerScene.txt @@ -0,0 +1,245 @@ +MATERIAL 0 //white reflective +RGB 0 0 0 +SPECEX 0 +SPECRGB 1 1 1 +REFL 1 +REFR 0 +REFRIOR 0 +SCATTER 0 +ABSCOEFF 0 0 0 +RSCTCOEFF 0 +EMITTANCE 0 + +MATERIAL 1 //red diffuse +RGB .63 .06 .04 +SPECEX 0 +SPECRGB 1 1 1 +REFL 0 +REFR 0 +REFRIOR 0 +SCATTER 0 +ABSCOEFF 0 0 0 +RSCTCOEFF 0 +EMITTANCE 0 + +MATERIAL 2 //green diffuse +RGB .15 .48 .09 +SPECEX 0 +SPECRGB 1 1 1 +REFL 0 +REFR 0 +REFRIOR 0 +SCATTER 0 +ABSCOEFF 0 0 0 +RSCTCOEFF 0 +EMITTANCE 0 + +MATERIAL 3 //red glossy +RGB .63 .06 .04 +SPECEX 10 +SPECRGB 1 1 1 +REFL 0 +REFR 0 +REFRIOR 2 +SCATTER 0 +ABSCOEFF 0 0 0 +RSCTCOEFF 0 +EMITTANCE 0 + +MATERIAL 4 //white glossy +RGB 1 1 1 +SPECEX 0 +SPECRGB 1 1 1 +REFL 0 +REFR 0 +REFRIOR 2 +SCATTER 0 +ABSCOEFF 0 0 0 +RSCTCOEFF 0 +EMITTANCE 0 + +MATERIAL 5 //glass +RGB 0 0 0 +SPECEX 0 +SPECRGB 1 1 1 +REFL 0 +REFR 1 +REFRIOR 2.2 +SCATTER 0 +ABSCOEFF .02 5.1 5.7 +RSCTCOEFF 13 +EMITTANCE 0 + +MATERIAL 6 //green glossy +RGB .15 .48 .09 +SPECEX 10 +SPECRGB 1 1 1 +REFL 0 +REFR 0 +REFRIOR 2.6 +SCATTER 0 +ABSCOEFF 0 0 0 +RSCTCOEFF 0 +EMITTANCE 0 + +MATERIAL 7 //light +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +SCATTER 0 +ABSCOEFF 0 0 0 +RSCTCOEFF 0 +EMITTANCE 1 + +MATERIAL 8 //light +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +SCATTER 0 +ABSCOEFF 0 0 0 +RSCTCOEFF 0 +EMITTANCE 15 + +MATERIAL 9 //white diffuse +RGB 1 1 1 +SPECEX 0 +SPECRGB 1 1 1 +REFL 0 +REFR 0 +REFRIOR 0 +SCATTER 0 +ABSCOEFF 0 0 0 +RSCTCOEFF 0 +EMITTANCE 0 + +CAMERA +RES 800 800 +FOVY 25 +ITERATIONS 5000 +FILE renders/RayTracerScene.bmp +frame 0 +EYE 0 6.5 4 // 0 4.5 4 +VIEW 0 0 -1 +UP 0 1 0 +frame 1 +EYE 0 6.5 4 +VIEW 0 0 -1 +UP 0 1 0 + +LIGHT 0 +RGB 1 1 1 +TRANS 0 8.0 7 + +OBJECT 0 +cube +material 0 +frame 0 +TRANS 0 0 0 +ROTAT 0 0 90 +SCALE .01 100 100 +frame 1 +TRANS 0 0 0 +ROTAT 0 0 90 +SCALE .01 100 100 + +OBJECT 1 +cube +material 0 +frame 0 +TRANS 0 50 -50 +ROTAT 0 90 0 +SCALE .01 100 100 +frame 1 +TRANS 0 50 -50 +ROTAT 0 90 0 +SCALE .01 100 100 + +OBJECT 2 +cube +material 0 +frame 0 +TRANS 0 100 0 +ROTAT 0 0 90 +SCALE .01 100 100 +frame 1 +TRANS 0 100 0 +ROTAT 0 0 90 +SCALE .01 100 100 + +OBJECT 3 +cube +material 1 +frame 0 +TRANS -50 50 0 +ROTAT 0 0 0 +SCALE .01 100 100 +frame 1 +TRANS -5 5 0 +ROTAT 0 0 0 +SCALE .01 100 100 + +OBJECT 4 +cube +material 2 +frame 0 +TRANS 50 50 0 +ROTAT 0 0 0 +SCALE .01 100 100 +frame 1 +TRANS 50 50 0 +ROTAT 0 0 0 +SCALE .01 100 100 + +OBJECT 5 +sphere +material 4 +frame 0 +TRANS 0 3 0 +ROTAT 0 180 0 +SCALE 3 3 3 +frame 1 +TRANS 0 3 0 +ROTAT 0 180 0 +SCALE 3 3 3 + +OBJECT 6 +sphere +material 3 +frame 0 +TRANS 3 8 -4 +ROTAT 0 180 0 +SCALE 2.5 2.5 2.5 +frame 1 +TRANS 3 8 -4 //2 5 2 +ROTAT 0 180 0 +SCALE 2.5 2.5 2.5 + +OBJECT 7 +sphere +material 6 +frame 0 +TRANS -2 6 -2 +ROTAT 0 180 0 +SCALE 3 3 3 +frame 1 +TRANS -2 6 -2 +ROTAT 0 180 0 +SCALE 3 3 3 + +OBJECT 8 +cube +material 0 +frame 0 +TRANS 0 50 50 +ROTAT 0 90 0 +SCALE .01 100 100 +frame 1 +TRANS 0 50 50 +ROTAT 0 90 0 +SCALE .01 100 100 //.01 10 10 \ No newline at end of file diff --git a/src/interactions.h b/src/interactions.h index e18cfff..110677b 100755 --- a/src/interactions.h +++ b/src/interactions.h @@ -1,106 +1,111 @@ -// CIS565 CUDA Raytracer: A parallel raytracer for Patrick Cozzi's CIS565: GPU Computing at the University of Pennsylvania -// Written by Yining Karl Li, Copyright (c) 2012 University of Pennsylvania -// This file includes code from: -// Yining Karl Li's TAKUA Render, a massively parallel pathtracing renderer: http://www.yiningkarlli.com - -#ifndef INTERACTIONS_H -#define INTERACTIONS_H - -#include "intersections.h" - -struct Fresnel { - float reflectionCoefficient; - float transmissionCoefficient; -}; - -struct AbsorptionAndScatteringProperties{ - glm::vec3 absorptionCoefficient; - float reducedScatteringCoefficient; -}; - -//forward declaration -__host__ __device__ bool calculateScatterAndAbsorption(ray& r, float& depth, AbsorptionAndScatteringProperties& currentAbsorptionAndScattering, glm::vec3& unabsorbedColor, material m, float randomFloatForScatteringDistance, float randomFloat2, float randomFloat3); -__host__ __device__ glm::vec3 getRandomDirectionInSphere(float xi1, float xi2); -__host__ __device__ glm::vec3 calculateTransmission(glm::vec3 absorptionCoefficient, float distance); -__host__ __device__ glm::vec3 calculateTransmissionDirection(glm::vec3 normal, glm::vec3 incident, float incidentIOR, float transmittedIOR); -__host__ __device__ glm::vec3 calculateReflectionDirection(glm::vec3 normal, glm::vec3 incident); -__host__ __device__ Fresnel calculateFresnel(glm::vec3 normal, glm::vec3 incident, float incidentIOR, float transmittedIOR, glm::vec3 reflectionDirection, glm::vec3 transmissionDirection); -__host__ __device__ glm::vec3 calculateRandomDirectionInHemisphere(glm::vec3 normal, float xi1, float xi2); - -//TODO (OPTIONAL): IMPLEMENT THIS FUNCTION -__host__ __device__ glm::vec3 calculateTransmission(glm::vec3 absorptionCoefficient, float distance) { - return glm::vec3(0,0,0); -} - -//TODO (OPTIONAL): IMPLEMENT THIS FUNCTION -__host__ __device__ bool calculateScatterAndAbsorption(ray& r, float& depth, AbsorptionAndScatteringProperties& currentAbsorptionAndScattering, - glm::vec3& unabsorbedColor, material m, float randomFloatForScatteringDistance, float randomFloat2, float randomFloat3){ - return false; -} - -//TODO (OPTIONAL): IMPLEMENT THIS FUNCTION -__host__ __device__ glm::vec3 calculateTransmissionDirection(glm::vec3 normal, glm::vec3 incident, float incidentIOR, float transmittedIOR) { - return glm::vec3(0,0,0); -} - -//TODO (OPTIONAL): IMPLEMENT THIS FUNCTION -__host__ __device__ glm::vec3 calculateReflectionDirection(glm::vec3 normal, glm::vec3 incident) { - //nothing fancy here - return glm::vec3(0,0,0); -} - -//TODO (OPTIONAL): IMPLEMENT THIS FUNCTION -__host__ __device__ Fresnel calculateFresnel(glm::vec3 normal, glm::vec3 incident, float incidentIOR, float transmittedIOR, glm::vec3 reflectionDirection, glm::vec3 transmissionDirection) { - Fresnel fresnel; - - fresnel.reflectionCoefficient = 1; - fresnel.transmissionCoefficient = 0; - return fresnel; -} - -//LOOK: This function demonstrates cosine weighted random direction generation in a sphere! -__host__ __device__ glm::vec3 calculateRandomDirectionInHemisphere(glm::vec3 normal, float xi1, float xi2) { - - //crucial difference between this and calculateRandomDirectionInSphere: THIS IS COSINE WEIGHTED! - - float up = sqrt(xi1); // cos(theta) - float over = sqrt(1 - up * up); // sin(theta) - float around = xi2 * TWO_PI; - - //Find a direction that is not the normal based off of whether or not the normal's components are all equal to sqrt(1/3) or whether or not at least one component is less than sqrt(1/3). Learned this trick from Peter Kutz. - - glm::vec3 directionNotNormal; - if (abs(normal.x) < SQRT_OF_ONE_THIRD) { - directionNotNormal = glm::vec3(1, 0, 0); - } else if (abs(normal.y) < SQRT_OF_ONE_THIRD) { - directionNotNormal = glm::vec3(0, 1, 0); - } else { - directionNotNormal = glm::vec3(0, 0, 1); - } - - //Use not-normal direction to generate two perpendicular directions - glm::vec3 perpendicularDirection1 = glm::normalize(glm::cross(normal, directionNotNormal)); - glm::vec3 perpendicularDirection2 = glm::normalize(glm::cross(normal, perpendicularDirection1)); - - return ( up * normal ) + ( cos(around) * over * perpendicularDirection1 ) + ( sin(around) * over * perpendicularDirection2 ); - -} - -//TODO: IMPLEMENT THIS FUNCTION -//Now that you know how cosine weighted direction generation works, try implementing non-cosine (uniform) weighted random direction generation. -//This should be much easier than if you had to implement calculateRandomDirectionInHemisphere. -__host__ __device__ glm::vec3 getRandomDirectionInSphere(float xi1, float xi2) { - return glm::vec3(0,0,0); -} - -//TODO (PARTIALLY OPTIONAL): IMPLEMENT THIS FUNCTION -//returns 0 if diffuse scatter, 1 if reflected, 2 if transmitted. -__host__ __device__ int calculateBSDF(ray& r, glm::vec3 intersect, glm::vec3 normal, glm::vec3 emittedColor, - AbsorptionAndScatteringProperties& currentAbsorptionAndScattering, - glm::vec3& color, glm::vec3& unabsorbedColor, material m){ - - return 1; -}; - -#endif +// CIS565 CUDA Raytracer: A parallel raytracer for Patrick Cozzi's CIS565: GPU Computing at the University of Pennsylvania +// Written by Yining Karl Li, Copyright (c) 2012 University of Pennsylvania +// This file includes code from: +// Yining Karl Li's TAKUA Render, a massively parallel pathtracing renderer: http://www.yiningkarlli.com + +#ifndef INTERACTIONS_H +#define INTERACTIONS_H + +#include "intersections.h" + +struct Fresnel { + float reflectionCoefficient; + float transmissionCoefficient; +}; + +struct AbsorptionAndScatteringProperties{ + glm::vec3 absorptionCoefficient; + float reducedScatteringCoefficient; +}; + +//forward declaration +__host__ __device__ bool calculateScatterAndAbsorption(ray& r, float& depth, AbsorptionAndScatteringProperties& currentAbsorptionAndScattering, glm::vec3& unabsorbedColor, material m, float randomFloatForScatteringDistance, float randomFloat2, float randomFloat3); +__host__ __device__ glm::vec3 getRandomDirectionInSphere(float xi1, float xi2); +__host__ __device__ glm::vec3 calculateTransmission(glm::vec3 absorptionCoefficient, float distance); +__host__ __device__ glm::vec3 calculateTransmissionDirection(glm::vec3 normal, glm::vec3 incident, float incidentIOR, float transmittedIOR); +__host__ __device__ glm::vec3 calculateReflectionDirection(const glm::vec3 &normal, const glm::vec3 &incident); +__host__ __device__ Fresnel calculateFresnel(glm::vec3 normal, glm::vec3 incident, float incidentIOR, float transmittedIOR, glm::vec3 reflectionDirection, glm::vec3 transmissionDirection); +__host__ __device__ glm::vec3 calculateRandomDirectionInHemisphere(glm::vec3 normal, float xi1, float xi2); + +//TODO (OPTIONAL): IMPLEMENT THIS FUNCTION +__host__ __device__ glm::vec3 calculateTransmission(glm::vec3 absorptionCoefficient, float distance) { + return glm::vec3(0,0,0); +} + +//TODO (OPTIONAL): IMPLEMENT THIS FUNCTION +__host__ __device__ bool calculateScatterAndAbsorption(ray& r, float& depth, AbsorptionAndScatteringProperties& currentAbsorptionAndScattering, + glm::vec3& unabsorbedColor, material m, float randomFloatForScatteringDistance, float randomFloat2, float randomFloat3){ + return false; +} + +//TODO (OPTIONAL): IMPLEMENT THIS FUNCTION +__host__ __device__ glm::vec3 calculateTransmissionDirection(glm::vec3 normal, glm::vec3 incident, float incidentIOR, float transmittedIOR) { + return glm::vec3(0,0,0); +} + +//TODO (OPTIONAL): IMPLEMENT THIS FUNCTION +__host__ __device__ glm::vec3 calculateReflectionDirection(const glm::vec3 &normal, const glm::vec3 &incident) { + //nothing fancy here + return (incident - 2.0f * glm::dot(incident, normal) * normal); +} + +//TODO (OPTIONAL): IMPLEMENT THIS FUNCTION +__host__ __device__ Fresnel calculateFresnel(glm::vec3 normal, glm::vec3 incident, float incidentIOR, float transmittedIOR, glm::vec3 reflectionDirection, glm::vec3 transmissionDirection) { + Fresnel fresnel; + + fresnel.reflectionCoefficient = 1; + fresnel.transmissionCoefficient = 0; + return fresnel; +} + +//LOOK: This function demonstrates cosine weighted random direction generation in a sphere! +__host__ __device__ glm::vec3 calculateRandomDirectionInHemisphere(glm::vec3 normal, float xi1, float xi2) { + + //crucial difference between this and calculateRandomDirectionInSphere: THIS IS COSINE WEIGHTED! + + float up = sqrt(xi1); // cos(theta) + float over = sqrt(1 - up * up); // sin(theta) + float around = xi2 * TWO_PI; + + //Find a direction that is not the normal based off of whether or not the normal's components are all equal to sqrt(1/3) or whether or not at least one component is less than sqrt(1/3). Learned this trick from Peter Kutz. + + glm::vec3 directionNotNormal; + if (abs(normal.x) < SQRT_OF_ONE_THIRD) { + directionNotNormal = glm::vec3(1, 0, 0); + } else if (abs(normal.y) < SQRT_OF_ONE_THIRD) { + directionNotNormal = glm::vec3(0, 1, 0); + } else { + directionNotNormal = glm::vec3(0, 0, 1); + } + + //Use not-normal direction to generate two perpendicular directions + glm::vec3 perpendicularDirection1 = glm::normalize(glm::cross(normal, directionNotNormal)); + glm::vec3 perpendicularDirection2 = glm::normalize(glm::cross(normal, perpendicularDirection1)); + + return ( up * normal ) + ( cos(around) * over * perpendicularDirection1 ) + ( sin(around) * over * perpendicularDirection2 ); + +} + +//TODO: IMPLEMENT THIS FUNCTION +//Now that you know how cosine weighted direction generation works, try implementing non-cosine (uniform) weighted random direction generation. +//This should be much easier than if you had to implement calculateRandomDirectionInHemisphere. +__host__ __device__ glm::vec3 getRandomDirectionInSphere(float xi1, float xi2) +{ + //float x = 2.0f * cos(TWO_PI * xi1) * sqrt(xi2 * (1.0f - xi2)); + //float y = 2.0f * sin(TWO_PI * xi1) * sqrt(xi2 * (1.0f - xi2)); + //float z = 1.0f - 2.0f * xi2; + return glm::normalize(glm::vec3((2.0f * cos(TWO_PI * xi1) * sqrt(xi2 * (1.0f - xi2)), 2.0f * sin(TWO_PI * xi1) * sqrt(xi2 * (1.0f - xi2)), 1.0f - 2.0f * xi2))); +} + +//TODO (PARTIALLY OPTIONAL): IMPLEMENT THIS FUNCTION +//returns 0 if diffuse scatter, 1 if reflected, 2 if transmitted. +__host__ __device__ int calculateBSDF(ray& r, glm::vec3 intersect, glm::vec3 normal, glm::vec3 emittedColor, + AbsorptionAndScatteringProperties& currentAbsorptionAndScattering, + glm::vec3& color, glm::vec3& unabsorbedColor, material m) +{ + + return 1; +} + +#endif \ No newline at end of file diff --git a/src/intersections.h b/src/intersections.h index 2d9dcc8..3032936 100755 --- a/src/intersections.h +++ b/src/intersections.h @@ -1,183 +1,378 @@ -// CIS565 CUDA Raytracer: A parallel raytracer for Patrick Cozzi's CIS565: GPU Computing at the University of Pennsylvania -// Written by Yining Karl Li, Copyright (c) 2012 University of Pennsylvania -// This file includes code from: -// Yining Karl Li's TAKUA Render, a massively parallel pathtracing renderer: http://www.yiningkarlli.com - -#ifndef INTERSECTIONS_H -#define INTERSECTIONS_H - -#include "sceneStructs.h" -#include "cudaMat4.h" -#include "glm/glm.hpp" -#include "utilities.h" -#include - -//Some forward declarations -__host__ __device__ glm::vec3 getPointOnRay(ray r, float t); -__host__ __device__ glm::vec3 multiplyMV(cudaMat4 m, glm::vec4 v); -__host__ __device__ glm::vec3 getSignOfRay(ray r); -__host__ __device__ glm::vec3 getInverseDirectionOfRay(ray r); -__host__ __device__ float boxIntersectionTest(staticGeom sphere, ray r, glm::vec3& intersectionPoint, glm::vec3& normal); -__host__ __device__ float sphereIntersectionTest(staticGeom sphere, ray r, glm::vec3& intersectionPoint, glm::vec3& normal); -__host__ __device__ glm::vec3 getRandomPointOnCube(staticGeom cube, float randomSeed); - -//Handy dandy little hashing function that provides seeds for random number generation -__host__ __device__ unsigned int hash(unsigned int a){ - a = (a+0x7ed55d16) + (a<<12); - a = (a^0xc761c23c) ^ (a>>19); - a = (a+0x165667b1) + (a<<5); - a = (a+0xd3a2646c) ^ (a<<9); - a = (a+0xfd7046c5) + (a<<3); - a = (a^0xb55a4f09) ^ (a>>16); - return a; -} - -//Quick and dirty epsilon check -__host__ __device__ bool epsilonCheck(float a, float b){ - if(fabs(fabs(a)-fabs(b)) 0 && t2 > 0) { - t = min(t1, t2); - } else { - t = max(t1, t2); - } - - glm::vec3 realIntersectionPoint = multiplyMV(sphere.transform, glm::vec4(getPointOnRay(rt, t), 1.0)); - glm::vec3 realOrigin = multiplyMV(sphere.transform, glm::vec4(0,0,0,1)); - - intersectionPoint = realIntersectionPoint; - normal = glm::normalize(realIntersectionPoint - realOrigin); - - return glm::length(r.origin - realIntersectionPoint); -} - -//returns x,y,z half-dimensions of tightest bounding box -__host__ __device__ glm::vec3 getRadiuses(staticGeom geom){ - glm::vec3 origin = multiplyMV(geom.transform, glm::vec4(0,0,0,1)); - glm::vec3 xmax = multiplyMV(geom.transform, glm::vec4(.5,0,0,1)); - glm::vec3 ymax = multiplyMV(geom.transform, glm::vec4(0,.5,0,1)); - glm::vec3 zmax = multiplyMV(geom.transform, glm::vec4(0,0,.5,1)); - float xradius = glm::distance(origin, xmax); - float yradius = glm::distance(origin, ymax); - float zradius = glm::distance(origin, zmax); - return glm::vec3(xradius, yradius, zradius); -} - -//LOOK: Example for generating a random point on an object using thrust. -//Generates a random point on a given cube -__host__ __device__ glm::vec3 getRandomPointOnCube(staticGeom cube, float randomSeed){ - - thrust::default_random_engine rng(hash(randomSeed)); - thrust::uniform_real_distribution u01(0,1); - thrust::uniform_real_distribution u02(-0.5,0.5); - - //get surface areas of sides - glm::vec3 radii = getRadiuses(cube); - float side1 = radii.x * radii.y * 4.0f; //x-y face - float side2 = radii.z * radii.y * 4.0f; //y-z face - float side3 = radii.x * radii.z* 4.0f; //x-z face - float totalarea = 2.0f * (side1+side2+side3); - - //pick random face, weighted by surface area - float russianRoulette = (float)u01(rng); - - glm::vec3 point = glm::vec3(.5,.5,.5); - - if(russianRoulette<(side1/totalarea)){ - //x-y face - point = glm::vec3((float)u02(rng), (float)u02(rng), .5); - }else if(russianRoulette<((side1*2)/totalarea)){ - //x-y-back face - point = glm::vec3((float)u02(rng), (float)u02(rng), -.5); - }else if(russianRoulette<(((side1*2)+(side2))/totalarea)){ - //y-z face - point = glm::vec3(.5, (float)u02(rng), (float)u02(rng)); - }else if(russianRoulette<(((side1*2)+(side2*2))/totalarea)){ - //y-z-back face - point = glm::vec3(-.5, (float)u02(rng), (float)u02(rng)); - }else if(russianRoulette<(((side1*2)+(side2*2)+(side3))/totalarea)){ - //x-z face - point = glm::vec3((float)u02(rng), .5, (float)u02(rng)); - }else{ - //x-z-back face - point = glm::vec3((float)u02(rng), -.5, (float)u02(rng)); - } - - glm::vec3 randPoint = multiplyMV(cube.transform, glm::vec4(point,1.0f)); - - return randPoint; - -} - -//TODO: IMPLEMENT THIS FUNCTION -//Generates a random point on a given sphere -__host__ __device__ glm::vec3 getRandomPointOnSphere(staticGeom sphere, float randomSeed){ - - return glm::vec3(0,0,0); -} - +// CIS565 CUDA Raytracer: A parallel raytracer for Patrick Cozzi's CIS565: GPU Computing at the University of Pennsylvania +// Written by Yining Karl Li, Copyright (c) 2012 University of Pennsylvania +// This file includes code from: +// Yining Karl Li's TAKUA Render, a massively parallel pathtracing renderer: http://www.yiningkarlli.com + +#ifndef INTERSECTIONS_H +#define INTERSECTIONS_H + +#include "sceneStructs.h" +#include "cudaMat4.h" +#include "glm/glm.hpp" +#include "utilities.h" +#include + +//Some forward declarations +__host__ __device__ glm::vec3 getPointOnRay(ray r, float t); +__host__ __device__ glm::vec3 multiplyMV(cudaMat4 m, glm::vec4 v); +__host__ __device__ glm::vec3 getSignOfRay(ray r); +__host__ __device__ glm::vec3 getInverseDirectionOfRay(ray r); +__host__ __device__ float boxIntersectionTest(const staticGeom &box, const ray &r, glm::vec3& intersectionPoint, glm::vec3& normal); +__host__ __device__ float sphereIntersectionTest(const staticGeom &sphere, const ray &r, glm::vec3& intersectionPoint, glm::vec3& normal); +__host__ __device__ glm::vec3 getRandomPointOnCube(staticGeom cube, float randomSeed); + +//Handy dandy little hashing function that provides seeds for random number generation +__host__ __device__ unsigned int hash(unsigned int a){ + a = (a+0x7ed55d16) + (a<<12); + a = (a^0xc761c23c) ^ (a>>19); + a = (a+0x165667b1) + (a<<5); + a = (a+0xd3a2646c) ^ (a<<9); + a = (a+0xfd7046c5) + (a<<3); + a = (a^0xb55a4f09) ^ (a>>16); + return a; +} + +//Quick and dirty epsilon check +__host__ __device__ bool epsilonCheck(float a, float b){ + if(fabs(fabs(a)-fabs(b)) tmin && txmin > 0) + { + tmin = txmin; + axisMin = 0; + } + + if(txmax < tmax && txmax > 0) + { + tmax = txmax; + axisMax = 0; + } + + tymin = (bounds[sign[1]].y - rt.origin.y) * invDirection.y; + tymax = (bounds[1 - sign[1]].y - rt.origin.y) * invDirection.y; + + if(tymin < 0 && tymax < 0) + { + return -1.0f; + } + + if((tmin > tymax) || (tymin > tmax)) + return -1.0f; + + if(tymin > tmin && tymin > 0) + { + tmin = tymin; + axisMin = 1; + } + + if(tymax < tmax && tymax > 0) + { + tmax = tymax; + axisMax = 1; + } + + tzmin = (bounds[sign[2]].z - rt.origin.z) * invDirection.z; + tzmax = (bounds[1 - sign[2]].z - rt.origin.z) * invDirection.z; + + if(tzmin < 0 && tzmax < 0) + { + return -1.0f; + } + + if((tmin > tzmax) || (tzmin > tmax)) + return -1.0f; + + if(tzmin > tmin && tzmin > 0) + { + tmin = tzmin; + axisMin = 2; + } + + if(tzmax < tmax && tzmax > 0) + { + tmax = tzmax; + axisMax = 2; + } + + /* + intersectionPoint = multiplyMV(box.transform, glm::vec4(getPointOnRay(rt, tmin), 1.0)); + if(axisMin == 0) + { + normal = glm::vec3(-1, 0, 0); + if(sign[0]) + { + normal.x = 1.0f; + } + normal = glm::normalize(multiplyMV(box.transform, glm::vec4(normal, 0.0f))); + } + else if(axisMin == 1) + { + normal = glm::vec3(0, -1, 0); + if(sign[1]) + { + normal.y = 1.0f; + } + normal = glm::normalize(multiplyMV(box.transform, glm::vec4(normal, 0.0f))); + } + else + { + normal = glm::vec3(0, 0, -1); + if(sign[2]) + { + normal.z = 1.0f; + } + normal = glm::normalize(multiplyMV(box.transform, glm::vec4(normal, 0.0f))); + } + */ + + if(!epsilonCheck(tmin, -1e6f)) + { + intersectionPoint = multiplyMV(box.transform, glm::vec4(getPointOnRay(rt, tmin), 1.0)); + if(axisMin == 0) + { + normal = glm::vec3(-1, 0, 0); + if(sign[0]) + { + normal.x = 1.0f; + } + normal = glm::normalize(multiplyMV(box.transform, glm::vec4(normal, 0.0f))); + } + else if(axisMin == 1) + { + normal = glm::vec3(0, -1, 0); + if(sign[1]) + { + normal.y = 1.0f; + } + normal = glm::normalize(multiplyMV(box.transform, glm::vec4(normal, 0.0f))); + } + else + { + normal = glm::vec3(0, 0, -1); + if(sign[2]) + { + normal.z = 1.0f; + } + normal = glm::normalize(multiplyMV(box.transform, glm::vec4(normal, 0.0f))); + } + } + else if(!epsilonCheck(tmax, 1e6f)) + { + intersectionPoint = multiplyMV(box.transform, glm::vec4(getPointOnRay(rt, tmax), 1.0)); + if(axisMax == 0) + { + normal = glm::vec3(-1, 0, 0); + if(sign[0]) + { + normal.x = 1.0f; + } + normal = glm::normalize(multiplyMV(box.transform, glm::vec4(normal, 0.0f))); + } + else if(axisMax == 1) + { + normal = glm::vec3(0, -1, 0); + if(sign[1]) + { + normal.y = 1.0f; + } + normal = glm::normalize(multiplyMV(box.transform, glm::vec4(normal, 0.0f))); + } + else + { + normal = glm::vec3(0, 0, -1); + if(sign[2]) + { + normal.z = 1.0f; + } + normal = glm::normalize(multiplyMV(box.transform, glm::vec4(normal, 0.0f))); + } + } + else + { + return -1.0f; + } + + return glm::distance(r.origin, intersectionPoint); +} + +//LOOK: Here's an intersection test example from a sphere. Now you just need to figure out cube and, optionally, triangle. +//Sphere intersection test, return -1 if no intersection, otherwise, distance to intersection +__host__ __device__ float sphereIntersectionTest(const staticGeom &sphere, const ray &r, glm::vec3& intersectionPoint, glm::vec3& normal){ + + float radius = .5; + + ray rt; + rt.origin = multiplyMV(sphere.inverseTransform, glm::vec4(r.origin,1.0f)); + rt.direction = glm::normalize(multiplyMV(sphere.inverseTransform, glm::vec4(r.direction,0.0f))); + /* + glm::vec3 ro = multiplyMV(sphere.inverseTransform, glm::vec4(r.origin,1.0f)); + glm::vec3 rd = glm::normalize(multiplyMV(sphere.inverseTransform, glm::vec4(r.direction,0.0f))); + + ray rt; rt.origin = ro; rt.direction = rd; + */ + + float vDotDirection = glm::dot(rt.origin, rt.direction); + float radicand = vDotDirection * vDotDirection - (glm::dot(rt.origin, rt.origin) - pow(radius, 2)); + if (radicand < 0){ + return -1; + } + + float squareRoot = sqrt(radicand); + float firstTerm = -vDotDirection; + float t1 = firstTerm + squareRoot; + float t2 = firstTerm - squareRoot; + + float t = 0; + if (t1 < 0 && t2 < 0) { + return -1; + } else if (t1 > 0 && t2 > 0) { + t = min(t1, t2); + } else { + t = max(t1, t2); + } + + glm::vec3 realIntersectionPoint = multiplyMV(sphere.transform, glm::vec4(getPointOnRay(rt, t), 1.0)); + glm::vec3 realOrigin = multiplyMV(sphere.transform, glm::vec4(0,0,0,1)); + + intersectionPoint = realIntersectionPoint; + normal = glm::normalize(realIntersectionPoint - realOrigin); + + return glm::length(r.origin - realIntersectionPoint); +} + +//returns x,y,z half-dimensions of tightest bounding box +__host__ __device__ glm::vec3 getRadiuses(staticGeom geom){ + glm::vec3 origin = multiplyMV(geom.transform, glm::vec4(0,0,0,1)); + glm::vec3 xmax = multiplyMV(geom.transform, glm::vec4(.5,0,0,1)); + glm::vec3 ymax = multiplyMV(geom.transform, glm::vec4(0,.5,0,1)); + glm::vec3 zmax = multiplyMV(geom.transform, glm::vec4(0,0,.5,1)); + float xradius = glm::distance(origin, xmax); + float yradius = glm::distance(origin, ymax); + float zradius = glm::distance(origin, zmax); + return glm::vec3(xradius, yradius, zradius); +} + +//LOOK: Example for generating a random point on an object using thrust. +//Generates a random point on a given cube +__host__ __device__ glm::vec3 getRandomPointOnCube(staticGeom cube, float randomSeed){ + + thrust::default_random_engine rng(hash(randomSeed)); + thrust::uniform_real_distribution u01(0,1); + thrust::uniform_real_distribution u02(-0.5,0.5); + + //get surface areas of sides + glm::vec3 radii = getRadiuses(cube); + float side1 = radii.x * radii.y * 4.0f; //x-y face + float side2 = radii.z * radii.y * 4.0f; //y-z face + float side3 = radii.x * radii.z* 4.0f; //x-z face + float totalarea = 2.0f * (side1+side2+side3); + + //pick random face, weighted by surface area + float russianRoulette = (float)u01(rng); + + glm::vec3 point = glm::vec3(.5,.5,.5); + + if(russianRoulette<(side1/totalarea)){ + //x-y face + point = glm::vec3((float)u02(rng), (float)u02(rng), .5); + }else if(russianRoulette<((side1*2)/totalarea)){ + //x-y-back face + point = glm::vec3((float)u02(rng), (float)u02(rng), -.5); + }else if(russianRoulette<(((side1*2)+(side2))/totalarea)){ + //y-z face + point = glm::vec3(.5, (float)u02(rng), (float)u02(rng)); + }else if(russianRoulette<(((side1*2)+(side2*2))/totalarea)){ + //y-z-back face + point = glm::vec3(-.5, (float)u02(rng), (float)u02(rng)); + }else if(russianRoulette<(((side1*2)+(side2*2)+(side3))/totalarea)){ + //x-z face + point = glm::vec3((float)u02(rng), .5, (float)u02(rng)); + }else{ + //x-z-back face + point = glm::vec3((float)u02(rng), -.5, (float)u02(rng)); + } + + glm::vec3 randPoint = multiplyMV(cube.transform, glm::vec4(point,1.0f)); + + return randPoint; + +} + +//TODO: IMPLEMENT THIS FUNCTION +//Generates a random point on a given sphere +__host__ __device__ glm::vec3 getRandomPointOnSphere(staticGeom sphere, float randomSeed) +{ + thrust::default_random_engine rng(hash(randomSeed)); + thrust::uniform_real_distribution u01(-1.0f, 1.0f); + float x1, x2; + do + { + x1 = (float)u01(rng); + x2 = (float)u01(rng); + }while(x1 * x1 + x2 * x2 >= 1.0f); + + return glm::vec3(2.0f * x1 * sqrt(1.0f - x1 * x1 - x2 * x2), 2.0f * x2 * sqrt(1.0f - x1 * x1 - x2 * x2), 1.0f - 2 * sqrt(x1 * x1 + x2 * x2)); +} + #endif \ No newline at end of file diff --git a/src/main.cpp b/src/main.cpp index 4e94892..d7a32ab 100755 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,398 +1,427 @@ -// CIS565 CUDA Raytracer: A parallel raytracer for Patrick Cozzi's CIS565: GPU Computing at the University of Pennsylvania -// Written by Yining Karl Li, Copyright (c) 2012 University of Pennsylvania -// This file includes code from: -// Rob Farber for CUDA-GL interop, from CUDA Supercomputing For The Masses: http://www.drdobbs.com/architecture-and-design/cuda-supercomputing-for-the-masses-part/222600097 -// Varun Sampath and Patrick Cozzi for GLSL Loading, from CIS565 Spring 2012 HW5 at the University of Pennsylvania: http://cis565-spring-2012.github.com/ -// Yining Karl Li's TAKUA Render, a massively parallel pathtracing renderer: http://www.yiningkarlli.com - -#include "main.h" - -//------------------------------- -//-------------MAIN-------------- -//------------------------------- - -int main(int argc, char** argv){ - - #ifdef __APPLE__ - // Needed in OSX to force use of OpenGL3.2 - glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); - glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2); - glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); - glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); - #endif - - // Set up pathtracer stuff - bool loadedScene = false; - finishedRender = false; - - targetFrame = 0; - singleFrameMode = false; - - // Load scene file - for(int i=1; irenderCam; - width = renderCam->resolution[0]; - height = renderCam->resolution[1]; - - if(targetFrame>=renderCam->frames){ - cout << "Warning: Specified target frame is out of range, defaulting to frame 0." << endl; - targetFrame = 0; - } - - // Launch CUDA/GL - - #ifdef __APPLE__ - init(); - #else - init(argc, argv); - #endif - - initCuda(); - - initVAO(); - initTextures(); - - GLuint passthroughProgram; - passthroughProgram = initShader("shaders/passthroughVS.glsl", "shaders/passthroughFS.glsl"); - - glUseProgram(passthroughProgram); - glActiveTexture(GL_TEXTURE0); - - #ifdef __APPLE__ - // send into GLFW main loop - while(1){ - display(); - if (glfwGetKey(GLFW_KEY_ESC) == GLFW_PRESS || !glfwGetWindowParam( GLFW_OPENED )){ - exit(0); - } - } - - glfwTerminate(); - #else - glutDisplayFunc(display); - glutKeyboardFunc(keyboard); - - glutMainLoop(); - #endif - return 0; -} - -//------------------------------- -//---------RUNTIME STUFF--------- -//------------------------------- - -void runCuda(){ - - // Map OpenGL buffer object for writing from CUDA on a single GPU - // No data is moved (Win & Linux). When mapped to CUDA, OpenGL should not use this buffer - - if(iterationsiterations){ - uchar4 *dptr=NULL; - iterations++; - cudaGLMapBufferObject((void**)&dptr, pbo); - - //pack geom and material arrays - geom* geoms = new geom[renderScene->objects.size()]; - material* materials = new material[renderScene->materials.size()]; - - for(int i=0; iobjects.size(); i++){ - geoms[i] = renderScene->objects[i]; - } - for(int i=0; imaterials.size(); i++){ - materials[i] = renderScene->materials[i]; - } - - - // execute the kernel - cudaRaytraceCore(dptr, renderCam, targetFrame, iterations, materials, renderScene->materials.size(), geoms, renderScene->objects.size() ); - - // unmap buffer object - cudaGLUnmapBufferObject(pbo); - }else{ - - if(!finishedRender){ - //output image file - image outputImage(renderCam->resolution.x, renderCam->resolution.y); - - for(int x=0; xresolution.x; x++){ - for(int y=0; yresolution.y; y++){ - int index = x + (y * renderCam->resolution.x); - outputImage.writePixelRGB(x,y,renderCam->image[index]); - } - } - - gammaSettings gamma; - gamma.applyGamma = true; - gamma.gamma = 1.0/2.2; - gamma.divisor = renderCam->iterations; - outputImage.setGammaSettings(gamma); - string filename = renderCam->imageName; - string s; - stringstream out; - out << targetFrame; - s = out.str(); - utilityCore::replaceString(filename, ".bmp", "."+s+".bmp"); - utilityCore::replaceString(filename, ".png", "."+s+".png"); - outputImage.saveImageRGB(filename); - cout << "Saved frame " << s << " to " << filename << endl; - finishedRender = true; - if(singleFrameMode==true){ - cudaDeviceReset(); - exit(0); - } - } - if(targetFrameframes-1){ - - //clear image buffer and move onto next frame - targetFrame++; - iterations = 0; - for(int i=0; iresolution.x*renderCam->resolution.y; i++){ - renderCam->image[i] = glm::vec3(0,0,0); - } - cudaDeviceReset(); - finishedRender = false; - } - } - -} - -#ifdef __APPLE__ - - void display(){ - runCuda(); - - string title = "CIS565 Render | " + utilityCore::convertIntToString(iterations) + " Frames"; - glfwSetWindowTitle(title.c_str()); - - glBindBuffer( GL_PIXEL_UNPACK_BUFFER, pbo); - glBindTexture(GL_TEXTURE_2D, displayImage); - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, - GL_RGBA, GL_UNSIGNED_BYTE, NULL); - - glClear(GL_COLOR_BUFFER_BIT); - - // VAO, shader program, and texture already bound - glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); - - glfwSwapBuffers(); - } - -#else - - void display(){ - runCuda(); - - string title = "565Raytracer | " + utilityCore::convertIntToString(iterations) + " Frames"; - glutSetWindowTitle(title.c_str()); - - glBindBuffer( GL_PIXEL_UNPACK_BUFFER, pbo); - glBindTexture(GL_TEXTURE_2D, displayImage); - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, - GL_RGBA, GL_UNSIGNED_BYTE, NULL); - - glClear(GL_COLOR_BUFFER_BIT); - - // VAO, shader program, and texture already bound - glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); - - glutPostRedisplay(); - glutSwapBuffers(); - } - - void keyboard(unsigned char key, int x, int y) - { - std::cout << key << std::endl; - switch (key) - { - case(27): - exit(1); - break; - } - } - -#endif - - - - -//------------------------------- -//----------SETUP STUFF---------- -//------------------------------- - -#ifdef __APPLE__ - void init(){ - - if (glfwInit() != GL_TRUE){ - shut_down(1); - } - - // 16 bit color, no depth, alpha or stencil buffers, windowed - if (glfwOpenWindow(width, height, 5, 6, 5, 0, 0, 0, GLFW_WINDOW) != GL_TRUE){ - shut_down(1); - } - - // Set up vertex array object, texture stuff - initVAO(); - initTextures(); - } -#else - void init(int argc, char* argv[]){ - glutInit(&argc, argv); - glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); - glutInitWindowSize(width, height); - glutCreateWindow("565Raytracer"); - - // Init GLEW - glewInit(); - GLenum err = glewInit(); - if (GLEW_OK != err) - { - /* Problem: glewInit failed, something is seriously wrong. */ - std::cout << "glewInit failed, aborting." << std::endl; - exit (1); - } - - initVAO(); - initTextures(); - } -#endif - -void initPBO(GLuint* pbo){ - if (pbo) { - // set up vertex data parameter - int num_texels = width*height; - int num_values = num_texels * 4; - int size_tex_data = sizeof(GLubyte) * num_values; - - // Generate a buffer ID called a PBO (Pixel Buffer Object) - glGenBuffers(1,pbo); - // Make this the current UNPACK buffer (OpenGL is state-based) - glBindBuffer(GL_PIXEL_UNPACK_BUFFER, *pbo); - // Allocate data for the buffer. 4-channel 8-bit image - glBufferData(GL_PIXEL_UNPACK_BUFFER, size_tex_data, NULL, GL_DYNAMIC_COPY); - cudaGLRegisterBufferObject( *pbo ); - } -} - -void initCuda(){ - // Use device with highest Gflops/s - cudaGLSetGLDevice( cutGetMaxGflopsDeviceId() ); - - initPBO(&pbo); - - // Clean up on program exit - atexit(cleanupCuda); - - runCuda(); -} - -void initTextures(){ - glGenTextures(1,&displayImage); - glBindTexture(GL_TEXTURE_2D, displayImage); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, - GL_UNSIGNED_BYTE, NULL); -} - -void initVAO(void){ - GLfloat vertices[] = - { - -1.0f, -1.0f, - 1.0f, -1.0f, - 1.0f, 1.0f, - -1.0f, 1.0f, - }; - - GLfloat texcoords[] = - { - 1.0f, 1.0f, - 0.0f, 1.0f, - 0.0f, 0.0f, - 1.0f, 0.0f - }; - - GLushort indices[] = { 0, 1, 3, 3, 1, 2 }; - - GLuint vertexBufferObjID[3]; - glGenBuffers(3, vertexBufferObjID); - - glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID[0]); - glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); - glVertexAttribPointer((GLuint)positionLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); - glEnableVertexAttribArray(positionLocation); - - glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID[1]); - glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW); - glVertexAttribPointer((GLuint)texcoordsLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); - glEnableVertexAttribArray(texcoordsLocation); - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexBufferObjID[2]); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); -} - -GLuint initShader(const char *vertexShaderPath, const char *fragmentShaderPath){ - GLuint program = glslUtility::createProgram(vertexShaderPath, fragmentShaderPath, attributeLocations, 2); - GLint location; - - glUseProgram(program); - - if ((location = glGetUniformLocation(program, "u_image")) != -1) - { - glUniform1i(location, 0); - } - - return program; -} - -//------------------------------- -//---------CLEANUP STUFF--------- -//------------------------------- - -void cleanupCuda(){ - if(pbo) deletePBO(&pbo); - if(displayImage) deleteTexture(&displayImage); -} - -void deletePBO(GLuint* pbo){ - if (pbo) { - // unregister this buffer object with CUDA - cudaGLUnregisterBufferObject(*pbo); - - glBindBuffer(GL_ARRAY_BUFFER, *pbo); - glDeleteBuffers(1, pbo); - - *pbo = (GLuint)NULL; - } -} - -void deleteTexture(GLuint* tex){ - glDeleteTextures(1, tex); - *tex = (GLuint)NULL; -} - -void shut_down(int return_code){ - #ifdef __APPLE__ - glfwTerminate(); - #endif - exit(return_code); -} +// CIS565 CUDA Raytracer: A parallel raytracer for Patrick Cozzi's CIS565: GPU Computing at the University of Pennsylvania +// Written by Yining Karl Li, Copyright (c) 2012 University of Pennsylvania +// This file includes code from: +// Rob Farber for CUDA-GL interop, from CUDA Supercomputing For The Masses: http://www.drdobbs.com/architecture-and-design/cuda-supercomputing-for-the-masses-part/222600097 +// Varun Sampath and Patrick Cozzi for GLSL Loading, from CIS565 Spring 2012 HW5 at the University of Pennsylvania: http://cis565-spring-2012.github.com/ +// Yining Karl Li's TAKUA Render, a massively parallel pathtracing renderer: http://www.yiningkarlli.com + +#include "main.h" + +//------------------------------- +//-------------MAIN-------------- +//------------------------------- + +int main(int argc, char** argv){ + + #ifdef __APPLE__ + // Needed in OSX to force use of OpenGL3.2 + glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); + glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2); + glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); + glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + #endif + + // Set up pathtracer stuff + bool loadedScene = false; + finishedRender = false; + + targetFrame = 0; + singleFrameMode = false; + + // Load scene file + for(int i=1; irenderCam); + width = renderCam->resolution[0]; + height = renderCam->resolution[1]; + + if(targetFrame>=renderCam->frames){ + cout << "Warning: Specified target frame is out of range, defaulting to frame 0." << endl; + targetFrame = 0; + } + + // Launch CUDA/GL + + #ifdef __APPLE__ + init(); + #else + init(argc, argv); + #endif + + initCuda(); + + initVAO(); + initTextures(); + + GLuint passthroughProgram; + passthroughProgram = initShader("shaders/passthroughVS.glsl", "shaders/passthroughFS.glsl"); + + glUseProgram(passthroughProgram); + glActiveTexture(GL_TEXTURE0); + + #ifdef __APPLE__ + // send into GLFW main loop + while(1){ + display(); + if (glfwGetKey(GLFW_KEY_ESC) == GLFW_PRESS || !glfwGetWindowParam( GLFW_OPENED )){ + exit(0); + } + } + + glfwTerminate(); + #else + glutDisplayFunc(display); + glutKeyboardFunc(keyboard); + + glutMainLoop(); + #endif + return 0; +} + +//------------------------------- +//---------RUNTIME STUFF--------- +//------------------------------- + +void runCuda(){ + + // Map OpenGL buffer object for writing from CUDA on a single GPU + // No data is moved (Win & Linux). When mapped to CUDA, OpenGL should not use this buffer + + if((unsigned int)iterations < renderCam->iterations){ + uchar4 *dptr=NULL; + ++iterations; + cudaGLMapBufferObject((void**)&dptr, pbo); + + //pack geom and material arrays + unsigned int objectsSize = renderScene->objects.size(), materialsSize = renderScene->materials.size(), lightsSize = renderScene->lights.size(); + geom* geoms = new geom[objectsSize]; + material* materials = new material[materialsSize]; + light* lights = new light[lightsSize]; + + + for(unsigned int i=0; i< objectsSize; ++i){ + geoms[i] = renderScene->objects[i]; + } + for(unsigned int i=0; i< materialsSize; ++i){ + materials[i] = renderScene->materials[i]; + } + for(unsigned int i=0; i< lightsSize; ++i){ + lights[i] = renderScene->lights[i]; + } + + + // execute the kernel + cudaRaytraceCore(dptr, renderCam, targetFrame, iterations, materials, materialsSize, geoms, objectsSize, lights, lightsSize); + + // unmap buffer object + cudaGLUnmapBufferObject(pbo); + }else{ + + if(!finishedRender){ + //output image file + image outputImage(renderCam->resolution.x, renderCam->resolution.y); + + for(int x=0; xresolution.x; ++x){ + for(int y=0; yresolution.y; ++y){ + int index = x + (y * renderCam->resolution.x); + outputImage.writePixelRGB(x,y,renderCam->image[index]); + } + } + + gammaSettings gamma; + gamma.applyGamma = true; + gamma.gamma = 1.0/2.2; + gamma.divisor = renderCam->iterations; + outputImage.setGammaSettings(gamma); + string filename = renderCam->imageName; + string s; + stringstream out; + out << targetFrame; + s = out.str(); + utilityCore::replaceString(filename, ".bmp", "."+s+".bmp"); + utilityCore::replaceString(filename, ".png", "."+s+".png"); + outputImage.saveImageRGB(filename); + cout << "Saved frame " << s << " to " << filename << endl; + finishedRender = true; + if(singleFrameMode==true){ + cudaDeviceReset(); + exit(0); + } + } + if(targetFrame < renderCam->frames - 1){ + + //clear image buffer and move onto next frame + ++targetFrame; + iterations = 0; + for(int i=0; iresolution.x*renderCam->resolution.y; ++i){ + renderCam->image[i] = glm::vec3(0,0,0); + } + cudaDeviceReset(); + finishedRender = false; + } + } + +} + +#ifdef __APPLE__ + + void display(){ + runCuda(); + + string title = "CIS565 Render | " + utilityCore::convertIntToString(iterations) + " Frames"; + glfwSetWindowTitle(title.c_str()); + + glBindBuffer( GL_PIXEL_UNPACK_BUFFER, pbo); + glBindTexture(GL_TEXTURE_2D, displayImage); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, + GL_RGBA, GL_UNSIGNED_BYTE, NULL); + + glClear(GL_COLOR_BUFFER_BIT); + + // VAO, shader program, and texture already bound + glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); + + glfwSwapBuffers(); + } + +#else + + void display(){ + runCuda(); + + string title = "Aparajith GPU Raytracer | " + utilityCore::convertIntToString(iterations) + " Frames"; + glutSetWindowTitle(title.c_str()); + + glBindBuffer( GL_PIXEL_UNPACK_BUFFER, pbo); + glBindTexture(GL_TEXTURE_2D, displayImage); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, + GL_RGBA, GL_UNSIGNED_BYTE, NULL); + + glClear(GL_COLOR_BUFFER_BIT); + + // VAO, shader program, and texture already bound + glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); + + glutPostRedisplay(); + glutSwapBuffers(); + } + + void keyboard(unsigned char key, int x, int y) + { + std::cout << key << std::endl; + switch (key) + { + case 'd': + //renderScene->renderCam.positions[0].x -= 1.0f; + renderCam[0].positions[0].x += 1.0f; + /*for(int i = 0; i <= renderCam->frames; ++i) + { + renderScene->renderCam.positions[0].x -= 1.0f; + }*/ + break; + case 'a': + renderCam[0].positions[0].x -= 1.0f; + break; + case 'w': + renderCam[0].positions[0].z -= 1.0f; + break; + case 's': + renderCam[0].positions[0].z += 1.0f; + break; + case 'r': + renderCam[0].positions[0].y += 1.0f; + break; + case 'f': + renderCam[0].positions[0].y -= 1.0f; + break; + case(27): + exit(1); + break; + } + } + +#endif + + + + +//------------------------------- +//----------SETUP STUFF---------- +//------------------------------- + +#ifdef __APPLE__ + void init(){ + + if (glfwInit() != GL_TRUE){ + shut_down(1); + } + + // 16 bit color, no depth, alpha or stencil buffers, windowed + if (glfwOpenWindow(width, height, 5, 6, 5, 0, 0, 0, GLFW_WINDOW) != GL_TRUE){ + shut_down(1); + } + + // Set up vertex array object, texture stuff + initVAO(); + initTextures(); + } +#else + void init(int argc, char* argv[]){ + glutInit(&argc, argv); + glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); + glutInitWindowSize(width, height); + glutCreateWindow("Aparajith GPU Raytracer"); + + // Init GLEW + glewInit(); + GLenum err = glewInit(); + if (GLEW_OK != err) + { + /* Problem: glewInit failed, something is seriously wrong. */ + std::cout << "glewInit failed, aborting." << std::endl; + exit (1); + } + + initVAO(); + initTextures(); + } +#endif + +void initPBO(GLuint* pbo){ + if (pbo) { + // set up vertex data parameter + int num_texels = width*height; + int num_values = num_texels * 4; + int size_tex_data = sizeof(GLubyte) * num_values; + + // Generate a buffer ID called a PBO (Pixel Buffer Object) + glGenBuffers(1,pbo); + // Make this the current UNPACK buffer (OpenGL is state-based) + glBindBuffer(GL_PIXEL_UNPACK_BUFFER, *pbo); + // Allocate data for the buffer. 4-channel 8-bit image + glBufferData(GL_PIXEL_UNPACK_BUFFER, size_tex_data, NULL, GL_DYNAMIC_COPY); + cudaGLRegisterBufferObject( *pbo ); + } +} + +void initCuda(){ + // Use device with highest Gflops/s + cudaGLSetGLDevice( cutGetMaxGflopsDeviceId() ); + + initPBO(&pbo); + + // Clean up on program exit + atexit(cleanupCuda); + + runCuda(); +} + +void initTextures(){ + glGenTextures(1,&displayImage); + glBindTexture(GL_TEXTURE_2D, displayImage); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, + GL_UNSIGNED_BYTE, NULL); +} + +void initVAO(void){ + GLfloat vertices[] = + { + -1.0f, -1.0f, + 1.0f, -1.0f, + 1.0f, 1.0f, + -1.0f, 1.0f, + }; + + GLfloat texcoords[] = + { + 1.0f, 1.0f, + 0.0f, 1.0f, + 0.0f, 0.0f, + 1.0f, 0.0f + }; + + GLushort indices[] = { 0, 1, 3, 3, 1, 2 }; + + GLuint vertexBufferObjID[3]; + glGenBuffers(3, vertexBufferObjID); + + glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID[0]); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + glVertexAttribPointer((GLuint)positionLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); + glEnableVertexAttribArray(positionLocation); + + glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID[1]); + glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW); + glVertexAttribPointer((GLuint)texcoordsLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); + glEnableVertexAttribArray(texcoordsLocation); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexBufferObjID[2]); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); +} + +GLuint initShader(const char *vertexShaderPath, const char *fragmentShaderPath){ + GLuint program = glslUtility::createProgram(vertexShaderPath, fragmentShaderPath, attributeLocations, 2); + GLint location; + + glUseProgram(program); + + if ((location = glGetUniformLocation(program, "u_image")) != -1) + { + glUniform1i(location, 0); + } + + return program; +} + +//------------------------------- +//---------CLEANUP STUFF--------- +//------------------------------- + +void cleanupCuda(){ + if(pbo) deletePBO(&pbo); + if(displayImage) deleteTexture(&displayImage); +} + +void deletePBO(GLuint* pbo){ + if (pbo) { + // unregister this buffer object with CUDA + cudaGLUnregisterBufferObject(*pbo); + + glBindBuffer(GL_ARRAY_BUFFER, *pbo); + glDeleteBuffers(1, pbo); + + *pbo = (GLuint)NULL; + } +} + +void deleteTexture(GLuint* tex){ + glDeleteTextures(1, tex); + *tex = (GLuint)NULL; +} + +void shut_down(int return_code){ + #ifdef __APPLE__ + glfwTerminate(); + #endif + exit(return_code); +} diff --git a/src/raytraceKernel.cu b/src/raytraceKernel.cu index dae7b03..06419f3 100755 --- a/src/raytraceKernel.cu +++ b/src/raytraceKernel.cu @@ -1,167 +1,359 @@ -// CIS565 CUDA Raytracer: A parallel raytracer for Patrick Cozzi's CIS565: GPU Computing at the University of Pennsylvania -// Written by Yining Karl Li, Copyright (c) 2012 University of Pennsylvania -// This file includes code from: -// Rob Farber for CUDA-GL interop, from CUDA Supercomputing For The Masses: http://www.drdobbs.com/architecture-and-design/cuda-supercomputing-for-the-masses-part/222600097 -// Peter Kutz and Yining Karl Li's GPU Pathtracer: http://gpupathtracer.blogspot.com/ -// Yining Karl Li's TAKUA Render, a massively parallel pathtracing renderer: http://www.yiningkarlli.com - -#include -#include -#include -#include "sceneStructs.h" -#include -#include "glm/glm.hpp" -#include "utilities.h" -#include "raytraceKernel.h" -#include "intersections.h" -#include "interactions.h" -#include - -void checkCUDAError(const char *msg) { - cudaError_t err = cudaGetLastError(); - if( cudaSuccess != err) { - fprintf(stderr, "Cuda error: %s: %s.\n", msg, cudaGetErrorString( err) ); - exit(EXIT_FAILURE); - } -} - -//LOOK: This function demonstrates how to use thrust for random number generation on the GPU! -//Function that generates static. -__host__ __device__ glm::vec3 generateRandomNumberFromThread(glm::vec2 resolution, float time, int x, int y){ - int index = x + (y * resolution.x); - - thrust::default_random_engine rng(hash(index*time)); - thrust::uniform_real_distribution u01(0,1); - - return glm::vec3((float) u01(rng), (float) u01(rng), (float) u01(rng)); -} - -//TODO: IMPLEMENT THIS FUNCTION -//Function that does the initial raycast from the camera -__host__ __device__ ray raycastFromCameraKernel(glm::vec2 resolution, float time, int x, int y, glm::vec3 eye, glm::vec3 view, glm::vec3 up, glm::vec2 fov){ - ray r; - r.origin = glm::vec3(0,0,0); - r.direction = glm::vec3(0,0,-1); - return r; -} - -//Kernel that blacks out a given image buffer -__global__ void clearImage(glm::vec2 resolution, glm::vec3* image){ - int x = (blockIdx.x * blockDim.x) + threadIdx.x; - int y = (blockIdx.y * blockDim.y) + threadIdx.y; - int index = x + (y * resolution.x); - if(x<=resolution.x && y<=resolution.y){ - image[index] = glm::vec3(0,0,0); - } -} - -//Kernel that writes the image to the OpenGL PBO directly. -__global__ void sendImageToPBO(uchar4* PBOpos, glm::vec2 resolution, glm::vec3* image){ - - int x = (blockIdx.x * blockDim.x) + threadIdx.x; - int y = (blockIdx.y * blockDim.y) + threadIdx.y; - int index = x + (y * resolution.x); - - if(x<=resolution.x && y<=resolution.y){ - - glm::vec3 color; - color.x = image[index].x*255.0; - color.y = image[index].x*255.0; - color.z = image[index].x*255.0; - - if(color.x>255){ - color.x = 255; - } - - if(color.y>255){ - color.y = 255; - } - - if(color.z>255){ - color.z = 255; - } - - // Each thread writes one pixel location in the texture (textel) - PBOpos[index].w = 0; - PBOpos[index].x = color.x; - PBOpos[index].y = color.y; - PBOpos[index].z = color.z; - } -} - -//TODO: IMPLEMENT THIS FUNCTION -//Core raytracer kernel -__global__ void raytraceRay(glm::vec2 resolution, float time, cameraData cam, int rayDepth, glm::vec3* colors, - staticGeom* geoms, int numberOfGeoms){ - - int x = (blockIdx.x * blockDim.x) + threadIdx.x; - int y = (blockIdx.y * blockDim.y) + threadIdx.y; - int index = x + (y * resolution.x); - - if((x<=resolution.x && y<=resolution.y)){ - - colors[index] = generateRandomNumberFromThread(resolution, time, x, y); - } -} - - -//TODO: FINISH THIS FUNCTION -// Wrapper for the __global__ call that sets up the kernel calls and does a ton of memory management -void cudaRaytraceCore(uchar4* PBOpos, camera* renderCam, int frame, int iterations, material* materials, int numberOfMaterials, geom* geoms, int numberOfGeoms){ - - int traceDepth = 1; //determines how many bounces the raytracer traces - - // set up crucial magic - int tileSize = 8; - dim3 threadsPerBlock(tileSize, tileSize); - dim3 fullBlocksPerGrid((int)ceil(float(renderCam->resolution.x)/float(tileSize)), (int)ceil(float(renderCam->resolution.y)/float(tileSize))); - - //send image to GPU - glm::vec3* cudaimage = NULL; - cudaMalloc((void**)&cudaimage, (int)renderCam->resolution.x*(int)renderCam->resolution.y*sizeof(glm::vec3)); - cudaMemcpy( cudaimage, renderCam->image, (int)renderCam->resolution.x*(int)renderCam->resolution.y*sizeof(glm::vec3), cudaMemcpyHostToDevice); - - //package geometry and materials and sent to GPU - staticGeom* geomList = new staticGeom[numberOfGeoms]; - for(int i=0; iresolution; - cam.position = renderCam->positions[frame]; - cam.view = renderCam->views[frame]; - cam.up = renderCam->ups[frame]; - cam.fov = renderCam->fov; - - //kernel launches - raytraceRay<<>>(renderCam->resolution, (float)iterations, cam, traceDepth, cudaimage, cudageoms, numberOfGeoms); - - sendImageToPBO<<>>(PBOpos, renderCam->resolution, cudaimage); - - //retrieve image from GPU - cudaMemcpy( renderCam->image, cudaimage, (int)renderCam->resolution.x*(int)renderCam->resolution.y*sizeof(glm::vec3), cudaMemcpyDeviceToHost); - - //free up stuff, or else we'll leak memory like a madman - cudaFree( cudaimage ); - cudaFree( cudageoms ); - delete geomList; - - // make certain the kernel has completed - cudaThreadSynchronize(); - - checkCUDAError("Kernel failed!"); -} +// CIS565 CUDA Raytracer: A parallel raytracer for Patrick Cozzi's CIS565: GPU Computing at the University of Pennsylvania +// Written by Yining Karl Li, Copyright (c) 2012 University of Pennsylvania +// This file includes code from: +// Rob Farber for CUDA-GL interop, from CUDA Supercomputing For The Masses: http://www.drdobbs.com/architecture-and-design/cuda-supercomputing-for-the-masses-part/222600097 +// Peter Kutz and Yining Karl Li's GPU Pathtracer: http://gpupathtracer.blogspot.com/ +// Yining Karl Li's TAKUA Render, a massively parallel pathtracing renderer: http://www.yiningkarlli.com + +#include +#include +#include +#include "sceneStructs.h" +#include +#include "glm/glm.hpp" +#include "utilities.h" +#include "raytraceKernel.h" +#include "intersections.h" +#include "interactions.h" +#include + +void checkCUDAError(const char *msg) { + cudaError_t err = cudaGetLastError(); + if( cudaSuccess != err) { + fprintf(stderr, "Cuda error: %s: %s.\n", msg, cudaGetErrorString( err) ); + exit(EXIT_FAILURE); + } +} + +//LOOK: This function demonstrates how to use thrust for random number generation on the GPU! +//Function that generates static. +__host__ __device__ glm::vec3 generateRandomNumberFromThread(glm::vec2 resolution, float time, int x, int y){ + int index = x + (y * resolution.x); + + thrust::default_random_engine rng(hash(index*time)); + thrust::uniform_real_distribution u01(0,1); + return glm::vec3((float) u01(rng), (float) u01(rng), (float) u01(rng)); +} + +//TODO: IMPLEMENT THIS FUNCTION +//Function that does the initial raycast from the camera +__host__ __device__ ray raycastFromCameraKernel(const glm::vec2 &resolution, float time, const int x, const int y, const glm::vec3 &eye, const glm::vec3 &View, + const glm::vec3 &Up, const glm::vec2 &fov) +{ + ray r; + r.origin = eye; + + // Distance of View Plane from eye + float tanfovy = tan(fov.y); + float dist = (resolution.y / 2.0f) / tanfovy; + glm::vec3 view = glm::normalize(View); + glm::vec3 up = glm::normalize(Up); + glm::vec3 c = dist * view; + glm::vec3 a = glm::cross(view, up); + glm::vec3 b = glm::cross(a, view); + + //Center of screen + glm::vec3 m = c + eye; + + //Using same vector a instead of a separate vector h + a = (resolution.x / 2.0f) * a; + + //Using same vector b instead of a separate vector v + b = (resolution.y / 2.0f) * b; + + //Point in space towards which ray has to be shot + glm::vec3 p = m + (2.0f * x / (resolution.x - 1.0f) - 1.0f) * a + (2.0f * y / (resolution.y - 1.0f) - 1.0f) * b; + r.direction = p - eye; + r.direction = glm::normalize(r.direction); + + return r; +} + +__global__ void initialRaysGenerator(cameraData cam, ray *rays) +{ + int x = (blockIdx.x * blockDim.x) + threadIdx.x; + int y = (blockIdx.y * blockDim.y) + threadIdx.y; + int index = x + (y * cam.resolution.x); + if(x <= cam.resolution.x && y <= cam.resolution.y) + { + rays[index] = raycastFromCameraKernel(cam.resolution, 0.0f, x, y, cam.position, cam.view, cam.up, cam.fov); + } + __syncthreads(); +} + +//Kernel that blacks out a given image buffer +__global__ void clearImage(const glm::vec2 resolution, glm::vec3* image){ + int x = (blockIdx.x * blockDim.x) + threadIdx.x; + int y = (blockIdx.y * blockDim.y) + threadIdx.y; + int index = x + (y * resolution.x); + if(x<=resolution.x && y<=resolution.y){ + image[index] = glm::vec3(0,0,0); + } +} + +//Kernel that writes the image to the OpenGL PBO directly. +__global__ void sendImageToPBO(uchar4* PBOpos, const glm::vec2 resolution, glm::vec3* image){ + + int x = (blockIdx.x * blockDim.x) + threadIdx.x; + int y = (blockIdx.y * blockDim.y) + threadIdx.y; + int index = x + (y * resolution.x); + + if(x<=resolution.x && y<=resolution.y){ + + glm::vec3 color; + color.x = image[index].x * 255.0f; + color.y = image[index].y * 255.0f; + color.z = image[index].z * 255.0f; + + if(color.x>255.0f){ + color.x = 255.0f; + } + + if(color.y>255.0f){ + color.y = 255.0f; + } + + if(color.z>255.0f){ + color.z = 255.0f; + } + + // Each thread writes one pixel location in the texture (textel) + PBOpos[index].w = (unsigned char)0; + PBOpos[index].x = (unsigned char)color.x; + PBOpos[index].y = (unsigned char)color.y; + PBOpos[index].z = (unsigned char)color.z; + } +} + +__host__ __device__ int findNearestPrimitiveInRay(const staticGeom const *geoms, int numberOfGeoms, const ray &rt, glm::vec3 &intersectionPoint, glm::vec3 &normal) //Return -1 if no intersection, else index of geom +{ + float dist = 10000000.0f; + int geomIndex = -1; + for(unsigned int i = 0; i < numberOfGeoms; ++i) + { + glm::vec3 currentIntersectionPoint, currentNormal; + float currentDist = 0.0f; + if(geoms[i].type == SPHERE) + { + currentDist = sphereIntersectionTest(geoms[i], rt, currentIntersectionPoint, currentNormal); + if(currentDist != -1.0f && currentDist < dist) + { + intersectionPoint = currentIntersectionPoint; + normal = currentNormal; + dist = currentDist; + geomIndex = i; + } + } + else if(geoms[i].type == CUBE) + { + currentDist = boxIntersectionTest(geoms[i], rt, currentIntersectionPoint, currentNormal); + if(currentDist != -1.0f && currentDist < dist) + { + intersectionPoint = currentIntersectionPoint; + normal = currentNormal; + dist = currentDist; + geomIndex = i; + } + } + else if(geoms[i].type == MESH) + { + + } + } + return geomIndex; +} + +__global__ void raytraceRay(ray *rays, float time, cameraData cam, int rayDepth, glm::vec3* colors, + staticGeom* geoms, unsigned int numberOfGeoms, material *materials, unsigned int numberOfMaterials, light *lights, unsigned int numberOfLights){ + + int x = (blockIdx.x * blockDim.x) + threadIdx.x; + int y = (blockIdx.y * blockDim.y) + threadIdx.y; + int rayIndex = x + (y * cam.resolution.x); + int index = (cam.resolution.x - x) + ((cam.resolution.y - y) * cam.resolution.x); + + if(((float)x <= cam.resolution.x && (float)y <= cam.resolution.y)) + { + //ray rt = raycastFromCameraKernel(cam.resolution, time, x, y, cam.position, cam.view, cam.up, cam.fov); + ray rt = rays[rayIndex]; + if(rayDepth >= 10 || (rays[rayIndex].origin == glm::vec3(-10000, -10000, -10000))) + { + return; + } + + glm::vec3 intersectionPoint, normal; + int geomIndex = findNearestPrimitiveInRay(geoms, numberOfGeoms, rt, intersectionPoint, normal); + if(geomIndex != -1) + { + //Flat Shading + //colors[index] = materials[geoms[geomIndex].materialid].color; + + //Setting initial value + if(rayDepth == 0) + { + colors[index] = glm::vec3(0, 0, 0); + } + for(unsigned int i = 0; i < numberOfLights; ++i) + { + ray lightRay; + lightRay.origin = intersectionPoint; + lightRay.direction = lights[i].position - intersectionPoint; + if(glm::length(lightRay.direction) > 0.001f) + { + lightRay.direction = glm::normalize(lightRay.direction); + } + else + { + continue; + } + lightRay.origin += lightRay.direction * 0.01f; + int obstructionIndex = -1; + glm::vec3 obstructionIntersectionPoint, obstructionNormal; + obstructionIndex = findNearestPrimitiveInRay(geoms, numberOfGeoms, lightRay, obstructionIntersectionPoint, obstructionNormal); + if(obstructionIndex == -1 || (glm::distance(intersectionPoint, obstructionIntersectionPoint) > glm::distance(intersectionPoint, lights[i].position))) + { + //Lambert Shading + float KD = 0.8f; + colors[index] += KD * lights[i].color * materials[geoms[geomIndex].materialid].color * glm::dot(lightRay.direction, normal); + //Phong Shading + float KS = 0.10f; + glm::vec3 reflectedRay = calculateReflectionDirection(normal, rt.direction); + glm::vec3 V = glm::normalize((cam.position - intersectionPoint)); + colors[index] += (KS * materials[geoms[geomIndex].materialid].specularColor * lights[i].color * pow((float)glm::dot(reflectedRay, V), + materials[geoms[geomIndex].materialid].specularExponent)); + //Reflection + if(materials[geoms[geomIndex].materialid].hasReflective == 1.0f) + { + rays[rayIndex].origin = intersectionPoint + reflectedRay * 0.01f; + rays[rayIndex].direction = reflectedRay; + } + //Refraction + else if(materials[geoms[geomIndex].materialid].hasRefractive == 1.0f) + { + + } + else + { + rays[rayIndex].origin = glm::vec3(-10000, -10000, -10000); + } + } + //Coloring due to reflection + else if(materials[geoms[geomIndex].materialid].hasReflective == 1.0f) + { + glm::vec3 reflectedRay = calculateReflectionDirection(normal, rt.direction); + rays[rayIndex].origin = intersectionPoint + reflectedRay * 0.01f; + rays[rayIndex].direction = reflectedRay; + } + //Coloring due to refraction + else if(materials[geoms[geomIndex].materialid].hasRefractive == 1.0f) + { + + } + //Ambient Lighting + float KA = 0.1f; + glm::vec3 ambientLight(0.2f, 0.2f, 0.2f); + colors[index] += KA * materials[geoms[geomIndex].materialid].color * ambientLight; + } + } + //Background + else + { + glm::vec3 backRGB(0, 0, 0); + colors[index] = backRGB; + } + } + //__syncthreads(); +} + + +//TODO: FINISH THIS FUNCTION +// Wrapper for the __global__ call that sets up the kernel calls and does a ton of memory management +void cudaRaytraceCore(uchar4* PBOpos, camera* renderCam, int frame, int iterations, material* materials, int numberOfMaterials, geom* geoms, int numberOfGeoms, + light* lights, int numberOfLights){ + + unsigned int traceDepth = 10; //determines how many bounces the raytracer traces + + // set up crucial magic + int tileSize = 8; + dim3 threadsPerBlock(tileSize, tileSize); + dim3 fullBlocksPerGrid((int)ceil(float(renderCam->resolution.x)/float(tileSize)), (int)ceil(float(renderCam->resolution.y)/float(tileSize))); + + //send image to GPU + glm::vec3* cudaimage = NULL; + cudaMalloc((void**)&cudaimage, (int)renderCam->resolution.x*(int)renderCam->resolution.y*sizeof(glm::vec3)); + cudaMemcpy( cudaimage, renderCam->image, (int)renderCam->resolution.x*(int)renderCam->resolution.y*sizeof(glm::vec3), cudaMemcpyHostToDevice); + + //package geometry and sent to GPU + staticGeom* geomList = new staticGeom[numberOfGeoms]; + for(int i=0; iresolution; + cam.position = renderCam->positions[frame]; + cam.view = renderCam->views[frame]; + cam.up = renderCam->ups[frame]; + cam.fov = renderCam->fov; + + //Packaging rays + int numberOfRays = (int)cam.resolution.x * (int)cam.resolution.y; + ray *rays = new ray[numberOfRays]; + ray *cudaRays = NULL; + cudaMalloc((void**)&cudaRays, numberOfRays * sizeof(ray)); + cudaMemcpy(cudaRays, rays, numberOfRays * sizeof(ray), cudaMemcpyHostToDevice); + + //kernel launches + initialRaysGenerator<<>>(cam, cudaRays); + + //kernel launches + for(int i = 0; i < traceDepth; ++i) + { + raytraceRay<<>>(cudaRays, (float)iterations, cam, i, cudaimage, cudageoms, (unsigned int)numberOfGeoms, cudaMaterials, + (unsigned int)numberOfMaterials, cudaLights, (unsigned int)numberOfLights); + } + + sendImageToPBO<<>>(PBOpos, renderCam->resolution, cudaimage); + + //retrieve image from GPU + cudaMemcpy( renderCam->image, cudaimage, (int)renderCam->resolution.x*(int)renderCam->resolution.y*sizeof(glm::vec3), cudaMemcpyDeviceToHost); + + //free up stuff, or else we'll leak memory like a madman + cudaFree( cudaimage ); + cudaFree( cudageoms ); + //delete geomList; + delete [] geomList; + + //Freeing memory from materials, lights and rays + cudaFree(cudaMaterials); + cudaFree(cudaLights); + cudaFree(cudaRays); + delete [] rays; + + // make certain the kernel has completed + cudaThreadSynchronize(); + + checkCUDAError("Kernel failed!"); +} diff --git a/src/raytraceKernel.h b/src/raytraceKernel.h index 331e5ce..a318d00 100755 --- a/src/raytraceKernel.h +++ b/src/raytraceKernel.h @@ -1,20 +1,21 @@ -// CIS565 CUDA Raytracer: A parallel raytracer for Patrick Cozzi's CIS565: GPU Computing at the University of Pennsylvania -// Written by Yining Karl Li, Copyright (c) 2012 University of Pennsylvania -// This file includes code from: -// Rob Farber for CUDA-GL interop, from CUDA Supercomputing For The Masses: http://www.drdobbs.com/architecture-and-design/cuda-supercomputing-for-the-masses-part/222600097 -// Peter Kutz and Yining Karl Li's GPU Pathtracer: http://gpupathtracer.blogspot.com/ -// Yining Karl Li's TAKUA Render, a massively parallel pathtracing renderer: http://www.yiningkarlli.com - -#ifndef RAYTRACEKERNEL_H -#define PATHTRACEKERNEL_H - -#include -#include -#include -#include -#include "sceneStructs.h" -#include - -void cudaRaytraceCore(uchar4* pos, camera* renderCam, int frame, int iterations, material* materials, int numberOfMaterials, geom* geoms, int numberOfGeoms); - -#endif +// CIS565 CUDA Raytracer: A parallel raytracer for Patrick Cozzi's CIS565: GPU Computing at the University of Pennsylvania +// Written by Yining Karl Li, Copyright (c) 2012 University of Pennsylvania +// This file includes code from: +// Rob Farber for CUDA-GL interop, from CUDA Supercomputing For The Masses: http://www.drdobbs.com/architecture-and-design/cuda-supercomputing-for-the-masses-part/222600097 +// Peter Kutz and Yining Karl Li's GPU Pathtracer: http://gpupathtracer.blogspot.com/ +// Yining Karl Li's TAKUA Render, a massively parallel pathtracing renderer: http://www.yiningkarlli.com + +#ifndef RAYTRACEKERNEL_H +#define PATHTRACEKERNEL_H + +#include +#include +#include +#include +#include "sceneStructs.h" +#include + +void cudaRaytraceCore(uchar4* pos, camera* renderCam, int frame, int iterations, material* materials, int numberOfMaterials, geom* geoms, int numberOfGeoms, + light* lights, int numberOfLights); + +#endif diff --git a/src/scene.cpp b/src/scene.cpp index f0384b2..ab9aa12 100755 --- a/src/scene.cpp +++ b/src/scene.cpp @@ -1,263 +1,297 @@ -// CIS565 CUDA Raytracer: A parallel raytracer for Patrick Cozzi's CIS565: GPU Computing at the University of Pennsylvania -// Written by Yining Karl Li, Copyright (c) 2012 University of Pennsylvania -// This file includes code from: -// Yining Karl Li's TAKUA Render, a massively parallel pathtracing renderer: http://www.yiningkarlli.com - -#include -#include "scene.h" - -scene::scene(string filename){ - cout << "Reading scene frome " << filename << "..." << endl; - cout << " " << endl; - char* fname = (char*)filename.c_str(); - fp_in.open(fname); - if(fp_in.is_open()){ - while(fp_in.good()){ - string line; - getline(fp_in, line); - if(!line.empty()){ - vector tokens = utilityCore::tokenizeString(line); - if(strcmp(tokens[0].c_str(), "MATERIAL")==0){ - loadMaterial(tokens[1]); - cout << " " << endl; - }else if(strcmp(tokens[0].c_str(), "OBJECT")==0){ - loadObject(tokens[1]); - cout << " " << endl; - }else if(strcmp(tokens[0].c_str(), "CAMERA")==0){ - loadCamera(); - cout << " " << endl; - } - } - } - } -} - -int scene::loadObject(string objectid){ - int id = atoi(objectid.c_str()); - if(id!=objects.size()){ - cout << "ERROR: OBJECT ID does not match expected number of objects" << endl; - return -1; - }else{ - cout << "Loading Object " << id << "..." << endl; - geom newObject; - string line; - - //load object type - getline(fp_in,line); - if (!line.empty() && fp_in.good()){ - if(strcmp(line.c_str(), "sphere")==0){ - cout << "Creating new sphere..." << endl; - newObject.type = SPHERE; - }else if(strcmp(line.c_str(), "cube")==0){ - cout << "Creating new cube..." << endl; - newObject.type = CUBE; - }else{ - string objline = line; - string name; - string extension; - istringstream liness(objline); - getline(liness, name, '.'); - getline(liness, extension, '.'); - if(strcmp(extension.c_str(), "obj")==0){ - cout << "Creating new mesh..." << endl; - cout << "Reading mesh from " << line << "... " << endl; - newObject.type = MESH; - }else{ - cout << "ERROR: " << line << " is not a valid object type!" << endl; - return -1; - } - } - } - - //link material - getline(fp_in,line); - if(!line.empty() && fp_in.good()){ - vector tokens = utilityCore::tokenizeString(line); - newObject.materialid = atoi(tokens[1].c_str()); - cout << "Connecting Object " << objectid << " to Material " << newObject.materialid << "..." << endl; - } - - //load frames - int frameCount = 0; - getline(fp_in,line); - vector translations; - vector scales; - vector rotations; - while (!line.empty() && fp_in.good()){ - - //check frame number - vector tokens = utilityCore::tokenizeString(line); - if(strcmp(tokens[0].c_str(), "frame")!=0 || atoi(tokens[1].c_str())!=frameCount){ - cout << "ERROR: Incorrect frame count!" << endl; - return -1; - } - - //load tranformations - for(int i=0; i<3; i++){ - glm::vec3 translation; glm::vec3 rotation; glm::vec3 scale; - getline(fp_in,line); - tokens = utilityCore::tokenizeString(line); - if(strcmp(tokens[0].c_str(), "TRANS")==0){ - translations.push_back(glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str()))); - }else if(strcmp(tokens[0].c_str(), "ROTAT")==0){ - rotations.push_back(glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str()))); - }else if(strcmp(tokens[0].c_str(), "SCALE")==0){ - scales.push_back(glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str()))); - } - } - - frameCount++; - getline(fp_in,line); - } - - //move frames into CUDA readable arrays - newObject.translations = new glm::vec3[frameCount]; - newObject.rotations = new glm::vec3[frameCount]; - newObject.scales = new glm::vec3[frameCount]; - newObject.transforms = new cudaMat4[frameCount]; - newObject.inverseTransforms = new cudaMat4[frameCount]; - for(int i=0; i tokens = utilityCore::tokenizeString(line); - if(strcmp(tokens[0].c_str(), "RES")==0){ - newCamera.resolution = glm::vec2(atoi(tokens[1].c_str()), atoi(tokens[2].c_str())); - }else if(strcmp(tokens[0].c_str(), "FOVY")==0){ - fovy = atof(tokens[1].c_str()); - }else if(strcmp(tokens[0].c_str(), "ITERATIONS")==0){ - newCamera.iterations = atoi(tokens[1].c_str()); - }else if(strcmp(tokens[0].c_str(), "FILE")==0){ - newCamera.imageName = tokens[1]; - } - } - - //load time variable properties (frames) - int frameCount = 0; - string line; - getline(fp_in,line); - vector positions; - vector views; - vector ups; - while (!line.empty() && fp_in.good()){ - - //check frame number - vector tokens = utilityCore::tokenizeString(line); - if(strcmp(tokens[0].c_str(), "frame")!=0 || atoi(tokens[1].c_str())!=frameCount){ - cout << "ERROR: Incorrect frame count!" << endl; - return -1; - } - - //load camera properties - for(int i=0; i<3; i++){ - //glm::vec3 translation; glm::vec3 rotation; glm::vec3 scale; - getline(fp_in,line); - tokens = utilityCore::tokenizeString(line); - if(strcmp(tokens[0].c_str(), "EYE")==0){ - positions.push_back(glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str()))); - }else if(strcmp(tokens[0].c_str(), "VIEW")==0){ - views.push_back(glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str()))); - }else if(strcmp(tokens[0].c_str(), "UP")==0){ - ups.push_back(glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str()))); - } - } - - frameCount++; - getline(fp_in,line); - } - newCamera.frames = frameCount; - - //move frames into CUDA readable arrays - newCamera.positions = new glm::vec3[frameCount]; - newCamera.views = new glm::vec3[frameCount]; - newCamera.ups = new glm::vec3[frameCount]; - for(int i=0; i tokens = utilityCore::tokenizeString(line); - if(strcmp(tokens[0].c_str(), "RGB")==0){ - glm::vec3 color( atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str()) ); - newMaterial.color = color; - }else if(strcmp(tokens[0].c_str(), "SPECEX")==0){ - newMaterial.specularExponent = atof(tokens[1].c_str()); - }else if(strcmp(tokens[0].c_str(), "SPECRGB")==0){ - glm::vec3 specColor( atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str()) ); - newMaterial.specularColor = specColor; - }else if(strcmp(tokens[0].c_str(), "REFL")==0){ - newMaterial.hasReflective = atof(tokens[1].c_str()); - }else if(strcmp(tokens[0].c_str(), "REFR")==0){ - newMaterial.hasRefractive = atof(tokens[1].c_str()); - }else if(strcmp(tokens[0].c_str(), "REFRIOR")==0){ - newMaterial.indexOfRefraction = atof(tokens[1].c_str()); - }else if(strcmp(tokens[0].c_str(), "SCATTER")==0){ - newMaterial.hasScatter = atof(tokens[1].c_str()); - }else if(strcmp(tokens[0].c_str(), "ABSCOEFF")==0){ - glm::vec3 abscoeff( atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str()) ); - newMaterial.absorptionCoefficient = abscoeff; - }else if(strcmp(tokens[0].c_str(), "RSCTCOEFF")==0){ - newMaterial.reducedScatterCoefficient = atof(tokens[1].c_str()); - }else if(strcmp(tokens[0].c_str(), "EMITTANCE")==0){ - newMaterial.emittance = atof(tokens[1].c_str()); - - } - } - materials.push_back(newMaterial); - return 1; - } -} +// CIS565 CUDA Raytracer: A parallel raytracer for Patrick Cozzi's CIS565: GPU Computing at the University of Pennsylvania +// Written by Yining Karl Li, Copyright (c) 2012 University of Pennsylvania +// This file includes code from: +// Yining Karl Li's TAKUA Render, a massively parallel pathtracing renderer: http://www.yiningkarlli.com + +#include +#include "scene.h" + +scene::scene(string filename){ + cout << "Reading scene frome " << filename << "..." << endl; + cout << " " << endl; + char* fname = (char*)filename.c_str(); + fp_in.open(fname); + if(fp_in.is_open()){ + while(fp_in.good()){ + string line; + getline(fp_in, line); + if(!line.empty()){ + vector tokens = utilityCore::tokenizeString(line); + if(strcmp(tokens[0].c_str(), "MATERIAL")==0){ + loadMaterial(tokens[1]); + cout << " " << endl; + }else if(strcmp(tokens[0].c_str(), "OBJECT")==0){ + loadObject(tokens[1]); + cout << " " << endl; + }else if(strcmp(tokens[0].c_str(), "CAMERA")==0){ + loadCamera(); + cout << " " << endl; + }else if(strcmp(tokens[0].c_str(), "LIGHT")==0){ + loadLight(tokens[1]); + cout << " " << endl; + } + } + } + } +} + +int scene::loadObject(string objectid){ + int id = atoi(objectid.c_str()); + if(id!=objects.size()){ + cout << "ERROR: OBJECT ID does not match expected number of objects" << endl; + return -1; + }else{ + cout << "Loading Object " << id << "..." << endl; + geom newObject; + string line; + + //load object type + getline(fp_in,line); + if (!line.empty() && fp_in.good()){ + if(strcmp(line.c_str(), "sphere")==0){ + cout << "Creating new sphere..." << endl; + newObject.type = SPHERE; + }else if(strcmp(line.c_str(), "cube")==0){ + cout << "Creating new cube..." << endl; + newObject.type = CUBE; + }else{ + string objline = line; + string name; + string extension; + istringstream liness(objline); + getline(liness, name, '.'); + getline(liness, extension, '.'); + if(strcmp(extension.c_str(), "obj")==0){ + cout << "Creating new mesh..." << endl; + cout << "Reading mesh from " << line << "... " << endl; + newObject.type = MESH; + }else{ + cout << "ERROR: " << line << " is not a valid object type!" << endl; + return -1; + } + } + } + + //link material + getline(fp_in,line); + if(!line.empty() && fp_in.good()){ + vector tokens = utilityCore::tokenizeString(line); + newObject.materialid = atoi(tokens[1].c_str()); + cout << "Connecting Object " << objectid << " to Material " << newObject.materialid << "..." << endl; + } + + //load frames + int frameCount = 0; + getline(fp_in,line); + vector translations; + vector scales; + vector rotations; + while (!line.empty() && fp_in.good()){ + + //check frame number + vector tokens = utilityCore::tokenizeString(line); + if(strcmp(tokens[0].c_str(), "frame")!=0 || atoi(tokens[1].c_str())!=frameCount){ + cout << "ERROR: Incorrect frame count!" << endl; + return -1; + } + + //load tranformations + for(int i=0; i<3; i++){ + glm::vec3 translation; glm::vec3 rotation; glm::vec3 scale; + getline(fp_in,line); + tokens = utilityCore::tokenizeString(line); + if(strcmp(tokens[0].c_str(), "TRANS")==0){ + translations.push_back(glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str()))); + }else if(strcmp(tokens[0].c_str(), "ROTAT")==0){ + rotations.push_back(glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str()))); + }else if(strcmp(tokens[0].c_str(), "SCALE")==0){ + scales.push_back(glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str()))); + } + } + + frameCount++; + getline(fp_in,line); + } + + //move frames into CUDA readable arrays + newObject.translations = new glm::vec3[frameCount]; + newObject.rotations = new glm::vec3[frameCount]; + newObject.scales = new glm::vec3[frameCount]; + newObject.transforms = new cudaMat4[frameCount]; + newObject.inverseTransforms = new cudaMat4[frameCount]; + for(int i=0; i tokens = utilityCore::tokenizeString(line); + if(strcmp(tokens[0].c_str(), "RES")==0){ + newCamera.resolution = glm::vec2(atoi(tokens[1].c_str()), atoi(tokens[2].c_str())); + }else if(strcmp(tokens[0].c_str(), "FOVY")==0){ + fovy = (atof(tokens[1].c_str()) * PI / 180.0f); + }else if(strcmp(tokens[0].c_str(), "ITERATIONS")==0){ + newCamera.iterations = atoi(tokens[1].c_str()); + }else if(strcmp(tokens[0].c_str(), "FILE")==0){ + newCamera.imageName = tokens[1]; + } + } + + //load time variable properties (frames) + int frameCount = 0; + string line; + getline(fp_in,line); + vector positions; + vector views; + vector ups; + while (!line.empty() && fp_in.good()){ + + //check frame number + vector tokens = utilityCore::tokenizeString(line); + if(strcmp(tokens[0].c_str(), "frame")!=0 || atoi(tokens[1].c_str())!=frameCount){ + cout << "ERROR: Incorrect frame count!" << endl; + return -1; + } + + //load camera properties + for(int i=0; i<3; i++){ + //glm::vec3 translation; glm::vec3 rotation; glm::vec3 scale; + getline(fp_in,line); + tokens = utilityCore::tokenizeString(line); + if(strcmp(tokens[0].c_str(), "EYE")==0){ + positions.push_back(glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str()))); + }else if(strcmp(tokens[0].c_str(), "VIEW")==0){ + views.push_back(glm::normalize(glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str())))); + }else if(strcmp(tokens[0].c_str(), "UP")==0){ + ups.push_back(glm::normalize(glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str())))); + } + } + + frameCount++; + getline(fp_in,line); + } + newCamera.frames = frameCount; + + //move frames into CUDA readable arrays + newCamera.positions = new glm::vec3[frameCount]; + newCamera.views = new glm::vec3[frameCount]; + newCamera.ups = new glm::vec3[frameCount]; + for(int i=0; i tokens = utilityCore::tokenizeString(line); + if(strcmp(tokens[0].c_str(), "RGB")==0){ + glm::vec3 color( (float)atof(tokens[1].c_str()), (float)atof(tokens[2].c_str()), (float)atof(tokens[3].c_str()) ); + newMaterial.color = color; + }else if(strcmp(tokens[0].c_str(), "SPECEX")==0){ + newMaterial.specularExponent = (float)atof(tokens[1].c_str()); + }else if(strcmp(tokens[0].c_str(), "SPECRGB")==0){ + glm::vec3 specColor( (float)atof(tokens[1].c_str()), (float)atof(tokens[2].c_str()), (float)atof(tokens[3].c_str()) ); + newMaterial.specularColor = specColor; + }else if(strcmp(tokens[0].c_str(), "REFL")==0){ + newMaterial.hasReflective = (float)atof(tokens[1].c_str()); + }else if(strcmp(tokens[0].c_str(), "REFR")==0){ + newMaterial.hasRefractive = (float)atof(tokens[1].c_str()); + }else if(strcmp(tokens[0].c_str(), "REFRIOR")==0){ + newMaterial.indexOfRefraction = (float)atof(tokens[1].c_str()); + }else if(strcmp(tokens[0].c_str(), "SCATTER")==0){ + newMaterial.hasScatter = (float)atof(tokens[1].c_str()); + }else if(strcmp(tokens[0].c_str(), "ABSCOEFF")==0){ + glm::vec3 abscoeff( (float)atof(tokens[1].c_str()), (float)atof(tokens[2].c_str()), (float)atof(tokens[3].c_str()) ); + newMaterial.absorptionCoefficient = abscoeff; + }else if(strcmp(tokens[0].c_str(), "RSCTCOEFF")==0){ + newMaterial.reducedScatterCoefficient = (float)atof(tokens[1].c_str()); + }else if(strcmp(tokens[0].c_str(), "EMITTANCE")==0){ + newMaterial.emittance = (float)atof(tokens[1].c_str()); + + } + } + materials.push_back(newMaterial); + return 1; + } +} + +int scene::loadLight(string lightid) +{ + int id = atoi(lightid.c_str()); + if(id != lights.size()) + { + cout << "Unexpected id of light\n"; + return -1; + } + else + { + cout << "Loading Light " << id << "\n"; + light lighto; + string line; + for(unsigned int i = 0; i < 2; ++i) + { + getline(fp_in,line); + vector tokens = utilityCore::tokenizeString(line); + if(strcmp(tokens[0].c_str(), "RGB")==0) + { + lighto.color = glm::vec3((float)atof(tokens[1].c_str()), (float)atof(tokens[2].c_str()), (float)atof(tokens[3].c_str())); + } + else if(strcmp(tokens[0].c_str(), "TRANS")==0) + { + lighto.position = glm::vec3((float)atof(tokens[1].c_str()), (float)atof(tokens[2].c_str()), (float)atof(tokens[3].c_str())); + } + } + lights.push_back(lighto); + return 1; + } +} diff --git a/src/scene.h b/src/scene.h index 9bfa71f..9a03e41 100755 --- a/src/scene.h +++ b/src/scene.h @@ -1,34 +1,36 @@ -// CIS565 CUDA Raytracer: A parallel raytracer for Patrick Cozzi's CIS565: GPU Computing at the University of Pennsylvania -// Written by Yining Karl Li, Copyright (c) 2012 University of Pennsylvania -// This file includes code from: -// Yining Karl Li's TAKUA Render, a massively parallel pathtracing renderer: http://www.yiningkarlli.com - -#ifndef SCENE_H -#define SCENE_H - -#include "glm/glm.hpp" -#include "utilities.h" -#include -#include "sceneStructs.h" -#include -#include -#include - -using namespace std; - -class scene{ -private: - ifstream fp_in; - int loadMaterial(string materialid); - int loadObject(string objectid); - int loadCamera(); -public: - scene(string filename); - ~scene(); - - vector objects; - vector materials; - camera renderCam; -}; - -#endif +// CIS565 CUDA Raytracer: A parallel raytracer for Patrick Cozzi's CIS565: GPU Computing at the University of Pennsylvania +// Written by Yining Karl Li, Copyright (c) 2012 University of Pennsylvania +// This file includes code from: +// Yining Karl Li's TAKUA Render, a massively parallel pathtracing renderer: http://www.yiningkarlli.com + +#ifndef SCENE_H +#define SCENE_H + +#include "glm/glm.hpp" +#include "utilities.h" +#include +#include "sceneStructs.h" +#include +#include +#include + +using namespace std; + +class scene{ +private: + ifstream fp_in; + int loadMaterial(string materialid); + int loadObject(string objectid); + int loadCamera(); + int loadLight(string lightid); +public: + scene(string filename); + ~scene(); + + vector objects; + vector materials; + vector lights; + camera renderCam; +}; + +#endif diff --git a/src/sceneStructs.h b/src/sceneStructs.h index b10f1cf..83f5a58 100755 --- a/src/sceneStructs.h +++ b/src/sceneStructs.h @@ -1,76 +1,82 @@ -// CIS565 CUDA Raytracer: A parallel raytracer for Patrick Cozzi's CIS565: GPU Computing at the University of Pennsylvania -// Written by Yining Karl Li, Copyright (c) 2012 University of Pennsylvania -// This file includes code from: -// Yining Karl Li's TAKUA Render, a massively parallel pathtracing renderer: http://www.yiningkarlli.com - -#ifndef CUDASTRUCTS_H -#define CUDASTRUCTS_H - -#include "glm/glm.hpp" -#include "cudaMat4.h" -#include -#include - -enum GEOMTYPE{ SPHERE, CUBE, MESH }; - -struct ray { - glm::vec3 origin; - glm::vec3 direction; -}; - -struct geom { - enum GEOMTYPE type; - int materialid; - int frames; - glm::vec3* translations; - glm::vec3* rotations; - glm::vec3* scales; - cudaMat4* transforms; - cudaMat4* inverseTransforms; -}; - -struct staticGeom { - enum GEOMTYPE type; - int materialid; - glm::vec3 translation; - glm::vec3 rotation; - glm::vec3 scale; - cudaMat4 transform; - cudaMat4 inverseTransform; -}; - -struct cameraData { - glm::vec2 resolution; - glm::vec3 position; - glm::vec3 view; - glm::vec3 up; - glm::vec2 fov; -}; - -struct camera { - glm::vec2 resolution; - glm::vec3* positions; - glm::vec3* views; - glm::vec3* ups; - int frames; - glm::vec2 fov; - unsigned int iterations; - glm::vec3* image; - ray* rayList; - std::string imageName; -}; - -struct material{ - glm::vec3 color; - float specularExponent; - glm::vec3 specularColor; - float hasReflective; - float hasRefractive; - float indexOfRefraction; - float hasScatter; - glm::vec3 absorptionCoefficient; - float reducedScatterCoefficient; - float emittance; -}; - -#endif //CUDASTRUCTS_H +// CIS565 CUDA Raytracer: A parallel raytracer for Patrick Cozzi's CIS565: GPU Computing at the University of Pennsylvania +// Written by Yining Karl Li, Copyright (c) 2012 University of Pennsylvania +// This file includes code from: +// Yining Karl Li's TAKUA Render, a massively parallel pathtracing renderer: http://www.yiningkarlli.com + +#ifndef CUDASTRUCTS_H +#define CUDASTRUCTS_H + +#include "glm/glm.hpp" +#include "cudaMat4.h" +#include +#include + +enum GEOMTYPE{ SPHERE, CUBE, MESH }; + +struct ray { + glm::vec3 origin; + glm::vec3 direction; +}; + +struct light +{ + glm::vec3 position; + glm::vec3 color; +}; + +struct geom { + enum GEOMTYPE type; + int materialid; + int frames; + glm::vec3* translations; + glm::vec3* rotations; + glm::vec3* scales; + cudaMat4* transforms; + cudaMat4* inverseTransforms; +}; + +struct staticGeom { + enum GEOMTYPE type; + int materialid; + glm::vec3 translation; + glm::vec3 rotation; + glm::vec3 scale; + cudaMat4 transform; + cudaMat4 inverseTransform; +}; + +struct cameraData { + glm::vec2 resolution; + glm::vec3 position; + glm::vec3 view; + glm::vec3 up; + glm::vec2 fov; +}; + +struct camera { + glm::vec2 resolution; + glm::vec3* positions; + glm::vec3* views; + glm::vec3* ups; + int frames; + glm::vec2 fov; + unsigned int iterations; + glm::vec3* image; + ray* rayList; + std::string imageName; +}; + +struct material{ + glm::vec3 color; + float specularExponent; + glm::vec3 specularColor; + float hasReflective; + float hasRefractive; + float indexOfRefraction; + float hasScatter; + glm::vec3 absorptionCoefficient; + float reducedScatterCoefficient; + float emittance; +}; + +#endif //CUDASTRUCTS_H