Beispiel #1
0
int main (int argc, char** argv)
{

	/*---------------------- Initialize OpenGL and OpenCL ----------------------*/

	if (init_gl(argc,argv,&glinfo, window_size, "RT") != 0){
		std::cerr << "Failed to initialize GL" << std::endl;
		exit(1);
	} else { 
		std::cout << "Initialized GL succesfully" << std::endl;
	}

	if (init_cl(glinfo,&clinfo) != CL_SUCCESS){
		std::cerr << "Failed to initialize CL" << std::endl;
		exit(1);
	} else { 
		std::cout << "Initialized CL succesfully" << std::endl;
	}
	print_cl_info(clinfo);

        /* Initialize device interface */
        if (device.initialize(clinfo)) {
                std::cerr << "Failed to initialize device interface" << std::endl;
                exit(1);
        }
        /* Initialize generic gpu library */
        DeviceFunctionLibrary::initialize(clinfo);

	/*---------------------- Create shared GL-CL texture ----------------------*/
	gl_tex = create_tex_gl(window_size[0],window_size[1]);
        tex_id = device.new_memory();
        DeviceMemory& tex_mem = device.memory(tex_id);
        if (tex_mem.initialize_from_gl_texture(gl_tex)) {
                std::cerr << "Failed to create memory object from gl texture" << std::endl;
                exit(1);
        }

	/*---------------------- Set up scene ---------------------------*/
	frames = 15;
	const std::string pack = "pack1OBJ";
	// const std::string pack = "pack2OBJ";
	double wave_attenuation = 1.f;

        scenes.resize(frames);
	for (uint32_t i = 0; i < frames ; ++i) {

                scenes[i].initialize();
		std::stringstream grid_path,visual_path;
		grid_path << "models/obj/" << pack << "/gridFluid" << i+1 << ".obj";
		mesh_id grid_mid = scenes[i].load_obj_file_as_aggregate(grid_path.str());
		object_id grid_oid = scenes[i].add_object(grid_mid);
		Object& grid = scenes[i].object(grid_oid);
		grid.mat.diffuse = White;
		grid.mat.reflectiveness = 0.95f;
		grid.mat.refractive_index = 1.5f;
		grid.geom.setScale(makeVector(1.f,wave_attenuation,1.f));

		/* ---- Solids ------ */
		// visual_path << "models/obj/" << pack << "/visual" << visual_frame << ".obj";
		// mesh_id visual_mid = scenes[i].load_obj_file_as_aggregate(visual_path.str());
		// object_id visual_oid = scenes[i].geometry.add_object(visual_mid);
		// Object& visual = scenes[i].geometry.object(visual_oid);
		// visual.mat.diffuse = Red;

		// for (uint32_t j = 0; j < bridge_parts ; ++j) {
		// 	std::stringstream bridge_path;
		// 	bridge_path << "models/obj/" << pack << "/bridge" << j << i+1 << ".obj";
		// 	mesh_id bridge_mid = scenes[i].load_obj_file_as_aggregate(bridge_path.str());
		// 	object_id bridge_oid = scenes[i].geometry.add_object(bridge_mid);
		// 	Object& bridge = scenes[i].geometry.object(bridge_oid);
		// 	bridge.mat.diffuse = Green;
		// }

		// mesh_id teapot_mesh_id = scenes[i].load_obj_file_as_aggregate("models/obj/teapot2.obj");
		// mesh_id teapot_mesh_id = scenes[i].load_obj_file_as_aggregate("models/obj/teapot-low_res.obj");
		// object_id teapot_obj_id = scenes[i].geometry.add_object(teapot_mesh_id);
		// Object& teapot_obj = scenes[i].geometry.object(teapot_obj_id);
		// teapot_obj.geom.setPos(makeVector(-1.f,0.f,0.f));
		// teapot_obj.geom.setScale(makeVector(3.f,3.f,3.f));
		// teapot_obj.mat.diffuse = Green;
		// teapot_obj.mat.shininess = 1.f;
		// teapot_obj.mat.reflectiveness = 0.3f;

		/* ------------------*/

                // scenes[i].set_accelerator_type(KDTREE_ACCELERATOR);
                scenes[i].set_accelerator_type(BVH_ACCELERATOR);
		scenes[i].create_aggregate_mesh();
		scenes[i].create_aggregate_accelerator();
		Mesh& scene_mesh = scenes[i].get_aggregate_mesh();
                if (scenes[i].transfer_aggregate_mesh_to_device() 
                    || scenes[i].transfer_aggregate_accelerator_to_device())
                        std::cerr << "Failed to transfer scene info to device"<< std::endl;


		/*---------------------- Print scene data ----------------------*/
		std::cerr << "Scene " << i << " stats: " << std::endl;
		std::cerr << "\tTriangle count: " << scene_mesh.triangleCount() << std::endl;
		std::cerr << "\tVertex count: " << scene_mesh.vertexCount() << std::endl;
		std::cerr << std::endl;
	}


	/*---------------------- Set initial Camera paramaters -----------------------*/
	camera.set(makeVector(0,3,-30), makeVector(0,0,1), makeVector(0,1,0), M_PI/4.,
		   window_size[0] / (float)window_size[1]);

	/*---------------------------- Set tile size ------------------------------*/
	best_tile_size = clinfo.max_compute_units * clinfo.max_work_item_sizes[0];
	best_tile_size *= 64;
	best_tile_size = std::min(pixel_count, best_tile_size);

	/*---------------------- Initialize ray bundles -----------------------------*/
	int32_t ray_bundle_size = best_tile_size * 4;

	if (ray_bundle_1.initialize(ray_bundle_size)) {
		std::cerr << "Error initializing ray bundle 1" << std::endl;
		std::cerr.flush();
		exit(1);
	}

	if (ray_bundle_2.initialize(ray_bundle_size)) {
		std::cerr << "Error initializing ray bundle 2" << std::endl;
		std::cerr.flush();
		exit(1);
	}
	std::cout << "Initialized ray bundles succesfully" << std::endl;

	/*---------------------- Initialize hit bundle -----------------------------*/
	int32_t hit_bundle_size = ray_bundle_size;

	if (hit_bundle.initialize(hit_bundle_size)) {
		std::cerr << "Error initializing hit bundle" << std::endl;
		std::cerr.flush();
		exit(1);
	}
	std::cout << "Initialized hit bundle succesfully" << std::endl;

	/*----------------------- Initialize cubemap ---------------------------*/
	if (cubemap.initialize("textures/cubemap/Path/posx.jpg",
                               "textures/cubemap/Path/negx.jpg",
                               "textures/cubemap/Path/posy.jpg",
                               "textures/cubemap/Path/negy.jpg",
                               "textures/cubemap/Path/posz.jpg",
                               "textures/cubemap/Path/negz.jpg")) {  
		std::cerr << "Failed to initialize cubemap." << std::endl;
		exit(1);
	}
	std::cerr << "Initialized cubemap succesfully." << std::endl;

	/*------------------------ Initialize FrameBuffer ---------------------------*/
	if (framebuffer.initialize(window_size)) {
		std::cerr << "Error initializing framebuffer." << std::endl;
		exit(1);
	}
	std::cout << "Initialized framebuffer succesfully." << std::endl;

	/* ------------------ Initialize ray tracer kernel ----------------------*/
	if (tracer.initialize()){
		std::cerr << "Failed to initialize tracer." << std::endl;
		return 0;
	}
	std::cerr << "Initialized tracer succesfully." << std::endl;


	/* ------------------ Initialize Primary Ray Generator ----------------------*/
	if (prim_ray_gen.initialize()) {
		std::cerr << "Error initializing primary ray generator." << std::endl;
		exit(1);
	}
	std::cout << "Initialized primary ray generator succesfully." << std::endl;


	/* ------------------ Initialize Secondary Ray Generator ----------------------*/
	if (sec_ray_gen.initialize()) {
		std::cerr << "Error initializing secondary ray generator." << std::endl;
		exit(1);
	}
	sec_ray_gen.set_max_rays(ray_bundle_1.count());
	std::cout << "Initialized secondary ray generator succesfully." << std::endl;

	/*------------------------ Initialize RayShader ---------------------------*/
	if (ray_shader.initialize()) {
		std::cerr << "Error initializing ray shader." << std::endl;
		exit(1);
	}
	std::cout << "Initialized ray shader succesfully." << std::endl;

	/*----------------------- Enable timing in all clases -------------------*/
	framebuffer.timing(true);
	prim_ray_gen.timing(true);
	sec_ray_gen.timing(true);
	tracer.timing(true);
	ray_shader.timing(true);

	/*------------------------- Count mem usage -----------------------------------*/
	int32_t total_cl_mem = 0;
	total_cl_mem += pixel_count * 4; /* 4bpp texture */
	// for (uint32_t i = 0; i < frames; ++i)  
	// 	total_cl_mem += scene_info[i].size();
	total_cl_mem += ray_bundle_1.mem().size() + ray_bundle_2.mem().size();
	total_cl_mem += hit_bundle.mem().size();
	total_cl_mem += cubemap.positive_x_mem().size() * 6;
	total_cl_mem += framebuffer.image_mem().size();

	std::cout << "\nMemory stats: " << std::endl;
	std::cout << "\tTotal opencl mem usage: " 
		  << total_cl_mem/1e6 << " MB." << std::endl;
	// for (uint32_t i = 0; i < frames; ++i)  
	// 	std::cout << "\tScene " << i << " mem usage: " << scene_info[i].size()/1e6 << " MB." << std::endl;

	std::cout << "\tFramebuffer+Tex mem usage: " 
		  << (framebuffer.image_mem().size() + pixel_count * 4)/1e6
		  << " MB."<< std::endl;
	std::cout << "\tCubemap mem usage: " 
		  << (cubemap.positive_x_mem().size()*6)/1e6 
		  << " MB."<< std::endl;
	std::cout << "\tRay mem usage: " 
		  << (ray_bundle_1.mem().size()*2)/1e6
		  << " MB."<< std::endl;
	std::cout << "\tRay hit info mem usage: " 
		  << hit_bundle.mem().size()/1e6
		  << " MB."<< std::endl;

        /* !! ---------------------- Test area ---------------- */
	std::cerr << std::endl;
	std::cerr << "Misc info: " << std::endl;

	std::cerr << "Tile size: " << best_tile_size << std::endl;
	std::cerr << "Tiles: " << pixel_count / (float)best_tile_size << std::endl;
	std::cerr << "color_cl size: "
		  << sizeof(color_cl)
		  << std::endl;
	std::cerr << "directional_light_cl size: "
		  << sizeof(directional_light_cl)
		  << std::endl;

	std::cerr << "ray_cl size: "
		  << sizeof(ray_cl)
		  << std::endl;
	std::cerr << "sample_cl size: "
		  << sizeof(sample_cl)
		  << std::endl;
	std::cerr << "sample_trace_info_cl size: "
		  << sizeof(sample_trace_info_cl)
		  << std::endl;

	/*------------------------ Set GLUT and misc functions -----------------------*/
	rt_time.snap_time();
	seq_time.snap_time();

	glutKeyboardFunc(gl_key);
	glutMotionFunc(gl_mouse);
	glutDisplayFunc(gl_loop);
	glutIdleFunc(gl_loop);
	glutMainLoop();	

	clinfo.release_resources();

	return 0;
}
Beispiel #2
0
int32_t 
RayShader::shade(RayBundle& rays, HitBundle& hb, Scene& scene, 
        Cubemap& cm, FrameBuffer& fb, size_t size, bool primary)
{
        if (m_timing)
                m_timer.snap_time();

        DeviceInterface& device = *DeviceInterface::instance();
        function_id shade_id = primary? p_shade_id : s_shade_id;

        DeviceFunction& shade_function = device.function(shade_id);

        if (shade_function.set_arg(0, fb.image_mem()))
                return -1;

        if (shade_function.set_arg(1,hb.mem()))
                return -1;

        if (shade_function.set_arg(2,rays.mem()))
                return -1;

        if (shade_function.set_arg(3,scene.material_list_mem()))
                return -1;

        if (shade_function.set_arg(4,scene.material_map_mem()))
                return -1;

        if (shade_function.set_arg(5,cm.positive_x_mem()))
                return -1;

        if (shade_function.set_arg(6,cm.negative_x_mem()))
                return -1;

        if (shade_function.set_arg(7,cm.positive_y_mem()))
                return -1;

        if (shade_function.set_arg(8,cm.negative_y_mem()))
                return -1;

        if (shade_function.set_arg(9,cm.positive_z_mem()))
                return -1;

        if (shade_function.set_arg(10,cm.negative_z_mem()))
                return -1;

        /*Texture_0 to Texture_25*/
        if (shade_function.set_arg(11,scene.texture_atlas.texture_mem(0)))
                return -1;
        if (shade_function.set_arg(12,scene.texture_atlas.texture_mem(1)))
                return -1;
        if (shade_function.set_arg(13,scene.texture_atlas.texture_mem(2)))
                return -1;
        if (shade_function.set_arg(14,scene.texture_atlas.texture_mem(3)))
                return -1;
        if (shade_function.set_arg(15,scene.texture_atlas.texture_mem(4)))
                return -1;
        if (shade_function.set_arg(16,scene.texture_atlas.texture_mem(5)))
                return -1;
        if (shade_function.set_arg(17,scene.texture_atlas.texture_mem(6)))
                return -1;
        if (shade_function.set_arg(18,scene.texture_atlas.texture_mem(7)))
                return -1;
        if (shade_function.set_arg(19,scene.texture_atlas.texture_mem(8)))
                return -1;
        if (shade_function.set_arg(20,scene.texture_atlas.texture_mem(9)))
                return -1;
        if (shade_function.set_arg(21,scene.texture_atlas.texture_mem(10)))
                return -1;
        if (shade_function.set_arg(22,scene.texture_atlas.texture_mem(11)))
                return -1;
        if (shade_function.set_arg(23,scene.texture_atlas.texture_mem(12)))
                return -1;
        if (shade_function.set_arg(24,scene.texture_atlas.texture_mem(13)))
                return -1;
        if (shade_function.set_arg(25,scene.texture_atlas.texture_mem(14)))
                return -1;
        if (shade_function.set_arg(26,scene.texture_atlas.texture_mem(15)))
                return -1;
        if (shade_function.set_arg(27,scene.texture_atlas.texture_mem(16)))
                return -1;
        if (shade_function.set_arg(28,scene.texture_atlas.texture_mem(17)))
                return -1;
        if (shade_function.set_arg(29,scene.texture_atlas.texture_mem(18)))
                return -1;
        if (shade_function.set_arg(30,scene.texture_atlas.texture_mem(19)))
                return -1;
        if (shade_function.set_arg(31,scene.texture_atlas.texture_mem(20)))
                return -1;
        if (shade_function.set_arg(32,scene.texture_atlas.texture_mem(21)))
                return -1;
        if (shade_function.set_arg(33,scene.texture_atlas.texture_mem(22)))
                return -1;
        if (shade_function.set_arg(34,scene.texture_atlas.texture_mem(23)))
                return -1;
        if (shade_function.set_arg(35,scene.texture_atlas.texture_mem(24)))
                return -1;
        if (shade_function.set_arg(36,scene.texture_atlas.texture_mem(25)))
                return -1;

        cl_uint sample_count = size;
        if (shade_function.set_arg(37,sizeof(cl_uint), &sample_count))
                return -1;

        cl_int use_cubemap = cm.enabled;
        if (shade_function.set_arg(38,sizeof(cl_int), &use_cubemap))
                return -1;

        if (shade_function.set_arg(39,scene.lights_mem()))
                return -1;

        size_t group_size = shade_function.max_group_size();
        if (shade_function.enqueue_single_dim(size,group_size))
                return -1;
        device.enqueue_barrier();

        if (m_timing) {
                device.finish_commands();
                m_time_ms = m_timer.msec_since_snap();
        }

        return 0;

}