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Copy pathtransform.cu
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291 lines (243 loc) · 9.78 KB
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#include "transform.h"
#include "transform_cuda.cuh"
#include "debug.h"
#include <chrono>
Transform::Transform(int w, int h, int d) {
screen_width = w;
screen_height = h;
depth_upper = d;
init();
}
void Transform::init() {
// model = Matrix::identity();
model = calcModelMatrix(Vec3f(0.75f, 0.75f, 0.75f), Vec3f(0.f, -1.25f, 0.f));
view = lookAt(Vec3f(0.f, 0.f, 3.f), Vec3f(0.f, 0.f, 0.f), Vec3f(0.f, 1.f, 0.f));
persp = perspective(45.f, 1.f, 0.1f, 600.f);
vp = viewport(0, 0, screen_width, screen_height);
clipPlanes = {
// near
Vec4f(0.f, 0.f, 1.f, 1.f),
// far
Vec4f(0.f, 0.f, -1.f, 1.f)
// xy方向由于rasterization部分采用了AABB所以可以不裁剪
// left
// Vec4f(1.f, 0.f, 0.f, 1.f),
// // right
// Vec4f(-1.f, 0.f, 0.f, 1.f),
// // top
// Vec4f(0.f, -1.f, 0.f, 1.f),
// // bottom
// Vec4f(0.f, 1.f, 0.f, 1.f)
};
}
Matrix Transform::calcModelMatrix(Vec3f scale, Vec3f translate) {
Matrix mat;
mat[0][0] = scale.x; mat[0][1] = 0.f; mat[0][2] = 0.f; mat[0][3] = translate.x;
mat[1][0] = 0.f; mat[1][1] = scale.y; mat[1][2] = 0.f; mat[1][3] = translate.y;
mat[2][0] = 0.f; mat[2][1] = 0.f; mat[2][2] = scale.z; mat[2][3] = translate.z;
mat[3][0] = 0.f; mat[3][1] = 0.f; mat[3][2] = 0.f; mat[3][3] = 1.f;
return mat;
}
Matrix Transform::lookAt(Vec3f eye, Vec3f center, Vec3f up) {
Vec3f z_cam = (eye - center).normalize();
Vec3f x_cam = cross(up, z_cam);
Vec3f y_cam = cross(z_cam, x_cam);
Matrix mat;
mat[0][0] = x_cam[0]; mat[0][1] = x_cam[1]; mat[0][2] = x_cam[2]; mat[0][3] = 0.f - eye * x_cam;
mat[1][0] = y_cam[0]; mat[1][1] = y_cam[1]; mat[1][2] = y_cam[2]; mat[1][3] = 0.f - eye * y_cam;
mat[2][0] = z_cam[0]; mat[2][1] = z_cam[1]; mat[2][2] = z_cam[2]; mat[2][3] = 0.f - eye * z_cam;
mat[3][0] = 0.f; mat[3][1] = 0.f; mat[3][2] = 0.f; mat[3][3] = 1.f;
return mat;
}
Matrix Transform::perspective(float fovY, float aspect, float near, float far) {
// 推导 先调转z轴!(要求最后NDC为左手系),然后透视再平移缩放比例
Matrix mat;
mat[0][0] = 1./(tanf(fovY / 2.)*aspect); mat[0][1] = 0.; mat[0][2] = 0.; mat[0][3] = 0.;
mat[1][0] = 0.; mat[1][1] = 1./tanf(fovY/2.); mat[1][2] = 0.; mat[1][3] = 0.;
mat[2][0] = 0.; mat[2][1] = 0.; mat[2][2] = -(near+far)/(far-near); mat[2][3] = -2.*near*far/(far-near);
mat[3][0] = 0.; mat[3][1] = 0.; mat[3][2] = -1.; mat[3][3] = 0.;
return mat;
}
Matrix Transform::viewport(int x, int y, int w, int h) {
// 有两个操作,一是反转y轴使其变为左上角原点,二是保证满足opengl的viewport操作
Matrix mat;
mat[0][0] = w/2.f; mat[0][1] = 0.f; mat[0][2] = 0.f; mat[0][3] = x+w/2.f;
mat[1][0] = 0.f; mat[1][1] = -h/2.f; mat[1][2] = 0.f; mat[1][3] = -y+h/2.f;
mat[2][0] = 0.f; mat[2][1] = 0.f; mat[2][2] = depth_upper/2.f; mat[2][3] = depth_upper/2.f;
mat[3][0] = 0.f; mat[3][1] = 0.f; mat[3][2] = 0.f; mat[3][3] = 1.f;
return mat;
}
bool Transform::insideWayPlane(Vert &v, Vec4f &plane) {
if (v.pos * plane >= 1e-6f) {
return true;
}
return false;
}
bool Transform::allInsideClipCube(std::vector<Vert> &verts) {
for (int i = 0; i < verts.size(); ++i) {
for (int j = 0; j < clipPlanes.size(); ++j) {
if (!insideWayPlane(verts[i], clipPlanes[j])) {
return false;
}
}
}
return true;
}
Vert Transform::intersect(Vert &v0, Vert &v1, Vec4f &plane) {
float dist0 = std::abs(v0.pos * plane);
float dist1 = std::abs(v1.pos * plane);
float t = dist0 / (dist0 + dist1);
Vert lerp_vert = v0*(1.f-t) + v1*t;
return lerp_vert;
}
std::vector<Vert> Transform::sutherlandHodgeman(Vert &v0, Vert &v1, Vert &v2) {
std::vector<Vert> output = {v0, v1, v2};
if (allInsideClipCube(output)) {
return output;
}
for (int i = 0; i < clipPlanes.size(); i++) {
std::vector<Vert> input(output);
output.clear();
for (int j = 0; j < input.size(); j++) {
Vert cur = input[j];
Vert last = input[(j+input.size()-1)%input.size()];
if (insideWayPlane(cur, clipPlanes[i])) {
if (!insideWayPlane(last, clipPlanes[i])) {
Vert intersectPoint = intersect(last, cur, clipPlanes[i]);
output.push_back(intersectPoint);
}
output.push_back(cur);
} else if (insideWayPlane(last, clipPlanes[i])) {
Vert intersectPoint = intersect(last, cur, clipPlanes[i]);
output.push_back(intersectPoint);
}
}
}
return output;
}
std::vector<Triangle> Transform::transform(std::vector<Vert> &verts) {
std::vector<Triangle> triangles;
Matrix model_view = view * model;
Matrix model_view_inv_trans = model_view.invert_transpose();
Matrix model_view_persp = persp * model_view;
for (int i = 0; i < verts.size() / 3; ++i) {
std::vector<Triangle> tri = transform(verts[3*i], verts[3*i+1], verts[3*i+2], model_view, model_view_inv_trans, model_view_persp);
triangles.insert(triangles.end(), tri.begin(), tri.end());
}
return triangles;
}
std::vector<Triangle> Transform::transform(std::vector<Vert> &verts, Camera &camera) {
updateViewMatrix(camera);
return transform(verts);
}
Vert Transform::transformVert(Vert &vert, Matrix &model_view, Matrix &model_view_inv_trans, Matrix &model_view_persp) {
Vert v;
v.pos_view = (model_view * vert.pos).value();
v.pos = model_view_persp * vert.pos;
v.norm = (model_view_inv_trans * Vec4f(vert.norm, 0.0f)).value().normalize();
v.tex = vert.tex;
return v;
}
std::vector<Triangle> Transform::transform(Vert &vert0, Vert &vert1, Vert &vert2, Matrix &model_view, Matrix &model_view_inv_trans, Matrix &model_view_persp) {
Vert vert[3];
vert[0] = transformVert(vert0, model_view, model_view_inv_trans, model_view_persp);
vert[1] = transformVert(vert1, model_view, model_view_inv_trans, model_view_persp);
vert[2] = transformVert(vert2, model_view, model_view_inv_trans, model_view_persp);
// for (int i = 0; i < 3; i++) {
// std::cout << vert[i].pos.x << ", " << vert[i].pos.y << ", " << vert[i].pos.z << ", " << vert[i].pos.w << std::endl;
// }
// std::vector<Vert> multi_verts = sutherlandHodgeman(vert[0], vert[1], vert[2]);
std::vector<Vert> multi_verts = {vert[0], vert[1], vert[2]};
std::vector<Triangle> triangles;
if (multi_verts.size() < 3) {
return triangles;
}
// clip and viewport transform
for (int i = 0; i < multi_verts.size(); ++i) {
multi_verts[i].pos = vp*(multi_verts[i].pos.clip());
}
// outputVert(multi_verts[0]);
// outputVert(multi_verts[1]);
// outputVert(multi_verts[2]);
for (int i = 1; i < multi_verts.size()-1; ++i) {
Triangle tri = toTriangle(multi_verts[0], multi_verts[i], multi_verts[i+1]);
triangles.push_back(tri);
}
return triangles;
}
void Transform::transformCuda(std::vector<Vert> &verts, Camera &camera) {
updateViewMatrix(camera);
cudaUpdateMatrix();
transformCuda(verts);
}
void Transform::transformCuda(std::vector<Vert> &verts) {
dim3 grid_dim((num_verts-1)/128+1, 1, 1);
dim3 block_dim(128, 1, 1);
// auto start = std::chrono::high_resolution_clock::now();
transformObjectToScreenKernal<<<grid_dim, block_dim>>>(
(Vert_cuda*)d_verts, d_model_view, d_model_view_inv_trans, d_model_view_persp, d_vp, (Vert_cuda*)d_verts_rst, num_verts
);
cudaDeviceSynchronize();
cudaMemcpy(verts_rst, d_verts_rst, num_verts_rst * sizeof(Vert), cudaMemcpyDeviceToHost);
// auto end = std::chrono::high_resolution_clock::now();
// auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(end - start);
// std::cout << "vertex kernel function: " << duration.count() << " milliseconds" << std::endl;
}
void Transform::cudaInit(std::vector<Vert> &verts) {
num_verts = verts.size();
num_verts_rst = num_verts;
Matrix model_view = view * model;
Matrix model_view_inv_trans = model_view.invert_transpose();
Matrix model_view_persp = persp * model_view;
verts_rst = new Vert[num_verts_rst];
cudaMalloc((void**)&d_verts, num_verts * sizeof(Vert));
cudaMalloc((void**)&d_model_view, sizeof(float) * 16);
cudaMalloc((void**)&d_model_view_inv_trans, sizeof(float) * 16);
cudaMalloc((void**)&d_model_view_persp, sizeof(float) * 16);
cudaMalloc((void**)&d_vp, sizeof(float) * 16);
cudaMalloc((void**)&d_verts_rst, num_verts_rst * sizeof(Vert));
cudaMemcpy(d_verts, verts.data(), num_verts * sizeof(Vert), cudaMemcpyHostToDevice);
cudaMemcpy(d_model_view, model_view.get_ptr(), sizeof(float) * 16, cudaMemcpyHostToDevice);
cudaMemcpy(d_model_view_inv_trans, model_view_inv_trans.get_ptr(), sizeof(float) * 16, cudaMemcpyHostToDevice);
cudaMemcpy(d_model_view_persp, model_view_persp.get_ptr(), sizeof(float) * 16, cudaMemcpyHostToDevice);
cudaMemcpy(d_vp, vp.get_ptr(), sizeof(float) * 16, cudaMemcpyHostToDevice);
}
void Transform::cudaUpdateMatrix() {
Matrix model_view = view * model;
Matrix model_view_inv_trans = model_view.invert_transpose();
Matrix model_view_persp = persp * model_view;
cudaMemcpy(d_model_view, model_view.get_ptr(), sizeof(float) * 16, cudaMemcpyHostToDevice);
cudaMemcpy(d_model_view_inv_trans, model_view_inv_trans.get_ptr(), sizeof(float) * 16, cudaMemcpyHostToDevice);
cudaMemcpy(d_model_view_persp, model_view_persp.get_ptr(), sizeof(float) * 16, cudaMemcpyHostToDevice);
}
void Transform::cudaRelease() {
cudaFree(d_verts);
cudaFree(d_model_view);
cudaFree(d_model_view_inv_trans);
cudaFree(d_model_view_persp);
cudaFree(d_vp);
cudaFree(d_verts_rst);
delete[] verts_rst;
}
void Transform::updateViewMatrix(Camera &camera) {
Matrix cam_view = lookAt(camera.position, camera.position+camera.front, camera.worldUp);
this->view = cam_view;
}
Vert* Transform::getDeviceVertsRstPtr() {
return d_verts_rst;
}
int Transform::getDeviceVertsRstNum() {
return num_verts_rst;
}
void Transform::test() {
Vert verts[2];
verts[0].pos = Vec4f(1.f, 2.f, 3.f, 4.f);
verts[1].pos = Vec4f(5.f, 6.f, 7.f, 8.f);
Vert_cuda* d_vert;
cudaMalloc((void**)&d_vert, 2 * sizeof(Vert));
cudaMemcpy(d_vert, verts, 2 * sizeof(Vert), cudaMemcpyHostToDevice);
dim3 grid_dim(1, 1, 1);
dim3 block_dim(32, 1, 1);
test_cuda<<<grid_dim, block_dim>>>(d_vert);
cudaFree(d_vert);
}