Update krov_engine_main.cu

This commit is contained in:
waternine9 2022-02-09 20:49:00 -05:00
parent f51d81ad6d
commit d8b69f01c8

View File

@ -21,6 +21,7 @@
#include <curand_kernel.h>
#include "cudamathOld.cuh"
#include <thrust/device_vector.h>
#include "OpenImageDenoise/oidn.hpp"
#define RESOLUTION 512
#define ALLOC_MEM_TRIS_NUM 800
__host__ __device__ struct Triangle
@ -77,7 +78,7 @@ __host__ __device__ bool rayTriangleIntersect(float3 v0, float3 v1, float3 v2, f
float3 vp2 = sub(P, v2);
C = cross(edge2, vp2);
if (dot(N, C) < 0) return false;
return true;
return true;
}
__global__ void _draw_pix(int y, float camX, float camY, float camZ, float sunX, float sunY, float sunZ, float playerX, float playerY, float playerZ, float degreesXZ, float degreesYZ, curandState* rand_state, Triangle* tris, int depth, int* r, int* g, int* b)
{
@ -240,7 +241,7 @@ public:
int* g;
int* b;
};
bool loadFromObjectFile(std::string sFilename, std::vector<Triangle> &anyData)
bool loadFromObjectFile(std::string sFilename, std::vector<Triangle>& anyData)
{
std::ifstream f(sFilename);
if (!f.is_open())
@ -291,7 +292,7 @@ bool loadFromObjectFile(std::string sFilename, std::vector<Triangle> &anyData)
return true;
}
Wrapper helper(int y, float camX, float camY, float camZ, float sunX, float sunY, float sunZ, float playerX, float playerY, float playerZ, float degreesXZ, float degreesYZ, Triangle* tris, curandState *state, int depth)
Wrapper helper(int y, float camX, float camY, float camZ, float sunX, float sunY, float sunZ, float playerX, float playerY, float playerZ, float degreesXZ, float degreesYZ, Triangle* tris, curandState* state, int depth)
{
Triangle* dev_tris = nullptr;
cudaMalloc(&dev_tris, sizeof(Triangle) * ALLOC_MEM_TRIS_NUM);
@ -311,7 +312,7 @@ Wrapper helper(int y, float camX, float camY, float camZ, float sunX, float sunY
curandState* dev_state = nullptr;
cudaMalloc(&dev_state, sizeof(curandState));
cudaMemcpy(dev_state, state, sizeof(curandState), cudaMemcpyHostToDevice);
_draw_pix<<<RESOLUTION / 4, RESOLUTION>>>(y, camX, camY, camZ, sunX, sunY, sunZ, playerX, playerY, playerZ, degreesXZ, degreesYZ, dev_state, dev_tris, depth, dev_outputR, dev_outputG, dev_outputB);
_draw_pix << <RESOLUTION / 4, RESOLUTION >> > (y, camX, camY, camZ, sunX, sunY, sunZ, playerX, playerY, playerZ, degreesXZ, degreesYZ, dev_state, dev_tris, depth, dev_outputR, dev_outputG, dev_outputB);
cudaDeviceSynchronize();
cudaMemcpy(outputR, dev_outputR, RESOLUTION * (RESOLUTION / 4) * sizeof(int), cudaMemcpyDeviceToHost);
cudaMemcpy(outputG, dev_outputG, RESOLUTION * (RESOLUTION / 4) * sizeof(int), cudaMemcpyDeviceToHost);
@ -341,13 +342,13 @@ void main()
Mesh mesh;
mesh.triangles = std::vector<Triangle>(ALLOC_MEM_TRIS_NUM);
loadFromObjectFile("C:/Users/arthu/ObjFiles/helmet.obj", mesh.triangles);
cv::Mat canvas;
cv::Mat canvas;
glm::mat4 projection = glm::perspectiveFov(glm::half_pi<float>() / 2.0f, 2.0f, 2.0f, 0.01f, 100.0f);
float frameCount = 0;
glm::mat4 identity = glm::identity<glm::mat4>();
float playerPos[3] = { 0, 2.0f, 0 };
float playerVec[3] = { 0, 0, 0 };
float playerRotY = 0.0f;
@ -355,6 +356,9 @@ void main()
float cameraDist = 4.0f;
float depth_UNDERCOVER = 1.0f;
int depth = 1.0f;
oidn::DeviceRef device = oidn::newDevice();
device.commit();
oidn::FilterRef filter = device.newFilter("RT"); // generic ray tracing filter
while (true)
{
frameCount++;
@ -440,6 +444,17 @@ void main()
}
mesh.triangles = oldTris;
std::cout << (clock() - s) / CLOCKS_PER_SEC << std::endl;
// Create a denoising filter
if (depth_UNDERCOVER > 4.0f)
{
canvas.convertTo(canvas, CV_32FC3);
filter.setImage("color", canvas.data, oidn::Format::Float3, RESOLUTION, RESOLUTION);
filter.setImage("output", canvas.data, oidn::Format::Float3, RESOLUTION, RESOLUTION);
filter.commit();
filter.execute();
}
cv::imshow("Output", canvas);
cv::setMouseCallback("Output", mouseCallback);
cv::waitKey(1);
@ -513,4 +528,4 @@ void main()
}
}
return;
}
}