コード例 #1
0
    def le_asm(self, runtime):
        asm_structs = util.structs("hitpoint")
        #eax pointer to hitpoint
        ASM = """ 
        #DATA
        """
        ASM += asm_structs + """
        float zero_spectrum[4] = 0.0, 0.0, 0.0, 0.0
        #CODE
        """

        if self.emiter is None:
            ASM += "macro eq128 eax.hitpoint.le = zero_spectrum"
        else:
            ASM += self.emiter.le_asm(runtime)

        ASM += """
        ret
        """

        assembler = util.get_asm()
        mc = assembler.assemble(ASM, True)
        #mc.print_machine_code()
        name = "material_le" + str(util.unique())

        self.emiter_ds = runtime.load(name, mc)
        if self.emiter is not None:
            self.emiter.populate_ds(self.emiter_ds)

        self.le_ptr = runtime.address_module(name)
コード例 #2
0
ファイル: material.py プロジェクト: mario007/renmas
    def le_asm(self, runtime):
        asm_structs = util.structs("hitpoint")
        #eax pointer to hitpoint
        ASM = """ 
        #DATA
        """
        ASM += asm_structs + """
        float zero_spectrum[4] = 0.0, 0.0, 0.0, 0.0
        #CODE
        """

        if self.emiter is None:
            ASM += "macro eq128 eax.hitpoint.le = zero_spectrum"
        else:
            ASM += self.emiter.le_asm(runtime)

        ASM += """
        ret
        """

        assembler = util.get_asm()
        mc = assembler.assemble(ASM, True)
        #mc.print_machine_code()
        name = "material_le" + str(util.unique())

        self.emiter_ds = runtime.load(name, mc)
        if self.emiter is not None:
            self.emiter.populate_ds(self.emiter_ds)

        self.le_ptr = runtime.address_module(name)
コード例 #3
0
ファイル: pinhole.py プロジェクト: mario007/renmas
    def ray_asm(self, runtime, label):

        asm_structs = util.structs("ray", "sample")
        ASM = """
        #DATA
        """

        if util.AVX:
            code = """
                vdpps xmm5, xmm4, xmm4, 0x7F
                vsqrtps xmm5, xmm5
            """
        elif util.SSE41:
            code = """
                movaps xmm5, xmm4
                dpps xmm5, xmm5, 0x7F 
                sqrtps xmm5, xmm5
            """
        else:
            code = """
                macro dot xmm5 = xmm4 * xmm4
                macro broadcast xmm5 = xmm5[0]
                sqrtps xmm5, xmm5
            """

        # eax pointer to ray structure
        # ebx pointer to sample structure
        ASM += asm_structs + """
            float u[4] 
            float v[4]
            float wdistance[4]
            float eye[4]

        #CODE
        """
        ASM += " global " + label + ":\n" + """
        macro eq128 xmm0 = ebx.sample.xyxy
        macro broadcast xmm1 = xmm0[0]
        macro eq128 xmm2 = xmm1 * u {xmm0}
        macro broadcast xmm0 = xmm0[1]
        macro eq128 xmm3 = xmm0 * v {xmm2} 
        macro eq128 xmm4 = xmm2 + xmm3
        macro eq128 xmm4 = xmm4 - wdistance
        """
        ASM += code + """
            macro eq128 xmm4 = xmm4 / xmm5
            macro eq128_128 eax.ray.dir = xmm4, eax.ray.origin = eye
        ret

        """

        assembler = util.get_asm()
        mc = assembler.assemble(ASM, True)
        #mc.print_machine_code()
        name = "generate_ray" + str(util.unique())
        self.ds = runtime.load(name, mc)
        self._populate_ds()
コード例 #4
0
ファイル: pinhole.py プロジェクト: mario007/renmas
    def ray_asm(self, runtime, label):

        asm_structs = util.structs("ray", "sample")
        ASM = """
        #DATA
        """
        
        if util.AVX:
            code = """
                vdpps xmm5, xmm4, xmm4, 0x7F
                vsqrtps xmm5, xmm5
            """
        elif util.SSE41:
            code = """
                movaps xmm5, xmm4
                dpps xmm5, xmm5, 0x7F 
                sqrtps xmm5, xmm5
            """
        else:
            code = """
                macro dot xmm5 = xmm4 * xmm4
                macro broadcast xmm5 = xmm5[0]
                sqrtps xmm5, xmm5
            """

        # eax pointer to ray structure
        # ebx pointer to sample structure
        ASM += asm_structs + """
            float u[4] 
            float v[4]
            float wdistance[4]
            float eye[4]

        #CODE
        """
        ASM += " global " + label + ":\n" + """
        macro eq128 xmm0 = ebx.sample.xyxy
        macro broadcast xmm1 = xmm0[0]
        macro eq128 xmm2 = xmm1 * u {xmm0}
        macro broadcast xmm0 = xmm0[1]
        macro eq128 xmm3 = xmm0 * v {xmm2} 
        macro eq128 xmm4 = xmm2 + xmm3
        macro eq128 xmm4 = xmm4 - wdistance
        """
        ASM += code + """
            macro eq128 xmm4 = xmm4 / xmm5
            macro eq128_128 eax.ray.dir = xmm4, eax.ray.origin = eye
        ret

        """

        assembler = util.get_asm()
        mc = assembler.assemble(ASM, True)
        #mc.print_machine_code()
        name = "generate_ray" + str(util.unique())
        self.ds = runtime.load(name, mc)
        self._populate_ds()
コード例 #5
0
ファイル: triangle.py プロジェクト: mario007/renmas
 def struct(cls):
     asm_code = """ #DATA
     """
     asm_code += util.structs("triangle")
     asm_code += """
     #CODE
     #END
     """
     mc = util.get_asm().assemble(asm_code)
     return mc.get_struct("triangle")
コード例 #6
0
ファイル: grid.py プロジェクト: mario007/renmas
 def struct(cls):
     asm_code = """ #DATA
     """
     asm_code += util.structs("grid") 
     asm_code += """
     #CODE
     #END
     """
     mc = util.get_asm().assemble(asm_code)
     return mc.get_struct("grid")
コード例 #7
0
ファイル: material.py プロジェクト: mario007/renmas
    def next_direction_asm(self, runtime):

        self.sampling[0].get_sample_asm(runtime)

        f_ptr = self.sampling[0].func_ptr


        asm_structs = util.structs("hitpoint")
        #eax pointer to hitpoint
        ASM = """ 
        #DATA
        """
        ASM += asm_structs + """
        float zero = 0.0
        float pdf
        float inv_c
        uint32 sampling_ptr
        uint32 brdf_ptr
        uint32 hp_ptr
        #CODE
        mov dword [hp_ptr], eax ;save pointer to hitpoint
        ; call get sample 
        call dword [sampling_ptr]
        ; init pdf with zero - calculate pdf we can have multiple sampler
        mov eax, dword [zero]
        mov dword [pdf], eax

        mov eax, dword [hp_ptr]
        """
        for s in self.sampling:
            ASM += s.pdf_asm()
            ASM += """
                macro eq32 pdf = pdf + xmm0
                mov eax, dword [hp_ptr]
            """
        ASM += """
            macro eq32 xmm0 = pdf * inv_c 
            macro eq32 eax.hitpoint.pdf = xmm0
            call dword [brdf_ptr]
            ret
        """

        assembler = util.get_asm()
        mc = assembler.assemble(ASM, True)
        #mc.print_machine_code()
        name = "material_dir" + str(util.unique())

        ds = runtime.load(name, mc)
        ds["inv_c"] = 1.0 / len(self.sampling)
        ds["sampling_ptr"] = f_ptr
        ds["brdf_ptr"] = self.func_ptr

        self.sampling_brdf_ptr = runtime.address_module(name) 
コード例 #8
0
    def next_direction_asm(self, runtime):

        self.sampling[0].get_sample_asm(runtime)

        f_ptr = self.sampling[0].func_ptr

        asm_structs = util.structs("hitpoint")
        #eax pointer to hitpoint
        ASM = """ 
        #DATA
        """
        ASM += asm_structs + """
        float zero = 0.0
        float pdf
        float inv_c
        uint32 sampling_ptr
        uint32 brdf_ptr
        uint32 hp_ptr
        #CODE
        mov dword [hp_ptr], eax ;save pointer to hitpoint
        ; call get sample 
        call dword [sampling_ptr]
        ; init pdf with zero - calculate pdf we can have multiple sampler
        mov eax, dword [zero]
        mov dword [pdf], eax

        mov eax, dword [hp_ptr]
        """
        for s in self.sampling:
            ASM += s.pdf_asm()
            ASM += """
                macro eq32 pdf = pdf + xmm0
                mov eax, dword [hp_ptr]
            """
        ASM += """
            macro eq32 xmm0 = pdf * inv_c 
            macro eq32 eax.hitpoint.pdf = xmm0
            call dword [brdf_ptr]
            ret
        """

        assembler = util.get_asm()
        mc = assembler.assemble(ASM, True)
        #mc.print_machine_code()
        name = "material_dir" + str(util.unique())

        ds = runtime.load(name, mc)
        ds["inv_c"] = 1.0 / len(self.sampling)
        ds["sampling_ptr"] = f_ptr
        ds["brdf_ptr"] = self.func_ptr

        self.sampling_brdf_ptr = runtime.address_module(name)
コード例 #9
0
ファイル: plane.py プロジェクト: mario007/renmas
    def isect_asm(cls, runtime, label, populate=True):

        asm_structs = util.structs("ray", "plane", "hitpoint")

        ASM = """
        #DATA
        float epsilon = 0.0001
        """
        ASM += asm_structs + """
            ;eax = pointer to ray structure
            ;ebx = pointer to plane structure
            ;ecx = pointer to minimum distance
            ;edx = pointer to hitpoint
        #CODE
        """
        ASM += " global " + label + ":\n" + """
            macro eq128 xmm0 = ebx.plane.normal
            macro dot xmm1 = eax.ray.dir * xmm0 
            macro eq128 xmm2 = ebx.plane.point - eax.ray.origin {xmm0, xmm1}
            macro dot xmm3 = xmm2 * xmm0 {xmm1}
            macro eq32 xmm4 = xmm3 / xmm1

            macro if xmm4 > epsilon goto populate_hitpoint
            mov eax, 0 
            ret
            
            populate_hitpoint:
            ; in ecx is minimum distance
            macro if xmm4 > ecx goto _reject 
        """
        if populate:
            ASM += """
            macro broadcast xmm5 = xmm4[0]
            macro eq128_128 edx.hitpoint.normal = ebx.plane.normal, xmm6 = xmm5 * eax.ray.dir 
            macro eq32 edx.hitpoint.t = xmm4 {xmm6}
            macro eq32_128 edx.hitpoint.mat_index = ebx.plane.mat_index, edx.hitpoint.hit = xmm6 + eax.ray.origin
            """
        ASM += """
            mov eax, 1
            ret

            _reject:
            mov eax, 0
            ret
        """

        assembler = util.get_asm()
        mc = assembler.assemble(ASM, True)
        #mc.print_machine_code()
        name = "ray_plane_isect" + str(util.unique())
        runtime.load(name, mc)
コード例 #10
0
ファイル: funcs.py プロジェクト: mario007/renmas
def intersect_ray_shape_array(name_struct, runtime, lbl_arr_intersect, lbl_ray_intersect):

    asm_structs = util.structs("ray", name_struct, "hitpoint")

    ASM = """
    #DATA
    """
    ASM += asm_structs + """
    #CODE
    """
    ASM += " global " + lbl_arr_intersect + ":\n" + """
      ; eax - ray, ebx - hp , ecx - min_dist, esi - ptr_planes, edi - nplanes
    push ecx
    push eax
    push ebx
    push esi
    push edi

    _objects_loop:
    mov eax, dword [esp + 12] ; mov eax, ray
    mov ebx, dword [esp + 4] ; mov ebx, plane 
    mov ecx, dword [esp + 16]; address of minimum distance
    mov edx, dword [esp + 8] ; mov edx, hp
    """
    ASM += " call " + lbl_ray_intersect + "\n" + """
    cmp eax, 0  ; 0 - no intersection ocur
    je _next_object
    mov eax, dword [esp + 8]
    mov ebx, dword [eax + hitpoint.t]

    mov edx, dword [esp + 16] ;populate new minimum distance
    mov dword [edx], ebx

    _next_object:
    sub dword [esp], 1  
    jz _end_objects
    """
    ASM += "add dword [esp + 4], sizeof " + name_struct + "\n" + """ 
    jmp _objects_loop
    
    _end_objects:
    add esp, 20 
    ret
    """

    assembler = util.get_asm()
    mc = assembler.assemble(ASM, True)
    #mc.print_machine_code()
    runtime.load(lbl_arr_intersect, mc)
コード例 #11
0
    def brdf_asm(self, runtime):

        asm_structs = util.structs("hitpoint")
        #eax pointer to hitpoint
        ASM = """ 
        #DATA
        """
        ASM += asm_structs + """
        float zero_spectrum[4] = 0.0, 0.0, 0.0, 0.0
        float spectrum[4] 
        uint32 hp_ptr

        #CODE
        mov dword [hp_ptr], eax ;save pointer to hitpoint
        macro eq128 spectrum = zero_spectrum
        """

        for c in self.components:
            ASM += c.brdf_asm(runtime)
            #in xmm0 is spectrum from component so we acumulate spectrum
            ASM += """
                macro eq128 spectrum = spectrum + xmm0
                mov eax, dword [hp_ptr]
            """
        ASM += """
        mov eax, dword [hp_ptr]
        macro eq128 eax.hitpoint.brdf = spectrum
        ret

        """

        #print(ASM)

        assembler = util.get_asm()
        mc = assembler.assemble(ASM, True)
        #mc.print_machine_code()
        name = "material" + str(util.unique())

        self.ds = runtime.load(name, mc)
        self.func_ptr = runtime.address_module(name)

        for c in self.components:
            c.populate_ds(self.ds)

        self.next_direction_asm(runtime)
コード例 #12
0
ファイル: material.py プロジェクト: mario007/renmas
    def brdf_asm(self, runtime):

        asm_structs = util.structs("hitpoint")
        #eax pointer to hitpoint
        ASM = """ 
        #DATA
        """
        ASM += asm_structs + """
        float zero_spectrum[4] = 0.0, 0.0, 0.0, 0.0
        float spectrum[4] 
        uint32 hp_ptr

        #CODE
        mov dword [hp_ptr], eax ;save pointer to hitpoint
        macro eq128 spectrum = zero_spectrum
        """

        for c in self.components:
            ASM += c.brdf_asm(runtime)
            #in xmm0 is spectrum from component so we acumulate spectrum
            ASM += """
                macro eq128 spectrum = spectrum + xmm0
                mov eax, dword [hp_ptr]
            """
        ASM += """
        mov eax, dword [hp_ptr]
        macro eq128 eax.hitpoint.brdf = spectrum
        ret

        """

        #print(ASM)

        assembler = util.get_asm()
        mc = assembler.assemble(ASM, True)
        #mc.print_machine_code()
        name = "material" + str(util.unique())

        self.ds = runtime.load(name, mc)
        self.func_ptr = runtime.address_module(name)

        for c in self.components:
            c.populate_ds(self.ds)

        self.next_direction_asm(runtime)
コード例 #13
0
    def isect_asm(self, runtime, label, populate=True):

        asm_structs = util.structs("ray", "mesh3d", "hitpoint")
        ASM = """
        #DATA
        """
        ASM += asm_structs + """
        #CODE
        """
        ASM += " global " + label + ":\n" + """
        ;we just use indirect call
        call dword [ebx + mesh3d.ptr_isect]
        ret
        """

        asm = util.get_asm()
        mc = asm.assemble(ASM, True)
        #mc.print_machine_code()
        name = "ray_mesh_intersection" + str(util.unique())
        runtime.load(name, mc)
コード例 #14
0
ファイル: rectangle.py プロジェクト: mario007/renmas
    def light_sample_asm(self, runtime):
        util.load_func(runtime, "random")
        #eax - pointer to hitpoint structure
        asm_structs = util.structs("hitpoint")
        ASM = """
        #DATA
        """
        ASM += asm_structs + """
        float normal[4]
        float edge_a[4]
        float edge_b[4]
        float point[4]
        float pdf
        uint32 hp_ptr
        #CODE
        mov dword [hp_ptr], eax
        call random
        macro eq128 xmm1 = xmm0
        macro broadcast xmm0 = xmm0[0] 
        macro broadcast xmm1 = xmm1[1]
        macro eq128 xmm0 = xmm0 * edge_a {xmm1}
        macro eq128 xmm1 = xmm1 * edge_b {xmm0}
        macro eq128 xmm0 = xmm0 + point {xmm1}
        macro eq128 xmm0 = xmm0 + xmm1 
        mov eax, dword [hp_ptr]
        macro eq128 eax.hitpoint.light_sample = xmm0
        macro eq128 eax.hitpoint.light_normal = normal
        macro eq32 eax.hitpoint.light_pdf = pdf
        ret
        
        """
        assembler = util.get_asm()
        mc = assembler.assemble(ASM, True)
        #mc.print_machine_code()
        name = "recangle_sample" + str(util.unique())

        self.ds = runtime.load(name, mc)
        self._populate_ds()

        #FIXME - add method to runtime class so we can ask runtime for address of module
        self.sample_ptr = runtime.modules[name][0]
コード例 #15
0
ファイル: grid.py プロジェクト: mario007/renmas
    def isect_asm(cls, runtime, label, populate=True):
        asm_structs = util.structs("ray", "grid", "hitpoint")

        multiple_isect_asm(runtime, "multiple_isect")

        ASM = """
        #DATA
        """
        ASM += asm_structs + """
        float one[4] = 1.0, 1.0, 1.0, 0.0
        float zero[4] = 0.0, 0.0, 0.0, 0.0
        
        int32 ixyz[4]
        float dtxyz[4]

        int32 istep[4]
        int32 istop[4]
        float tnext[4]
        int32 n[4]

        uint32 ones = 0xFFFFFFFF
        float khuge = 999999.999
        uint32 hp_ptr
        uint32 ray_ptr
        uint32 grid_ptr

        #CODE
        """
        ASM += " global " + label + ":\n"
        if util.AVX:
            ASM += AVX_ASM
        else:
            ASM += SSE_ASM

        assembler = util.get_asm()
        mc = assembler.assemble(ASM, True)
        #mc.print_machine_code()
        name = "ray_grid_isect" + str(util.unique())
        runtime.load(name, mc)
コード例 #16
0
ファイル: grid.py プロジェクト: mario007/renmas
    def isect_asm(cls, runtime, label, populate=True):
        asm_structs = util.structs("ray", "grid", "hitpoint")

        multiple_isect_asm(runtime, "multiple_isect")

        ASM = """
        #DATA
        """
        ASM += asm_structs + """
        float one[4] = 1.0, 1.0, 1.0, 0.0
        float zero[4] = 0.0, 0.0, 0.0, 0.0
        
        int32 ixyz[4]
        float dtxyz[4]

        int32 istep[4]
        int32 istop[4]
        float tnext[4]
        int32 n[4]

        uint32 ones = 0xFFFFFFFF
        float khuge = 999999.999
        uint32 hp_ptr
        uint32 ray_ptr
        uint32 grid_ptr

        #CODE
        """
        ASM += " global " + label + ":\n" 
        if util.AVX:
            ASM += AVX_ASM
        else:
            ASM += SSE_ASM

        assembler = util.get_asm()
        mc = assembler.assemble(ASM, True)
        #mc.print_machine_code()
        name = "ray_grid_isect" + str(util.unique())
        runtime.load(name, mc)
コード例 #17
0
    def prepare_isect_asm(self, runtime):
        asm_structs = util.structs("ray", "mesh3d", "hitpoint")
        
        ray_tri_name = "ray_mesh" + str(hash(self)) + str(util.unique())
        grid_mesh_name = "ray_gridmesh" + str(hash(self)) + str(util.unique())

        self._ray_tri_asm(runtime, ray_tri_name)
        self.grid.isect_asm(runtime, grid_mesh_name, ray_tri_name)

        ASM = """
        #DATA
        """
        ASM += asm_structs + """
        #CODE
        """
        ASM += "call " + grid_mesh_name + " \n"
        ASM += "ret \n "

        asm = util.get_asm()
        mc = asm.assemble(ASM, True)
        #mc.print_machine_code()
        name = "ray_mesh_intersection" + str(util.unique())
        runtime.load(name, mc)
        self.ptr_isect = runtime.address_module(name)
コード例 #18
0
ファイル: rectangle.py プロジェクト: mario007/renmas
    def isect_asm(cls, runtime, label, populate=True):

        asm_structs = util.structs("ray", "rectangle", "hitpoint")
        ASM = """
        #DATA
        float epsilon = 0.0001
        float zero = 0.0

        """
        ASM += asm_structs + """
            ;eax = pointer to ray structure
            ;ebx = pointer to rectangle structure
            ;ecx = pointer to minimum distance
            ;edx = pointer to hitpoint
        #CODE
        """
        ASM += " global " + label + ":\n" + """
            macro eq128 xmm0 = ebx.rectangle.point - eax.ray.origin 
            macro eq128 xmm1 = ebx.rectangle.normal
            macro dot xmm0 = xmm0 * xmm1 
            macro eq128 xmm2 = eax.ray.dir
            macro dot xmm2 = xmm2 * xmm1 {xmm0}
            macro eq32 xmm0 = xmm0 / xmm2 {xmm1}
            macro if xmm0 > epsilon goto _next
            mov eax, 0
            ret

            _next:
            macro broadcast xmm0 = xmm0[0]
            macro eq128 xmm2 = xmm0 * eax.ray.dir {xmm1}
            macro eq128 xmm2 = xmm2 + eax.ray.origin {xmm0, xmm1}
            macro eq128 xmm3 = xmm2 - ebx.rectangle.point {xmm0, xmm1}
            macro eq128 xmm4 = ebx.rectangle.edge_a {xmm0, xmm1, xmm2, xmm3} 
            macro dot xmm4 = xmm4 * xmm3  {xmm0, xmm1, xmm2}
            macro if xmm4 < zero goto _reject
            macro eq32 xmm5 = ebx.rectangle.edge_a_squared {xmm0, xmm1, xmm2, xmm3}
            macro if xmm4 > xmm5 goto _reject
            macro eq128 xmm4 = ebx.rectangle.edge_b {xmm0, xmm1, xmm2, xmm3} 
            macro dot xmm4 = xmm4 * xmm3  {xmm0, xmm1, xmm2}
            macro if xmm4 < zero goto _reject
            macro eq32 xmm5 = ebx.rectangle.edge_b_squared {xmm0, xmm1, xmm2, xmm3}
            macro if xmm4 > xmm5 goto _reject

            ; distance checking
            macro if xmm0 > ecx goto _reject
        """
        if populate:
            ASM += """
                macro eq128 edx.hitpoint.normal = xmm1
                macro eq32 edx.hitpoint.t = xmm0
                macro eq128 edx.hitpoint.hit = xmm2
                macro eq32 edx.hitpoint.mat_index = ebx.rectangle.mat_index
            """
        ASM += """

            mov eax, 1
            ret


            _reject:
            mov eax, 0
            ret


        """
        assembler = util.get_asm()
        mc = assembler.assemble(ASM, True)
        #mc.print_machine_code()
        name = "ray_rectangle_isect" + str(util.unique())
        runtime.load(name, mc)
コード例 #19
0
        print("Python = (", sample.ix, sample.x, ")", " (", sample.iy,
              sample.y, ")")
        print("===============")
    print("===============")
    runtime.run("test")
    print_sample(ds, "sam")
    runtime.run("test")
    print_sample(ds, "sam")
    runtime.run("test")
    print_sample(ds, "sam")


ASM = """
    #DATA
"""
ASM += util.structs("sample") + """
    sample sam 
    uint32 have

    #CODE

    mov eax, sam 
    call get_sample
    mov dword [have], eax
    #END
"""


def print_sample(ds, name):
    x, y, temp1, temp2 = ds[name + ".xyxy"]
    print("ASM =   ", "(", ds[name + ".ix"], x, ") (", ds[name + ".iy"], y,
コード例 #20
0
ファイル: triangle.py プロジェクト: mario007/renmas
from tdasm import Tdasm, Runtime
from renmas.maths import Vector3
from renmas.shapes import Triangle, intersect_ray_shape_array
from renmas.core import Ray
import random
import renmas.utils as util
import timeit

asm_structs = util.structs("ray", "triangle", "hitpoint")

def create_triangle():
    p0 = Vector3(0.1, 0.0, -2.0)    
    p1 = Vector3(4.0, 0.5, 0.2)
    p2 = Vector3(2.2, 4.3, -1.0)
    
    tr = Triangle(p0, p1, p2, 3)
    return tr

def create_ray():
    origin = Vector3(0.0, 0.0, 0.0) 
    dirx = 0.985906665972
    diry = 0.165777376892
    dirz = 0.0224923832256

    #direction = Vector3(8.8, 8.9, 8.7)
    direction = Vector3(dirx, diry, dirz)
    #direction.normalize()
    ray = Ray(origin, direction)
    return ray

コード例 #21
0
ファイル: sphere.py プロジェクト: mario007/renmas
from tdasm import Tdasm, Runtime
import random
from renmas.shapes import Sphere, intersect_ray_shape_array
from renmas.core import Ray
from renmas.maths import Vector3
import renmas.utils as util

if util.AVX:
    line1 = " vsqrtss xmm5, xmm5, xmm5 \n"
else:
    line1 = " sqrtss xmm5, xmm5 \n"

asm_structs = util.structs("ray", "sphere", "hitpoint")
ASM = """
#DATA
"""
ASM += asm_structs + """

    ray r1
    sphere sph
    hitpoint hp
    float min_dist = 999999.0
    float epsilon = 0.0001
    float t
    uint32 hit
    float two = 2.0
    float minus_four = -4.0
    float zero = 0.0
    float one = 1.0
    float minus_one = -1.0
コード例 #22
0
ファイル: random_sampler.py プロジェクト: mario007/renmas
    def get_sample_asm(self, runtime, label):
        # eax - pointer to sample structure
        util.load_func(runtime, "random")

        if util.AVX:
            line1 = "vcvtdq2ps xmm4, xmm4 \n"
        else:
            line1 = "cvtdq2ps xmm4, xmm4 \n"

        asm_structs = util.structs("sample")
        code = """
            #DATA
        """
        code += asm_structs + """
            uint32 n, curn
            uint32 tile_endx, tile_endy
            uint32 tilex, tiley
            uint32 cur_xyxy[4] ; we just use first two numbers for now
            float pixel_size[4]
            float w2h2[4]

            #CODE
        """
        code += " global " + label + ":\n" + """
            cmp dword [curn], 0
            jbe _next_pixel

            ; calculate sample
            call random
            ; random number is in xmm0
            macro eq128 xmm4 = cur_xyxy {xmm0}
            """
        code += line1 + """
            macro eq128_128 xmm1 = pixel_size, xmm2 = w2h2 {xmm0}
            macro eq128 xmm3 = xmm4 + xmm2 {xmm1, xmm0}
            macro eq128 xmm3 = xmm3 + xmm0 {xmm1}
            mov ebx, dword [cur_xyxy]
            mov ecx, dword [cur_xyxy + 4]
            macro eq128 eax.sample.xyxy = xmm3 * xmm1
            mov dword [eax + sample.ix] ,ebx
            mov dword [eax + sample.iy] ,ecx
            sub dword [curn], 1
            mov eax,  1 
            ret
            
            
            _next_pixel:
            mov edx, dword [n] ; self.curn = self.n - 1
            sub edx, 1
            mov dword [curn], edx

            mov ebx, dword [cur_xyxy]
            cmp ebx, dword [tile_endx]
            je _checky
            ; increase curx 
            add ebx, 1
            mov dword [cur_xyxy], ebx
            ; calculate sample
           
            call random
            macro eq128 xmm4 = cur_xyxy {xmm0}
        """
        code += line1 + """
            macro eq128_128 xmm1 = pixel_size, xmm2 = w2h2 {xmm0}
            macro eq128 xmm3 = xmm4 + xmm2 {xmm1, xmm0}
            macro eq128 xmm3 = xmm3 + xmm0 {xmm1}
            mov ecx, dword [cur_xyxy + 4]
            macro eq128 eax.sample.xyxy = xmm3 * xmm1
            mov dword [eax + sample.ix] ,ebx
            mov dword [eax + sample.iy] ,ecx
            mov eax, 1 
            ret

            _checky:
            mov ecx, dword [cur_xyxy + 4]
            cmp ecx, dword [tile_endy]
            je _end_sampling
            ; increase cury
            add ecx, 1
            mov ebx, dword [tilex]
            mov dword [cur_xyxy+ 4], ecx 
            mov dword [cur_xyxy], ebx

            call random
            macro eq128 xmm4 = cur_xyxy {xmm0}
        """
        code += line1 + """
            macro eq128_128 xmm1 = pixel_size, xmm2 = w2h2 {xmm0}
            macro eq128 xmm3 = xmm4 + xmm2 {xmm1, xmm0}
            macro eq128 xmm3 = xmm3 + xmm0 {xmm1}
            macro eq128 eax.sample.xyxy = xmm3 * xmm1
            mov dword [eax + sample.ix] ,ebx
            mov dword [eax + sample.iy] ,ecx
            mov eax, 1 
            ret

            _end_sampling:
            xor eax, eax 
            ret

        """
        assembler = util.get_asm()
        mc = assembler.assemble(code, True)
        #mc.print_machine_code()
        name = "get_sample" + str(util.unique())
        self.ds = runtime.load(name, mc)
        self._populate_ds()
        return True
コード例 #23
0
ファイル: regular.py プロジェクト: mario007/renmas
def print_regular(reg, runtime, ds):
    sample = Sample()
    while True:
        sam = reg.get_sample(sample)
        runtime.run("test")
        if sam is None: break
        print ("Python = (", sample.ix, sample.x, ")",  " (", sample.iy, sample.y, ")")
        print_sample(ds, "sam")
    runtime.run("test")
    print_sample(ds, "sam")

ASM = """
    #DATA
"""
ASM += util.structs("sample") + """
    sample sam 
    uint32 have

    #CODE

    mov eax, sam 

    call get_sample
    mov dword [have], eax
    #END
"""

def print_sample(ds, name):
    x, y, temp1, temp2 = ds[name + ".xyxy"]
    print("ASM =   ", "(",ds[name+".ix"], x, ") (", ds[name+".iy"], y, ") have =", ds["have"])
コード例 #24
0
ファイル: funcs.py プロジェクト: mario007/renmas
def intersect_ray_triangle(runtime, label, populate=True):
    asm_structs = util.structs("ray", "hitpoint")

    ASM = """ 
    #DATA
    float epsilon = 0.00001
    float neg_epsilon = -0.00001
    float one = 1.0
    float zero = 0.0
    uint32 mask_abs[4] = 0x7FFFFFFF, 0, 0, 0
    float minus_one = -1.0
    """
    ASM += asm_structs + """
        ;eax = pointer to ray structure
        ;ecx = pointer to minimum distance
        ;edx = pointer to hitpoint
    #CODE
    ;macro eq128_128 xmm0 = ebx.triangle.p1 - ebx.triangle.p0, xmm1 = ebx.triangle.p2 - ebx.triangle.p0 
    """
    ASM += " global " + label + ":\n" 
    if util.AVX:
        ASM += """
        mov ebp, dword [esp + 8]
        vmovaps xmm0, oword [ebp]
        mov ebp, dword [esp+4]
        vsubps xmm0, xmm0, oword [ebp]
        mov ebp, dword [esp + 12]
        vmovaps xmm1, oword [ebp]
        mov ebp, dword [esp+4]
        vsubps xmm1, xmm1, oword [ebp]
        """
    else:
        ASM += """
        mov ebp, dword [esp + 8]
        movaps xmm0, oword [ebp]
        mov ebp, dword [esp+4]
        subps xmm0, oword [ebp]
        mov ebp, dword [esp + 12]
        movaps xmm1, oword [ebp]
        mov ebp, dword [esp+4]
        subps xmm1, oword [ebp]
        """

    ASM += """
    ; e1 = xmm0 , e2 = xmm1
    macro eq128_128 xmm2 = eax.ray.dir, xmm3 = xmm1 {xmm0, xmm1}

    ; p = d x e2
    macro eq128_128 xmm4 = xmm2, xmm5 = xmm3 {xmm0, xmm1}
    """

    if util.AVX:
        ASM += """
            vshufps xmm2, xmm2, xmm2, 0xC9
            vshufps xmm3, xmm3, xmm3, 0xD2
            macro eq128 xmm2 = xmm2 * xmm3 {xmm0, xmm1}
            vshufps xmm4, xmm4, xmm4, 0xD2
            vshufps xmm5, xmm5, xmm5, 0xC9
        """
    else:
        ASM += """
            shufps xmm2, xmm2, 0xC9
            shufps xmm3, xmm3, 0xD2
            macro eq128 xmm2 = xmm2 * xmm3 {xmm0, xmm1}
            shufps xmm4, xmm4, 0xD2
            shufps xmm5, xmm5, 0xC9
        """
    ASM += """
        macro eq128 xmm4 = xmm4 * xmm5 {xmm0, xmm1, xmm2}
        macro eq128 xmm2 = xmm2 - xmm4 {xmm0, xmm1}

        macro dot xmm3 = xmm0 * xmm2 {xmm0, xmm1}
    """
    if util.AVX:
        ASM += "vpabsd xmm4, xmm3 \n"
    else:
        ASM += "movaps xmm4, oword [mask_abs] \n"
        ASM += "andps xmm4, xmm3 \n"

    ASM += """

        macro if xmm4 < epsilon goto reject
        macro eq32 xmm4 = one / xmm3 {xmm0, xmm1, xmm2, xmm3}

        ; f = xmm4
        ;macro eq128 xmm5 = eax.ray.origin - ebx.triangle.p0 {xmm0, xmm1, xmm2, xmm3, xmm4}
    """
    if util.AVX:
        ASM += """
        mov ebp, dword [esp+4]
        macro eq128 xmm5 = eax.ray.origin
        vsubps xmm5, xmm5, oword [ebp]
        """
    else:
        ASM += """
        mov ebp, dword [esp+4]
        macro eq128 xmm5 = eax.ray.origin
        subps xmm5, oword [ebp]
        """
    ASM += """
        ; s = xmm5

        macro dot xmm2 = xmm2 * xmm5 {xmm0, xmm1, xmm3, xmm4}
        ;s * p(s dot p) = xmm2
        macro eq32 xmm6 = xmm4 * xmm2 {xmm0, xmm1, xmm2, xmm3, xmm4, xmm5}

        macro if xmm6 < zero goto reject
        macro if xmm6 > one goto reject

        ; q = s x e1 
        macro eq128_128 xmm3 = xmm5, xmm7 = xmm0 
    """
    if util.AVX:
        ASM += """
            vshufps xmm5, xmm5, xmm5, 0xC9
            vshufps xmm0, xmm0, xmm0, 0xD2
            macro eq128 xmm0 = xmm0 * xmm5 

            vshufps xmm3, xmm3, xmm3, 0xD2
            vshufps xmm7, xmm7, xmm7, 0xC9
        """
    else:
        ASM += """
            shufps xmm5, xmm5, 0xC9
            shufps xmm0, xmm0, 0xD2
            macro eq128 xmm0 = xmm0 * xmm5 

            shufps xmm3, xmm3, 0xD2
            shufps xmm7, xmm7, 0xC9
        """

    ASM += """
        macro eq128 xmm3 = xmm3 * xmm7 
        macro eq128 xmm0 = xmm0 - xmm3

        macro dot xmm7 = xmm0 * eax.ray.dir {xmm1}
        macro eq32 xmm7 = xmm7 * xmm4

        macro if xmm7 < zero goto reject
        macro eq32 xmm7 = xmm7 + xmm6
        macro if xmm7 > one goto reject

        macro dot xmm6 = xmm1 * xmm0
        macro eq32 xmm6 = xmm6 * xmm4

        ;populate hitpoint structure
        ; t is in xmm6 , t can be negative so we eleminate those
        macro if xmm6 < zero goto reject
        macro if xmm6 > ecx goto reject
    """
    if populate:
        ASM += """
        macro eq32 edx.hitpoint.t = xmm6
        macro broadcast xmm7 = xmm6[0]
        ;macro eq128_32 edx.hitpoint.normal = ebx.triangle.normal, edx.hitpoint.mat_index = ebx.triangle.mat_index
        """
        if util.AVX:
            ASM += """
            mov ebp, dword [esp + 16]
            vmovaps xmm0, oword [ebp]
            vmovss xmm1, dword [esp + 20]
            """
        else:
            ASM += """
            mov ebp, dword [esp + 16]
            movaps xmm0, oword [ebp]
            movss xmm1, dword [esp + 20]
            """
        ASM += """
        macro eq128 edx.hitpoint.normal = xmm0
        macro eq32 edx.hitpoint.mat_index = xmm1
        macro eq128 xmm5 = xmm7 * eax.ray.dir
        macro eq128 edx.hitpoint.hit = xmm5 + eax.ray.origin
        """
    ASM += """

        mov eax, 1
        ret

        reject:
        mov eax, 0 
        ret


    """
    assembler = util.get_asm()
    mc = assembler.assemble(ASM, True)
    #mc.print_machine_code()
    name = "ray_triangle_isect" + str(util.unique())
    runtime.load(name, mc)
コード例 #25
0
ファイル: funcs.py プロジェクト: mario007/renmas
def intersect_ray_triangle_new(runtime, label, populate=True):
    asm_structs = util.structs("ray", "hitpoint")

    ASM = """ 
    #DATA
    float epsilon= 0.00001
    float one = 1.0
    """
    ASM += asm_structs + """
        ;eax = pointer to ray structure
        ;ecx = pointer to minimum distance
        ;edx = pointer to hitpoint
    #CODE
    ;macro eq128_128 xmm0 = ebx.triangle.p1 - ebx.triangle.p0, xmm1 = ebx.triangle.p2 - ebx.triangle.p0 
    """
    ASM += " global " + label + ":\n" 
    ASM += """
    mov ebp, dword [esp+4]
    movaps xmm0, oword [ebp]
    ;movaps xmm0, oword [ebx + triangle.p0]

    movaps xmm2, oword [eax + ray.dir]
    movaps xmm1, xmm0

    mov ebp, dword [esp+12]
    subps xmm1, oword [ebp]
    ;subps xmm1, oword [ebx + triangle.p2]

    movaps xmm3, xmm0
    subps xmm3, oword [eax + ray.origin]

    mov ebp, dword [esp+8]
    subps xmm0, oword [ebp]
    ;subps xmm0, oword [ebx + triangle.p1]

    
    ; f f h f
    movaps xmm4, xmm1
    movlhps xmm4, xmm3
    shufps xmm4, xmm4, 01110101B

    ; k k k l
    movaps xmm5, xmm2
    movhlps xmm5, xmm3
    shufps xmm5, xmm5, 00101010B 

    ; f f h f * k k k l
    movaps xmm7, xmm4
    mulps xmm7, xmm5

    ; g g g h
    movaps xmm6, xmm2
    movaps xmm4, xmm1
    movlhps xmm6, xmm3
    movhlps xmm4, xmm3
    shufps xmm6, xmm6, 11010101B
    shufps xmm4, xmm4, 10001010B

    ; j j l j

    ; g g g h * j j l j
    mulps xmm4, xmm6

    ; f f h f * k k k l - g g g h * j j l j
    subps xmm7, xmm4

    ; a d a a
    movaps xmm5, xmm0
    movlhps xmm5, xmm3
    shufps xmm5, xmm5, 00001000B

    ; a d a a * (f f h f * k k k l - g g g h * j j l j)
    mulps xmm7, xmm5

    ; i l i i
    movaps xmm5, xmm0
    movhlps xmm5, xmm3
    shufps xmm5, xmm5, 10100010B

    ; g g g h * i l i i
    mulps xmm6, xmm5

    ; e h e e
    movaps xmm4, xmm0
    movlhps xmm4, xmm3
    shufps xmm4, xmm4, 01011101B

    ; k k k l
    movaps xmm5, xmm2
    movhlps xmm5, xmm3
    shufps xmm5, xmm5, 00101010B 

    ; e h e e * k k k l
    mulps xmm5, xmm4

    ; g g g h * i l i i - e h e e * k k k l
    subps xmm6, xmm5

    ; b b d b
    movaps xmm5, xmm1
    movlhps xmm5, xmm3
    shufps xmm5, xmm5, 00100000B

    ; b b d b * (g g g h * i l i i - e h e e * k k k l)
    mulps xmm6, xmm5

    addps xmm7, xmm6

    ; j j l j
    movaps xmm5, xmm1
    movhlps xmm5, xmm3
    shufps xmm5, xmm5, 10001010B

    ; e e h e * j j l j 
    mulps xmm4, xmm5

    ; f f h f
    movaps xmm6, xmm1
    movlhps xmm6, xmm3
    shufps xmm6, xmm6, 01110101B

    ; i l i i
    movaps xmm5, xmm0
    movhlps xmm5, xmm3
    shufps xmm5, xmm5, 10100010B

    ; f f h f * i l i i
    mulps xmm6, xmm5

    ; e h e e * j j l j - f f h f * i l i i
    subps xmm4, xmm6

    ; c c c d
    movaps xmm5, xmm2
    movlhps xmm5, xmm3
    shufps xmm5, xmm5, 10000000B

    ; c c c d * (e h e e * j j l j - f f h f * i l i i)
    mulps xmm4, xmm5

    addps xmm7, xmm4
    macro broadcast xmm3 = xmm7[0]
    divps xmm7, xmm3

    movhlps xmm5, xmm7
    
    movaps xmm4, xmm7
    shufps xmm4, xmm4, 0x55 
    
    movaps xmm6, xmm7
    shufps xmm6, xmm6, 0xFF

    ; xmm7 = d
    ; xmm6 = td
    ; xmm5 = gamma
    ; xmm4 = beta

    pxor xmm3, xmm3
    macro if xmm4 < xmm3 goto _reject
    macro if xmm5 < xmm3 goto _reject
    addss xmm4, xmm5
    macro if xmm4 > one goto _reject

    comiss xmm6, dword [epsilon]
    jc _reject
    comiss xmm6, dword [ecx] ;minimum distance
    jnc _reject

    ;populate hitpoint structure
    ; t is in xmm6
    
    movaps xmm2, oword [eax + ray.dir]

    mov ebp, dword [esp + 16]
    movaps xmm3, oword [ebp]
    ;movaps xmm3, oword [ebx + triangle.normal]


    movss xmm4, dword [esp+20]
    ;movss xmm4, dword [ebx + triangle.mat_index]
    

    movss dword [edx + hitpoint.t], xmm6 
    movaps oword [edx + hitpoint.normal], xmm3
    movss dword [edx + hitpoint.mat_index], xmm4
    macro broadcast xmm5 = xmm6[0]
    mulps xmm5, xmm2

    macro eq128 edx.hitpoint.hit = xmm5 + eax.ray.origin

    mov eax, 1
    ret

    _reject:
    xor eax, eax
    ret
    """

    assembler = util.get_asm()
    mc = assembler.assemble(ASM, True)
    #mc.print_machine_code()
    name = "ray_triangle_isect" + str(util.unique())
    runtime.load(name, mc)
コード例 #26
0
ファイル: pinhole.py プロジェクト: mario007/renmas
from tdasm import Runtime
import renmas.samplers
from renmas.camera import PinholeCamera
import renmas.interface as ren
import renmas.utils as util

asm_structs = util.structs("ray", "sample")

ASM = """
#DATA
"""
ASM += asm_structs + """
    sample sp1
    ray r1

    float _xmm[4]

    #CODE
    mov eax, r1
    mov ebx, sp1
    call generate_ray
    movaps oword [_xmm], xmm4

"""

if __name__ == "__main__":

    runtime = Runtime()

    asm = util.get_asm()
    mc = asm.assemble(ASM)
コード例 #27
0
ファイル: grid_mesh.py プロジェクト: mario007/renmas
    def isect_asm(self, runtime, label, label_ray_tri):
        asm_structs = util.structs("ray", "mesh3d", "hitpoint")

        ASM = """
        #DATA
        """
        ASM += asm_structs + """
        float one[4] = 1.0, 1.0, 1.0, 0.0
        float zero[4] = 0.0, 0.0, 0.0, 0.0
        
        int32 ixyz[4]
        float dtxyz[4]

        int32 istep[4]
        int32 istop[4]
        float tnext[4]
        int32 n[4]

        uint32 ones = 0xFFFFFFFF
        float khuge = 999999.999
        uint32 hp_ptr
        uint32 ray_ptr
        uint32 mesh3d_ptr


        float bbox_min[4] 
        float bbox_max[4]
        float n_1[4]
        float nbox_width[4]
        float one_overn[4]
        int32 grid_size[4]
        uint32 grid_ptr
        uint32 arr_ptr 
        uint32 min_dist_ptr

        hitpoint hp2
        float epsilon = 0.00001
        #CODE
        """
        ASM += " global " + label + ":\n" 
        if util.AVX:
            ASM += avx_asm(label_ray_tri)
        else:
            ASM += sse_asm(label_ray_tri)

        assembler = util.get_asm()
        mc = assembler.assemble(ASM, True)
        #mc.print_machine_code()
        name = "ray_grid_isect" + str(util.unique())
        self.ds = runtime.load(name, mc)

        bbox = self.bbox
        self.ds["bbox_min"] = (bbox.x0, bbox.y0, bbox.z0, 0.0)
        self.ds["bbox_max"] = (bbox.x1, bbox.y1, bbox.z1, 0.0)
        n_1 = self.n_1
        self.ds["n_1"] = (n_1.x, n_1.y, n_1.z, 0.0) 
        ovn = self.one_overn
        self.ds["one_overn"] = (ovn.x, ovn.y, ovn.z, 0.0)
        nw = self.nbox_width
        self.ds["nbox_width"] = (nw.x, nw.y, nw.z, 0.0)
        self.ds["grid_size"] = (self.nx, self.ny, self.nz, 0)
        self.ds["grid_ptr"] = self.asm_cells.ptr()
        self.ds["arr_ptr"] = self.lin_array.ptr()
コード例 #28
0
ファイル: ray_tri.py プロジェクト: mario007/renmas
    return ray


idx_material = 2
mesh = renmas.shapes.Mesh3D(idx_material)

#mesh.load_ply("dragon_vrip_res4.ply")
mesh.load_ply("dragon_vrip_res3.ply")

mesh.prepare_isect()

runtime = Runtime()

mesh._ray_tri_asm(runtime, "ray_tri_isect")

asm_structs = util.structs("ray", "triangle", "hitpoint")
ASM = """
    #DATA
"""
ASM += asm_structs + """
    ray ray1
    hitpoint hp
    float min_dist = 9999.99
    ; eax - ray,  ebx - hp, ecx - min_dist, esi - ptr_arr, edi - nobj

    uint32 n = 10360 
    ;uint32 n = 10225 
    uint32 arr[12000] = 0, 1, 2, 4, 5, 6, 7, 8, 9, 10, 11, 12 
    uint32 ptr_array

    #CODE
コード例 #29
0
ファイル: regular.py プロジェクト: mario007/renmas
    def get_sample_asm(self, runtime, label):
        # eax - pointer to sample structure
        if util.AVX:
            line1 = "vcvtdq2ps xmm0, xmm0 \n"
        else:
            line1 = "cvtdq2ps xmm0, xmm0 \n"

        asm_structs = util.structs("sample")
        code = """
            #DATA
        """
        code += asm_structs + """
            uint32 tile_endx, tile_endy
            uint32 tilex, tiley
            uint32 cur_xyxy[4] ; we just use first two numbers for now
            float pixel_size[4]
            float w2h2[4]

            #CODE
        """
        code += " global " + label + ":\n" + """
            mov ebx, dword [cur_xyxy]
            cmp ebx, dword [tile_endx]
            je _checky
            ; increase curx 
            add ebx, 1
            mov dword [cur_xyxy], ebx
            ; calculate sample
           
            macro eq128 xmm0 = cur_xyxy
        """
        code += line1 + """
            macro eq128_128 xmm1 = pixel_size, xmm2 = w2h2
            macro eq128 xmm3 = xmm0 + xmm2 {xmm1}
            mov ecx, dword [cur_xyxy + 4]
            macro eq128 eax.sample.xyxy = xmm3 * xmm1
            mov dword [eax + sample.ix] ,ebx
            mov dword [eax + sample.iy] ,ecx
            mov eax, 1
            ret

            _checky:
            mov ecx, dword [cur_xyxy + 4]
            cmp ecx, dword [tile_endy]
            je _end_sampling
            ; increase cury
            add ecx, 1
            mov ebx, dword [tilex]
            mov dword [cur_xyxy+ 4], ecx 
            mov dword [cur_xyxy], ebx
            macro eq128 xmm0 = cur_xyxy
        """
        code += line1 + """
            macro eq128_128 xmm1 = pixel_size, xmm2 = w2h2
            macro eq128 xmm3 = xmm0 + xmm2 {xmm1}
            macro eq128 eax.sample.xyxy = xmm3 * xmm1
            mov dword [eax + sample.ix] ,ebx
            mov dword [eax + sample.iy] ,ecx
            mov eax, 1
            ret

            _end_sampling:
            xor eax, eax 
            ret

        """
        assembler = util.get_asm()
        mc = assembler.assemble(code, True)
        #mc.print_machine_code()
        name = "get_sample" + str(util.unique())
        self.ds = runtime.load(name, mc)
        self._populate_ds()
        return True
コード例 #30
0
    def get_sample_asm(self, runtime, label):
        # eax - pointer to sample structure
        if util.AVX:
            line1 = "vcvtdq2ps xmm0, xmm0 \n"
        else:
            line1 = "cvtdq2ps xmm0, xmm0 \n"

        asm_structs = util.structs("sample")
        code = """
            #DATA
        """
        code += asm_structs + """
            uint32 tile_endx, tile_endy
            uint32 tilex, tiley
            uint32 cur_xyxy[4] ; we just use first two numbers for now
            float pixel_size[4]
            float w2h2[4]

            #CODE
        """
        code += " global " + label + ":\n" + """
            mov ebx, dword [cur_xyxy]
            cmp ebx, dword [tile_endx]
            je _checky
            ; increase curx 
            add ebx, 1
            mov dword [cur_xyxy], ebx
            ; calculate sample
           
            macro eq128 xmm0 = cur_xyxy
        """
        code += line1 + """
            macro eq128_128 xmm1 = pixel_size, xmm2 = w2h2
            macro eq128 xmm3 = xmm0 + xmm2 {xmm1}
            mov ecx, dword [cur_xyxy + 4]
            macro eq128 eax.sample.xyxy = xmm3 * xmm1
            mov dword [eax + sample.ix] ,ebx
            mov dword [eax + sample.iy] ,ecx
            mov eax, 1
            ret

            _checky:
            mov ecx, dword [cur_xyxy + 4]
            cmp ecx, dword [tile_endy]
            je _end_sampling
            ; increase cury
            add ecx, 1
            mov ebx, dword [tilex]
            mov dword [cur_xyxy+ 4], ecx 
            mov dword [cur_xyxy], ebx
            macro eq128 xmm0 = cur_xyxy
        """
        code += line1 + """
            macro eq128_128 xmm1 = pixel_size, xmm2 = w2h2
            macro eq128 xmm3 = xmm0 + xmm2 {xmm1}
            macro eq128 eax.sample.xyxy = xmm3 * xmm1
            mov dword [eax + sample.ix] ,ebx
            mov dword [eax + sample.iy] ,ecx
            mov eax, 1
            ret

            _end_sampling:
            xor eax, eax 
            ret

        """
        assembler = util.get_asm()
        mc = assembler.assemble(code, True)
        #mc.print_machine_code()
        name = "get_sample" + str(util.unique())
        self.ds = runtime.load(name, mc)
        self._populate_ds()
        return True
コード例 #31
0
    def _ray_tri_asm(self, runtime, label):

        util.load_func(runtime, "ray_triangle_mesh")

        asm_structs = util.structs("ray", "hitpoint")

        ASM = """
        #DATA
        """
        ASM += asm_structs + """
        float min_dist = 999999.0
        float max_dist = 999999.0
        float zero = 0.0
        float one = 1.0
        float epsilon = 0.00001
        float minus_nesto = 0.0001

        ; pointer to vertex and triangle buffers
        uint32 vb_ptr
        uint32 tr_ptr
        uint32 vertices_size
        uint32 triangle_size

        #CODE
        """
        ASM += " global " + label + ":\n" + """
        ; eax - ray,  ebx - hp, ecx - min_dist, esi - ptr_arr, edi - nobj
        ; 64-bit version will bi i little different beacuse of different size of array
        macro eq32 min_dist = max_dist + one
        mov ecx, min_dist

        push ecx
        push eax
        push ebx
        push esi
        push edi
        mov edx, dword [minus_nesto]
        mov dword [ebx + hitpoint.t], edx

        _objects_loop:
        mov eax, dword [esp + 12] ; address of ray
        mov ecx, dword [esp + 16] ; address of minimum distance
        mov edx, dword [esp + 8]  ; address of hitpoint
        mov esi, dword [esp + 4] ; array of indexes of triangles 

        mov ebx, dword [esi]  ; put index of triangle in ebx

        ; prepeare call - address of  parameters
        ;addres of points, normal a value of material index
        ;addr = self.address.ptr() + index * self.tri_size 
        
        imul ebx, dword [triangle_size]
        add ebx, dword [tr_ptr]
        ; trbuffer tr_ptr=v0, tr_ptr+4=v1, tr_ptr+8=v2, tr_ptr+12=mat_idx , tr_ptr+16=normal
        mov ebp, dword [ebx + 12]
        push ebp

        mov ebp, ebx
        add ebp, 16
        push ebp

        mov ebp, dword [ebx + 8] 
        imul ebp, dword [vertices_size]
        add ebp, dword [vb_ptr]
        push ebp
        
        mov ebp, dword [ebx + 4] 
        imul ebp, dword [vertices_size]
        add ebp, dword [vb_ptr]
        push ebp
        mov ebp, dword [ebx] 
        imul ebp, dword [vertices_size]
        add ebp, dword [vb_ptr]
        push ebp
        
        call ray_triangle_mesh
        add esp, 20

        cmp eax, 0  ; 0 - no intersection ocur 1 - intersection ocur
        jne _update_distance
        _next_object:
        sub dword [esp], 1  
        jz _end_objects
        add dword [esp + 4], 4  ;increment array by 4 - index of triangle
        jmp _objects_loop


        _update_distance:
        mov eax, dword [esp + 8]
        mov ebx, dword [eax + hitpoint.t]

        mov edx, dword [esp + 16] ;populate new minimum distance
        mov dword [edx], ebx
        jmp _next_object
        
        _end_objects:
        add esp, 20 
        macro eq32 xmm0 = min_dist
        macro if xmm0 < max_dist goto _accept
        mov eax, 0
        ret

        _accept:
        macro if xmm0 < epsilon goto _reject
        mov eax, 1
        ret

        _reject:
        mov eax, 0
        ret

        """

        asm = util.get_asm()
        mc = asm.assemble(ASM, True)
        #mc.print_machine_code()
        name = "ray_tri_intersection" + str(util.unique())
        self.ds = runtime.load(name, mc)

        self.ds['vertices_size'] = self.vertex_buffer.vsize() 
        self.ds['triangle_size'] = self.triangles.tsize()
        self.ds['vb_ptr'] = self.vertex_buffer.addr()
        self.ds['tr_ptr'] = self.triangles.addr()
コード例 #32
0
ファイル: test_ply.py プロジェクト: mario007/renmas
#    ray = random_ray()
#    hp = isect(ray, lst_triangles, 999999.0)
#    if hp is not None: 
#        print(ray)
#        break


runtime = Runtime()
mesh.prepare_isect_asm(runtime)
print(mesh.attributes())

renmas.shapes.Mesh3D.isect_asm(runtime, "mesh_isect")



asm_structs = util.structs("ray", "mesh3d", "hitpoint")
ASM = """
    #DATA
"""
ASM +=  asm_structs + """
    ray ray1
    hitpoint hp
    float min_dist = 9999.99
    ; eax - ray,  ebx - hp, ecx - min_dist, esi - ptr_arr, edi - nobj

    mesh3d mesh1
    uint32 result

    #CODE
    mov eax, ray1
    mov ebx, mesh1 
コード例 #33
0
ファイル: funcs.py プロジェクト: mario007/renmas
def multiple_isect_asm(runtime, label):

    asm_structs = util.structs("ray", "hitpoint")

    ASM = """
    #DATA
    """
    ASM += asm_structs + """
    float min_dist = 999999.0
    float max_dist = 999999.0
    float zero = 0.0
    float one = 1.0
    float epsilon = 0.00001

    #CODE
    """
    ASM += " global " + label + ":\n" + """
    ; eax - ray,  ebx - hp, ecx - min_dist, esi - ptr_arr, edi - nobj
    ; 64-bit version will bi i little different beacuse of different size of array
    macro eq32 min_dist = max_dist + one
    mov ecx, min_dist
    push ecx
    push eax
    push ebx
    push esi
    push edi
    mov edx, dword [zero]
    mov dword [ebx + hitpoint.t], edx


    _objects_loop:
    mov eax, dword [esp + 12] ; address of ray
    mov ecx, dword [esp + 16] ; address of minimum distance
    mov edx, dword [esp + 8]  ; address of hitpoint
    mov esi, dword [esp + 4] ; array of objects and functions obj_ptr:func_ptr
    mov ebx, dword [esi]  ; put in ebx address of object
    call dword [esi + 4]  ; function pointer
    cmp eax, 0  ; 0 - no intersection ocur 1 - intersection ocur
    jne _update_distance
    _next_object:
    sub dword [esp], 1  
    jz _end_objects
    add dword [esp + 4], 8  ;increment array by 8
    jmp _objects_loop


    _update_distance:
    mov eax, dword [esp + 8]
    mov ebx, dword [eax + hitpoint.t]

    mov edx, dword [esp + 16] ;populate new minimum distance
    mov dword [edx], ebx
    jmp _next_object
    
    _end_objects:
    add esp, 20 
    macro eq32 xmm0 = min_dist
    macro if xmm0 < max_dist goto _accept
    mov eax, 0
    ret

    _accept:
    macro if xmm0 < epsilon goto _reject
    mov eax, 1
    ret

    _reject:
    mov eax, 0
    ret

    """

    asm = util.get_asm()
    mc = asm.assemble(ASM, True)
    #mc.print_machine_code()
    name = "ray_objects_intersection" + str(util.unique())
    runtime.load(name, mc)
コード例 #34
0
ファイル: funcs.py プロジェクト: mario007/renmas
def visible_asm(runtime, label, ray_scene_isect):
    # visibility of two points
    # xmm0 = p1
    # xmm1 = p2
    norm = util.normalization("xmm1", "xmm2", "xmm3") 
    asm_structs = util.structs("ray", "hitpoint")

    xmm = "xmm1"
    tmp1 = "xmm2"
    line1 = line2 = line3 = ""
    if util.AVX:
        line1 = "vdpps " + tmp1 + "," + xmm + "," +  xmm + ", 0x7f \n"
        line2 = "vsqrtps " + tmp1 + "," + tmp1 + "\n"
    elif util.SSE41:
        line1 = "movaps " + tmp1 + "," +  xmm + "\n"
        line2 = "dpps " + tmp1 + "," +  tmp1 + ", 0x7F\n" 
        line3 = "sqrtps " + tmp1 + "," + tmp1 + "\n"
    else:
        line1 = "macro dot " + tmp1 + " = " + xmm + "*" + xmm + "\n"
        line2 = "macro broadcast " + tmp1 + " = " + tmp1 + "[0]\n"
        line3 = "sqrtps " + tmp1 + "," + tmp1 + "\n"

    code = line1 + line2 + line3

    ASM = """
    #DATA
    """
    ASM += asm_structs + """
    hitpoint hp
    ray r1
    float distance
    float epsilon = 0.0005

    #CODE
    """
    ASM += " global " + label + ":\n" + """
    macro eq128 xmm1 = xmm1 - xmm0
    macro eq128 r1.origin = xmm0 
    """
    ASM += code + """
    macro eq32 distance = xmm2 - epsilon {xmm0, xmm1}
    macro eq128 xmm1 = xmm1 / xmm2 {xmm0, xmm1}
    macro eq128 r1.dir = xmm1

    ; call ray scene intersection

    mov eax, r1
    mov ebx, hp

    """
    ASM += "call " + ray_scene_isect + """
    cmp eax, 0
    jne _maybe_visible
    ;no intersection ocure that mean that points are visible
    mov eax, 1 
    ret

    _maybe_visible:
    macro eq32 xmm0 = distance
    macro if xmm0 < hp.t goto accept 
    xor eax, eax 
    ret
    
    accept:
    mov eax, 1
    ret

    """

    assembler = util.get_asm()
    mc = assembler.assemble(ASM, True)
    #mc.print_machine_code()
    name = "visible" + str(util.unique())
    runtime.load(name, mc)
コード例 #35
0
ファイル: plane_array_py.py プロジェクト: mario007/renmas
from tdasm import Tdasm, Runtime
import random
from renmas.shapes import Plane, intersect_ray_shape_array
from renmas.core import Ray
from renmas.maths import Vector3
import renmas.utils as util
import timeit

asm_structs = util.structs("ray", "plane", "hitpoint")

ASM = """
#DATA
"""
ASM += asm_structs + """

    ray r1
    hitpoint hp
    float min_dist = 999999.0

    uint32 ptr_planes
    uint32 nplanes
    
    #CODE
    ; eax = pointer_to_ray, ebx = pointer_to_hitpoint
    mov eax, r1
    mov ebx, hp
    mov ecx, min_dist
    mov esi, dword [ptr_planes]
    mov edi, dword [nplanes]
    ; eax - ray, ebx - hp , ecx - min_dist, esi - ptr_planes, edi - nplanes
    call plane_array 
コード例 #36
0
    def get_sample_asm(self, runtime, label):
        # eax - pointer to sample structure
        util.load_func(runtime, "random")

        if util.AVX:
            line1 = "vcvtdq2ps xmm4, xmm4 \n"
        else:
            line1 = "cvtdq2ps xmm4, xmm4 \n"

        asm_structs = util.structs("sample")
        code = """
            #DATA
        """
        code += asm_structs + """
            uint32 n, curn
            uint32 tile_endx, tile_endy
            uint32 tilex, tiley
            uint32 cur_xyxy[4] ; we just use first two numbers for now
            float pixel_size[4]
            float w2h2[4]

            #CODE
        """
        code += " global " + label + ":\n" + """
            cmp dword [curn], 0
            jbe _next_pixel

            ; calculate sample
            call random
            ; random number is in xmm0
            macro eq128 xmm4 = cur_xyxy {xmm0}
            """
        code += line1 + """
            macro eq128_128 xmm1 = pixel_size, xmm2 = w2h2 {xmm0}
            macro eq128 xmm3 = xmm4 + xmm2 {xmm1, xmm0}
            macro eq128 xmm3 = xmm3 + xmm0 {xmm1}
            mov ebx, dword [cur_xyxy]
            mov ecx, dword [cur_xyxy + 4]
            macro eq128 eax.sample.xyxy = xmm3 * xmm1
            mov dword [eax + sample.ix] ,ebx
            mov dword [eax + sample.iy] ,ecx
            sub dword [curn], 1
            mov eax,  1 
            ret
            
            
            _next_pixel:
            mov edx, dword [n] ; self.curn = self.n - 1
            sub edx, 1
            mov dword [curn], edx

            mov ebx, dword [cur_xyxy]
            cmp ebx, dword [tile_endx]
            je _checky
            ; increase curx 
            add ebx, 1
            mov dword [cur_xyxy], ebx
            ; calculate sample
           
            call random
            macro eq128 xmm4 = cur_xyxy {xmm0}
        """
        code += line1 + """
            macro eq128_128 xmm1 = pixel_size, xmm2 = w2h2 {xmm0}
            macro eq128 xmm3 = xmm4 + xmm2 {xmm1, xmm0}
            macro eq128 xmm3 = xmm3 + xmm0 {xmm1}
            mov ecx, dword [cur_xyxy + 4]
            macro eq128 eax.sample.xyxy = xmm3 * xmm1
            mov dword [eax + sample.ix] ,ebx
            mov dword [eax + sample.iy] ,ecx
            mov eax, 1 
            ret

            _checky:
            mov ecx, dword [cur_xyxy + 4]
            cmp ecx, dword [tile_endy]
            je _end_sampling
            ; increase cury
            add ecx, 1
            mov ebx, dword [tilex]
            mov dword [cur_xyxy+ 4], ecx 
            mov dword [cur_xyxy], ebx

            call random
            macro eq128 xmm4 = cur_xyxy {xmm0}
        """
        code += line1 + """
            macro eq128_128 xmm1 = pixel_size, xmm2 = w2h2 {xmm0}
            macro eq128 xmm3 = xmm4 + xmm2 {xmm1, xmm0}
            macro eq128 xmm3 = xmm3 + xmm0 {xmm1}
            macro eq128 eax.sample.xyxy = xmm3 * xmm1
            mov dword [eax + sample.ix] ,ebx
            mov dword [eax + sample.iy] ,ecx
            mov eax, 1 
            ret

            _end_sampling:
            xor eax, eax 
            ret

        """
        assembler = util.get_asm()
        mc = assembler.assemble(code, True)
        #mc.print_machine_code()
        name = "get_sample" + str(util.unique())
        self.ds = runtime.load(name, mc)
        self._populate_ds()
        return True
コード例 #37
0
ファイル: funcs.py プロジェクト: mario007/renmas
def intersect_ray_triangle_avx(runtime, label, populate=True):
    asm_structs = util.structs("ray", "hitpoint")

    ASM = """ 
    #DATA
    float one = 1.0
    float zero = 0.0
    float epsilon = 0.00001
    float beta
    float coff 
    """
    ASM += asm_structs + """
        ;eax = pointer to ray structure
        ;ecx = pointer to minimum distance
        ;edx = pointer to hitpoint
    #CODE
    """
    ASM += " global " + label + ":\n" 
    ASM += """
    mov ebp, dword [esp+4]
    vmovaps xmm0, oword [ebp]
    ;vmovaps xmm0, oword [ebx + triangle.p0]


    vmovaps xmm2, oword [eax + ray.dir]

    mov ebp, dword [esp+12]
    vsubps xmm1, xmm0, oword [ebp]
    ;vsubps xmm1, xmm0, oword [ebx + triangle.p2]

    vsubps xmm3, xmm0, oword [eax + ray.origin]

    mov ebp, dword [esp+8]
    vsubps xmm0, xmm0, oword [ebp]
    ;vsubps xmm0, xmm0, oword [ebx + triangle.p1]

    vpermilps xmm0, xmm0, 11010010B ;rotate by 1
    vpermilps xmm2, xmm2, 11001001B ; rotate by 2
    
    vblendps xmm4, xmm0, xmm1, 0010b
    vblendps xmm4, xmm4, xmm2, 1
   
    vblendps xmm5, xmm0, xmm1, 0100b
    vblendps xmm5, xmm5, xmm2, 0010b

    vpermilps xmm6, xmm4, 11010010B
    vpermilps xmm7, xmm5, 11001001B

    vmulps xmm4, xmm4, xmm5
    vmulps xmm6, xmm6, xmm7
    vblendps xmm5, xmm0, xmm1, 0001B
    vblendps xmm5, xmm5, xmm2, 0100B
    vsubps xmm4, xmm4, xmm6
    vdpps xmm7, xmm4, xmm5, 0xf1

    vpermilps xmm3, xmm3, 11010010B ;rotate by 1
    vblendps xmm4, xmm1, xmm2, 0001B
    vmovss xmm6, dword [one]
    vblendps xmm4, xmm4, xmm3, 0100B
    vblendps xmm5, xmm1, xmm2, 0010B
    vdivss xmm6, xmm6, xmm7

    vblendps xmm5, xmm5, xmm3, 0001B

    vpermilps xmm7, xmm5, 11001001B
    vmovss dword [coff], xmm6
    vpermilps xmm6, xmm4, 11010010B

    vmulps xmm4, xmm4, xmm5
    vmulps xmm6, xmm6, xmm7

    vblendps xmm5, xmm1, xmm2, 0100B
    vblendps xmm5, xmm5, xmm3, 0010B

    vsubps xmm4, xmm4, xmm6
    vdpps xmm7, xmm4, xmm5, 0xf1

    vmulss xmm7, xmm7, dword [coff]
    vcomiss xmm7, dword [zero]
    jc _reject ;beta less then zero reject 
    vmovss dword [beta], xmm7
    
    vpermilps xmm3, xmm3, 11001001B ; rotate by 2

    vblendps xmm4, xmm0, xmm2, 0001B
    vblendps xmm4, xmm4, xmm3, 0010B
    vpermilps xmm6, xmm4, 11010010B
    vblendps xmm5, xmm0, xmm2, 0010B
    vblendps xmm5, xmm5, xmm3, 0100B
    vpermilps xmm7, xmm5, 11001001B
    vmulps xmm4, xmm4, xmm5
    vmulps xmm6, xmm6, xmm7
    vblendps xmm5, xmm0, xmm2, 0100B
    vblendps xmm5, xmm5, xmm3, 0001B
    vsubps xmm4, xmm4, xmm6
    vdpps xmm7, xmm4, xmm5, 0xf1

    vmulss xmm7, xmm7, dword [coff]
    vcomiss xmm7, dword [zero]
    jc _reject ;beta less then zero reject 
    vaddss xmm7, xmm7, dword [beta]
    vcomiss xmm7, dword [one]
    jnc _reject

    vpermilps xmm3, xmm3, 11001001B ; rotate by 2

    vblendps xmm4, xmm0, xmm1, 0010B
    vblendps xmm4, xmm4, xmm3, 0001B
    vpermilps xmm6, xmm4, 11010010B
    vblendps xmm5, xmm0, xmm1, 0100B
    vblendps xmm5, xmm5, xmm3, 0010B
    vpermilps xmm7, xmm5, 11001001B
    vmulps xmm4, xmm4, xmm5
    vmulps xmm6, xmm6, xmm7
    vblendps xmm5, xmm0, xmm1, 0001B
    vblendps xmm5, xmm5, xmm3, 0100B
    vsubps xmm4, xmm4, xmm6
    vdpps xmm7, xmm4, xmm5, 0xf1
    vmulss xmm7, xmm7, dword [coff]
    vcomiss xmm7, dword [epsilon]
    jc _reject
    vcomiss xmm7, dword [ecx] ;minimum distance
    jnc _reject


    ;populate hitpoint structure
    ; t is in xmm7
    vmovss dword [edx + hitpoint.t], xmm7 
    macro broadcast xmm6 = xmm7[0]
    ;macro eq128_32 edx.hitpoint.normal = ebx.triangle.normal, edx.hitpoint.mat_index = ebx.triangle.mat_index

    ;vpermilps xmm2, xmm2, 11001001B ; rotate by 2
    macro eq128 xmm2 = eax.ray.dir
    vmulps xmm6, xmm6, xmm2
    macro eq128 edx.hitpoint.hit = xmm6 + eax.ray.origin

    mov ebp, dword [esp + 16]
    vmovaps xmm0, oword [ebp]
    vmovss xmm1, dword [esp + 20]
    macro eq128 edx.hitpoint.normal = xmm0
    macro eq32 edx.hitpoint.mat_index = xmm1

    mov eax, 1
    ret

    _reject:
    mov eax, 0
    ret
"""


    assembler = util.get_asm()
    mc = assembler.assemble(ASM, True)
    #mc.print_machine_code()
    name = "ray_triangle_isect" + str(util.unique())
    runtime.load(name, mc)
コード例 #38
0
ファイル: test_ply.py プロジェクト: mario007/renmas
isect = renmas.shapes.isect  #intersection rutine
#for x in range(100):
#    ray = random_ray()
#    hp = isect(ray, lst_triangles, 999999.0)
#    if hp is not None:
#        print(ray)
#        break

runtime = Runtime()
mesh.prepare_isect_asm(runtime)
print(mesh.attributes())

renmas.shapes.Mesh3D.isect_asm(runtime, "mesh_isect")

asm_structs = util.structs("ray", "mesh3d", "hitpoint")
ASM = """
    #DATA
"""
ASM += asm_structs + """
    ray ray1
    hitpoint hp
    float min_dist = 9999.99
    ; eax - ray,  ebx - hp, ecx - min_dist, esi - ptr_arr, edi - nobj

    mesh3d mesh1
    uint32 result

    #CODE
    mov eax, ray1
    mov ebx, mesh1 
コード例 #39
0
ファイル: grid_intersect.py プロジェクト: mario007/renmas
#sphere = random_sphere()

hp = sphere.isect(ray)
hp = renmas.shapes.isect(ray, mdl.lst_shapes())
#print(hp.t)

grid = Grid()
grid.setup(mdl.lst_shapes())

hp3 = grid.isect(ray)
#print(hp3.t)

runtime = Runtime()
grid.isect_asm(runtime, "grid_intersect")

asm_structs = util.structs("ray", "grid", "hitpoint")
ASM = """
    #DATA
"""
ASM += asm_structs + """

    ray ray1
    hitpoint hp
    grid grid1
    float min_dist = 99999.0

    float _xmm0[4]
    float _xmm1[4]
    float _xmm2[4]
    float _xmm3[4]
    float _xmm5[4]
コード例 #40
0
ファイル: grid_intersect.py プロジェクト: mario007/renmas
#sphere = random_sphere()

hp = sphere.isect(ray)
hp = renmas.shapes.isect(ray, mdl.lst_shapes())
#print(hp.t)

grid = Grid()
grid.setup(mdl.lst_shapes())

hp3 = grid.isect(ray)
#print(hp3.t)

runtime = Runtime()
grid.isect_asm(runtime, "grid_intersect")

asm_structs = util.structs("ray", "grid", "hitpoint")
ASM = """
    #DATA
"""
ASM += asm_structs + """

    ray ray1
    hitpoint hp
    grid grid1
    float min_dist = 99999.0

    float _xmm0[4]
    float _xmm1[4]
    float _xmm2[4]
    float _xmm3[4]
    float _xmm5[4]
コード例 #41
0
ファイル: funcs.py プロジェクト: mario007/renmas
def linear_isect_asm(runtime, label, dyn_arrays):

    data1 = """
    uint32 r1
    uint32 hp
    float min_dist = 999999.0
    float max_dist = 999999.0
    float zero = 0.0
    float one = 1.0
    float epsilon = 0.00001
    """

    ASM = """
    #DATA
    """

    asm_structs = util.structs("ray", "hitpoint") 
    data2 = ""
    for key, value in dyn_arrays.items():
        asm_structs += util.structs(key.name())
        data2 += "uint32 ptr_" + key.name() + "\n"
        data2 += "uint32 n_" + key.name() + "\n"

    ASM += asm_structs
    ASM += data1
    ASM += data2
    ASM += "#CODE \n"
    ASM += "global " + label + ":\n"
    ASM += "mov dword [r1], eax \n"
    ASM += "mov dword [hp], ebx \n"
    ASM += "mov edx , dword [zero] \n"
    ASM += "macro eq32 min_dist = max_dist + one\n"
    ASM += "mov dword [ebx + hitpoint.t], edx \n"
    
    
    code = ""
    for key, value in dyn_arrays.items():
        code1 = """ 
        ;=== intersection of array
        mov eax, dword [r1]
        mov ebx, dword [hp]
        mov ecx, min_dist
        """
        line1 = "mov esi, dword [" + "ptr_" + key.name() + "] \n"
        line2 = "mov edi, dword [" + "n_" + key.name() + "]\n"
        call = "call " + key.name() + "_array \n"
        code = code1 + line1 + line2 + call
        ASM += code

        key.isect_asm(runtime, key.name() + "_intersect")
        intersect_ray_shape_array(key.name(), runtime, key.name() + "_array", key.name() + "_intersect")
    
    ASM += "macro eq32 xmm0 = min_dist \n" 
    ASM += "macro if xmm0 < max_dist goto _accept\n"
    ASM += "mov eax, 0\n"
    ASM += "ret \n"

    ASM += "_accept: \n"
    ASM += "macro if xmm0 < epsilon goto _reject\n"
    ASM += "mov eax, 1 \n"
    ASM += "ret\n"
    ASM += "_reject:\n"
    ASM += "mov eax, 0\n"
    ASM += "ret\n"
    asm = util.get_asm()
    mc = asm.assemble(ASM, True)
    #mc.print_machine_code()
    name = "ray_scene_intersection" + str(util.unique())
    ds = runtime.load(name, mc)

    for key, value in dyn_arrays.items():
        dy_arr = dyn_arrays[key]
        ds["ptr_" + key.name()] = dy_arr.get_addr()
        ds["n_" + key.name()] = dy_arr.size
コード例 #42
0
ファイル: grid_mesh.py プロジェクト: mario007/renmas
    def isect_asm(self, runtime, label, label_ray_tri):
        asm_structs = util.structs("ray", "mesh3d", "hitpoint")

        ASM = """
        #DATA
        """
        ASM += asm_structs + """
        float one[4] = 1.0, 1.0, 1.0, 0.0
        float zero[4] = 0.0, 0.0, 0.0, 0.0
        
        int32 ixyz[4]
        float dtxyz[4]

        int32 istep[4]
        int32 istop[4]
        float tnext[4]
        int32 n[4]

        uint32 ones = 0xFFFFFFFF
        float khuge = 999999.999
        uint32 hp_ptr
        uint32 ray_ptr
        uint32 mesh3d_ptr


        float bbox_min[4] 
        float bbox_max[4]
        float n_1[4]
        float nbox_width[4]
        float one_overn[4]
        int32 grid_size[4]
        uint32 grid_ptr
        uint32 arr_ptr 
        uint32 min_dist_ptr

        hitpoint hp2
        float epsilon = 0.00001
        #CODE
        """
        ASM += " global " + label + ":\n"
        if util.AVX:
            ASM += avx_asm(label_ray_tri)
        else:
            ASM += sse_asm(label_ray_tri)

        assembler = util.get_asm()
        mc = assembler.assemble(ASM, True)
        #mc.print_machine_code()
        name = "ray_grid_isect" + str(util.unique())
        self.ds = runtime.load(name, mc)

        bbox = self.bbox
        self.ds["bbox_min"] = (bbox.x0, bbox.y0, bbox.z0, 0.0)
        self.ds["bbox_max"] = (bbox.x1, bbox.y1, bbox.z1, 0.0)
        n_1 = self.n_1
        self.ds["n_1"] = (n_1.x, n_1.y, n_1.z, 0.0)
        ovn = self.one_overn
        self.ds["one_overn"] = (ovn.x, ovn.y, ovn.z, 0.0)
        nw = self.nbox_width
        self.ds["nbox_width"] = (nw.x, nw.y, nw.z, 0.0)
        self.ds["grid_size"] = (self.nx, self.ny, self.nz, 0)
        self.ds["grid_ptr"] = self.asm_cells.ptr()
        self.ds["arr_ptr"] = self.lin_array.ptr()
コード例 #43
0
ファイル: multiple_shapes.py プロジェクト: mario007/renmas

import timeit
from tdasm import Tdasm, Runtime
import random
from renmas.shapes import Plane, Sphere, intersect_ray_shape_array, isect, linear_isect_asm, isect_ray_scene
from renmas.core import Ray, ShapeDatabase
from renmas.maths import Vector3
import renmas.utils as util

import renmas.interface as mdl

asm_structs = util.structs("ray", "plane", "sphere", "hitpoint")

def create_random_shapes(n, shape_db):

    for x in range(n):
        if random.random() > 0.5:
            shape = mdl.create_random_sphere()
            #shape = create_sphere()
        else:
            #shape = create_plane()
            shape = mdl.create_random_plane()
        shape_db.add_shape(shape)

def generate_ray():
    x = random.random() * 10.0
    y = random.random() * 10.0
    z = random.random() * 10.0

    dir_x = random.random() * 10.0 - 5.0
コード例 #44
0
def generate_shade(runtime, label, visible_label):
    materials = ren.lst_materials()
    lights = ren.lst_lights()

    nmaterials = len(materials)
    nlights = len(lights)

    asm_structs = util.structs("hitpoint")
    #loop through list of lights and do shading
    #TODO later implement smarter shade where we on random pick just light??? study this aproach
    #eax is pointer to hitpoint
    ASM = """
        #DATA
    """
    ASM += asm_structs
    ASM += "uint32 lights_ptrs[" + str(nlights) + "]\n"
    ASM += "uint32 materials_ptrs[" + str(nmaterials) + "]\n"
    ASM += "uint32 nlights \n"
    ASM += "uint32 cur_light \n"
    ASM += """
        float zero_spectrum[4] = 0.0, 0.0, 0.0, 0.0
        float curr_spectrum[4]

        uint32 hp_ptr 

        #CODE
    """
    ASM += "global " + label + ":\n" + """
        macro eq128 curr_spectrum = zero_spectrum
        mov dword [cur_light], 0 
        mov dword [hp_ptr], eax

        next_light:
        ; check if include all lights and finish shading if we are  
        mov ebx, dword [cur_light]
        cmp ebx, dword [nlights]
        je _end_shading

        ; call shading for current light
        mov eax, dword [hp_ptr]
        call dword [lights_ptrs + ebx*4]
        add dword [cur_light], 1 ;move to next light in next iteration
        
        ; check to see if we must call brdf of material
        mov eax, dword [hp_ptr]
        mov edx, dword [eax + hitpoint.visible]
        cmp edx, 0
        je next_light
        
        ; call brdf of material
        mov eax, dword [hp_ptr]
        mov ebx, dword [eax + hitpoint.mat_index]
        call dword [materials_ptrs + 4*ebx] 
        mov eax, dword [hp_ptr]
        macro eq128 curr_spectrum = curr_spectrum + eax.hitpoint.spectrum
        jmp next_light

        _end_shading:
        mov eax, dword [hp_ptr]
        macro eq128 eax.hitpoint.spectrum = curr_spectrum
        ret

    """

    l_ptrs = []
    for l in lights:
        l.L_asm(runtime, visible_label)
        l_ptrs.append(l.func_ptr)
    l_ptrs = tuple(l_ptrs)
    m_ptrs = []
    for m in materials:
        m.brdf_asm(runtime)
        m_ptrs.append(m.func_ptr)
    m_ptrs = tuple(m_ptrs)

    asm = util.get_asm()
    mc = asm.assemble(ASM, True)
    name = "shade" + str(util.unique())
    ds = runtime.load(name, mc)
    ds["lights_ptrs"] = l_ptrs
    ds["materials_ptrs"] = m_ptrs
    ds["nlights"] = nlights
コード例 #45
0
ファイル: pinhole.py プロジェクト: mario007/renmas

from tdasm import Runtime
import renmas.samplers
from renmas.camera import PinholeCamera
import renmas.interface as ren 
import renmas.utils as util

asm_structs = util.structs("ray", "sample")

ASM = """
#DATA
"""
ASM += asm_structs + """
    sample sp1
    ray r1

    float _xmm[4]

    #CODE
    mov eax, r1
    mov ebx, sp1
    call generate_ray
    movaps oword [_xmm], xmm4

"""

if __name__ == "__main__":

    runtime = Runtime()
コード例 #46
0
ファイル: sphere.py プロジェクト: mario007/renmas
    def isect_asm(cls, runtime, label, populate=True):
        asm_structs = util.structs("ray", "sphere", "hitpoint")
        if util.AVX:
            line1 = " vsqrtss xmm5, xmm5, xmm5 \n"
        else:
            line1 = " sqrtss xmm5, xmm5 \n"

        ASM = """ 
        #DATA
        float epsilon = 0.0001
        float two = 2.0
        float minus_four = -4.0
        float zero = 0.0
        float one = 1.0
        float minus_one = -1.0
        """
        ASM += asm_structs + """
            ;eax = pointer to ray structure
            ;ebx = pointer to plane structure
            ;ecx = pointer to minimum distance
            ;edx = pointer to hitpoint
        #CODE
        """
        ASM += " global " + label + ":\n" + """
            macro eq128_128 xmm1 = eax.ray.dir, xmm2 = eax.ray.origin - ebx.sphere.origin
            macro dot xmm3 = xmm1 * xmm1 {xmm2}
            macro dot xmm4 = xmm2 * xmm1 {xmm3}
            macro eq32_32 xmm4 = xmm4 * two, xmm5 = ebx.sphere.radius * ebx.sphere.radius {xmm1, xmm2, xmm3, xmm4}
            macro dot xmm6 = xmm2 * xmm2 {xmm1, xmm3, xmm4, xmm5}
            macro eq32 xmm5 = xmm6 - xmm5 {xmm1, xmm2, xmm3, xmm4}
            macro eq32_32 xmm5 = xmm5 * xmm3, xmm6 = xmm4 * xmm4 {xmm1, xmm2, xmm3}
            macro eq32 xmm5 = xmm5 * minus_four {xmm1, xmm2, xmm3, xmm4, xmm6}
            macro eq32 xmm5 = xmm5 + xmm6 {xmm1, xmm2, xmm3, xmm4}
            
            ; temp = xmm2, a = xmm3 , b = xmm4, disc = xmm5, ray.dir = xmm1
            macro if xmm5 < zero goto _reject
        """
        ASM += line1 + """
            macro eq32 xmm3 = xmm3 * two {xmm1, xmm2, xmm4, xmm5}
            macro eq32_32 xmm3 = one / xmm3, xmm4 = xmm4 * minus_one {xmm1, xmm2, xmm5}
            macro eq32 xmm6 = xmm4 - xmm5 {xmm1, xmm2, xmm3, xmm5}
            macro eq32 xmm6 = xmm6 * xmm3 {xmm1, xmm2, xmm3, xmm4, xmm5}
            macro if xmm6 > epsilon goto populate_hitpoint
            macro eq32 xmm6 = xmm4 + xmm5 {xmm1, xmm2, xmm3}
            macro eq32 xmm6 = xmm6 * xmm3 {xmm1, xmm2, xmm3, xmm4, xmm5}
            macro if xmm6 > epsilon goto populate_hitpoint
            mov eax, 0
            ret

            populate_hitpoint:
            macro if xmm6 > ecx goto _reject 

            """

        if populate:
            ASM += """
            macro broadcast xmm5 = xmm6[0]
            macro eq128_32 xmm4 =  xmm5 * xmm1, xmm7 = ebx.sphere.radius {xmm2}
            macro eq32 edx.hitpoint.t = xmm6 {xmm2, xmm4, xmm7}
            macro eq128_128 edx.hitpoint.hit = xmm4 + eax.ray.origin, xmm5 = xmm2 + xmm4 {xmm7}
            macro broadcast xmm7 = xmm7[0] 
            macro eq128_32 edx.hitpoint.normal = xmm5 / xmm7, edx.hitpoint.mat_index = ebx.sphere.mat_index
            """

        ASM += """

            mov eax, 1
            ret

            _reject:
            mov eax, 0
            ret
        """
        assembler = util.get_asm()
        mc = assembler.assemble(ASM, True)
        #mc.print_machine_code()
        name = "ray_sphere_isect" + str(util.unique())
        runtime.load(name, mc)