diff options
author | Michael Bien <[email protected]> | 2010-08-31 01:34:03 +0200 |
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committer | Michael Bien <[email protected]> | 2010-08-31 01:34:03 +0200 |
commit | 06e0c480e4379ebee77675f1fd55eb71e5c68247 (patch) | |
tree | 557a4e78cdadf1f68d03371c7423308c57c7f4bd /src | |
parent | f6f2d22005327c6da3bbb67eb96b56ba96212aff (diff) | |
parent | ca34c83b7ca95bb5beadc8f2350db4585d7c8f9a (diff) |
Merge branch 'master' of github.com:mbien/jocl-demos
Diffstat (limited to 'src')
-rw-r--r-- | src/com/jogamp/opencl/demos/julia3d/mandelbrot_kernel.cl | 8 | ||||
-rw-r--r-- | src/com/jogamp/opencl/demos/julia3d/rendering_kernel.cl | 12 |
2 files changed, 10 insertions, 10 deletions
diff --git a/src/com/jogamp/opencl/demos/julia3d/mandelbrot_kernel.cl b/src/com/jogamp/opencl/demos/julia3d/mandelbrot_kernel.cl index d5acd02..ffbbbca 100644 --- a/src/com/jogamp/opencl/demos/julia3d/mandelbrot_kernel.cl +++ b/src/com/jogamp/opencl/demos/julia3d/mandelbrot_kernel.cl @@ -52,7 +52,7 @@ typedef struct { // Scalar derivative approach by Enforcer: // http://www.fractalforums.com/mandelbulb-implementation/realtime-renderingoptimisations/ -static float IterateIntersect(const float4 z0, const float4 c0, const uint maxIterations) { +float IterateIntersect(const float4 z0, const float4 c0, const uint maxIterations) { float4 z = z0; float4 c = c0; @@ -80,7 +80,7 @@ static float IterateIntersect(const float4 z0, const float4 c0, const uint maxIt return 0.5f * log(r) * r / dr; } -static float IntersectBulb(const float4 eyeRayOrig, const float4 eyeRayDir, +float IntersectBulb(const float4 eyeRayOrig, const float4 eyeRayDir, const float4 c, const uint maxIterations, const float epsilon, const float maxDist, float4 *hitPoint, uint *steps) { float dist; @@ -154,7 +154,7 @@ int IntersectBoundingSphere(const float4 eyeRayOrig, const float4 eyeRayDir, } } -static float4 NormEstimate(const float4 p, const float4 c, +float4 NormEstimate(const float4 p, const float4 c, const float delta, const uint maxIterations) { const float4 qP = p; const float4 gx1 = qP - (float4)(delta, 0.f, 0.f, 0.f); @@ -176,7 +176,7 @@ static float4 NormEstimate(const float4 p, const float4 c, return N; } -static float4 Phong(const float4 light, const float4 eye, const float4 pt, +float4 Phong(const float4 light, const float4 eye, const float4 pt, const float4 N, const float4 diffuse) { const float4 ambient = (float4) (0.05f, 0.05f, 0.05f, 0.f); float4 L = normalize(light - pt); diff --git a/src/com/jogamp/opencl/demos/julia3d/rendering_kernel.cl b/src/com/jogamp/opencl/demos/julia3d/rendering_kernel.cl index 9c25c1b..5082c51 100644 --- a/src/com/jogamp/opencl/demos/julia3d/rendering_kernel.cl +++ b/src/com/jogamp/opencl/demos/julia3d/rendering_kernel.cl @@ -51,7 +51,7 @@ typedef struct { } RenderingConfig; -static float4 QuatMult(const float4 q1, const float4 q2) { +float4 QuatMult(const float4 q1, const float4 q2) { float4 r; // a1a2 - b1b2 - c1c2 - d1d2 @@ -66,7 +66,7 @@ static float4 QuatMult(const float4 q1, const float4 q2) { return r; } -static float4 QuatSqr(const float4 q) { +float4 QuatSqr(const float4 q) { float4 r; r.x = q.x * q.x - q.y * q.y - q.z * q.z - q.w * q.w; @@ -77,7 +77,7 @@ static float4 QuatSqr(const float4 q) { return r; } -static void IterateIntersect(float4 *q, float4 *qp, const float4 c, const uint maxIterations) { +void IterateIntersect(float4 *q, float4 *qp, const float4 c, const uint maxIterations) { float4 q0 = *q; float4 qp0 = *qp; @@ -93,7 +93,7 @@ static void IterateIntersect(float4 *q, float4 *qp, const float4 c, const uint m *qp = qp0; } -static float IntersectJulia(const float4 eyeRayOrig, const float4 eyeRayDir, +float IntersectJulia(const float4 eyeRayOrig, const float4 eyeRayDir, const float4 c, const uint maxIterations, const float epsilon, float4 *hitPoint, uint *steps) { float dist; @@ -170,7 +170,7 @@ float IntersectBoundingSphere(const float4 eyeRayOrig, const float4 eyeRayDir) { } } -static float4 NormEstimate(const float4 p, const float4 c, +float4 NormEstimate(const float4 p, const float4 c, const float delta, const uint maxIterations) { float4 N; float4 qP = p; @@ -201,7 +201,7 @@ static float4 NormEstimate(const float4 p, const float4 c, return N; } -static float4 Phong(const float4 light, const float4 eye, const float4 pt, const float4 N, const float4 diffuse) { +float4 Phong(const float4 light, const float4 eye, const float4 pt, const float4 N, const float4 diffuse) { const float4 ambient = (float4) (0.05f, 0.05f, 0.05f, 0.f); float4 L = normalize(light - pt); |