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simpleCUDA2GL.cu
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simpleCUDA2GL.cu
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#include "simpleCUDA2GL.h"
// Utilities and system includes
#include <helper_cuda.h>
// clamp x to range [a, b]
__device__ float clamp(float x, float a, float b) { return max(a, min(b, x)); }
__device__ int clamp(int x, int a, int b) { return max(a, min(b, x)); }
// convert floating point rgb color to 8-bit integer
__device__ int rgbToInt(float r, float g, float b) {
r = clamp(r, 0.0f, 255.0f);
g = clamp(g, 0.0f, 255.0f);
b = clamp(b, 0.0f, 255.0f);
return (int(b) << 16) | (int(g) << 8) | int(r);
}
__device__ double dot(const double x[3], const double y[3]) {
return (x[0] * y[0]) + (x[1] * y[1]) + (x[2] * y[2]);
}
__device__ void add(const double a[], const double b[], double *resultLocation) {
resultLocation[0] = a[0] + b[0];
resultLocation[1] = a[1] + b[1];
resultLocation[2] = a[2] + b[2];
}
__device__ void subtract(const double a[], const double b[], double *resultLocation) {
resultLocation[0] = a[0] - b[0];
resultLocation[1] = a[1] - b[1];
resultLocation[2] = a[2] - b[2];
}
__device__ void multiply(double a, const double b[], double *resultLocation) {
resultLocation[0] = a * b[0];
resultLocation[1] = a * b[1];
resultLocation[2] = a * b[2];
}
__device__ void canvasToViewport(int x, int y, double *returnLocation) {
returnLocation[0] = x * VIEWPORT_WIDTH / (double) CANVAS_WIDTH;
returnLocation[1] = y * VIEWPORT_HEIGHT / (double) CANVAS_HEIGHT;
returnLocation[2] = D;
}
__device__ void reflectRay(double R[], double N[], double *returnLocation) {
double n_dot_r = dot(N, R);
double n_multiply_two[3];
multiply(2, N, n_multiply_two);
double dot_times_multiply[3];
multiply(n_dot_r, n_multiply_two, dot_times_multiply);
subtract(dot_times_multiply, R, returnLocation);
}
__device__ void intersectRaySphere(double cameraPos[], double d[], Sphere sphere, double *returnLocation) {
double CO[3];
subtract(cameraPos, sphere.center, CO);
double a = dot(d, d);
double b = 2 * dot(CO, d);
double c = dot(CO, CO) - sphere.radius * sphere.radius;
double discriminant = b * b - 4 * a * c;
if (discriminant < 0) {
returnLocation[0] = inf;
returnLocation[1] = inf;
return;
}
double discriminantSqrt = sqrt(discriminant);
returnLocation[0] = (double) ((-b + discriminantSqrt) / (2 * a));
returnLocation[1] = (double) ((-b - discriminantSqrt) / (2 * a));
}
__device__ IntersectionData closestIntersection(double cameraPos[], double d[], double t_min, double t_max) {
double closest_t = inf;
Sphere closestSphere;
bool isNull = true;
for (size_t i = 0; i < ARR_LEN(spheres); ++i) {
double t[2];
intersectRaySphere(cameraPos, d, spheres[i], t);
if (t[0] < closest_t && t_min < t[0] && t[0] < t_max) {
closest_t = t[0];
closestSphere = spheres[i];
isNull = false;
}
if (t[1] < closest_t && t_min < t[1] && t[1] < t_max) {
closest_t = t[1];
closestSphere = spheres[i];
isNull = false;
}
}
IntersectionData data = {.sphere = closestSphere, .closest_t = closest_t, .isSphereNull = isNull};
return data;
}
__device__ double computeLighting(double P[], double N[], double V[], double s) {
double intensity = 0.0;
for (size_t i = 0; i < ARR_LEN(lights); ++i) {
if (lights[i].lightType == LIGHT_TYPE_AMBIENT) {
intensity += lights[i].intensity;
} else {
double L[3];
double t_max;
if (lights[i].lightType == LIGHT_TYPE_POINT) {
subtract(lights[i].position, P, L);
t_max = 1.0;
} else {
L[0] = lights[i].direction[0];
L[1] = lights[i].direction[1];
L[2] = lights[i].direction[2];
t_max = DBL_MAX;
}
// shadow check
IntersectionData intersectionData = closestIntersection(P, L, 0.001, t_max);
if (!intersectionData.isSphereNull)
continue;
// diffuse
double n_dot_l = dot(N, L);
if (n_dot_l > 0)
intensity += lights[i].intensity * n_dot_l / (LENGTH(N) * LENGTH(L));
// specular
if (s != -1) {
// 2 * N * dot(N, L) - L
double R[3];
reflectRay(L, N, R);
double r_dot_v = dot(R, V);
if (r_dot_v > 0)
intensity += lights[i].intensity * pow(r_dot_v / (LENGTH(R) * LENGTH(V)), s);
}
}
}
return intensity;
}
__device__ Color traceRay(double cameraPos[3], double d[], double min_t, double max_t, int recursion_depth) {
IntersectionData intersectionData = closestIntersection(cameraPos, d, min_t, max_t);
if (intersectionData.isSphereNull)
return BACKGROUND_COLOR;
double tmp1[3];
multiply(intersectionData.closest_t, d, tmp1);
double P[3];
add(cameraPos, tmp1, P);
double N[3];
subtract(P, intersectionData.sphere.center, N);
double N2[3];
multiply(1.0 / LENGTH(N), N, N2);
double tmp3[3];
multiply(-1.0, d, tmp3);
double lighting = computeLighting(P, N, tmp3, intersectionData.sphere.specular);
Color localColor = {ROUND_COLOR(intersectionData.sphere.color.r * lighting),
ROUND_COLOR(intersectionData.sphere.color.g * lighting),
ROUND_COLOR(intersectionData.sphere.color.b * lighting)};
if (recursion_depth <= 0 || intersectionData.sphere.reflectiveness <= 0)
return localColor;
double temp[3];
multiply(-1.0, d, temp);
double R[3];
reflectRay(temp, N2, R);
Color reflectedColor = traceRay(P, R, 0.001, inf, recursion_depth - 1);
return (Color) {ROUND_COLOR(localColor.r * (1 - intersectionData.sphere.reflectiveness) +
reflectedColor.r * intersectionData.sphere.reflectiveness), ROUND_COLOR(
localColor.g * (1 - intersectionData.sphere.reflectiveness) +
reflectedColor.g * intersectionData.sphere.reflectiveness), ROUND_COLOR(
localColor.b * (1 - intersectionData.sphere.reflectiveness) +
reflectedColor.b * intersectionData.sphere.reflectiveness)};
}
__global__ void cudaProcess(unsigned int *g_odata, int imgw) {
extern __shared__ uchar4 sdata[];
int tx = threadIdx.x;
int ty = threadIdx.y;
int bw = blockDim.x;
int bh = blockDim.y;
int x = blockIdx.x * bw + tx;
int y = blockIdx.y * bh + ty;
/*
* THIS IS HOW WE DRAW A PIXEL:
* g_odata[y * imgw + x] = rgbToInt(0, 255, 255);
*/
double d[3];
canvasToViewport(x - (CANVAS_WIDTH / 2), y - (CANVAS_HEIGHT / 2), d);
Color c = traceRay(cameraPosition, d, 1, inf, RECURSION_DEPTH_FOR_REFLECTIONS);
g_odata[y * imgw + x] = rgbToInt(c.r, c.g, c.b);
}
__global__ void moveCamera(double z, double y, double x) {
cameraPosition[0] += x;
cameraPosition[1] += y;
cameraPosition[2] += z;
}
extern "C" void launch_cudaProcess(dim3 grid, dim3 block, int sbytes, unsigned int *g_odata, int imgw) {
keyActions();
cudaProcess<<<grid, block, sbytes>>>(g_odata, imgw);
}
extern void moveCam(double z, double y, double x) {
moveCamera<<<1, 1>>>(z, y, x);
}