antialising working!
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257
src/main.cu
257
src/main.cu
@ -31,18 +31,19 @@ typedef float F32;
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#define F32_MAX FLT_MAX
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#define F32_MIN FLT_MIN
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//~ test defines
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//------------------------------------------------------------------------------------------
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//~ Program parameter defines
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#define NUM_BLOCKS 1
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#define NUM_THREADS 32
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#define IMAGE_WIDTH 1920
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#define ASPECT_RATIO 1.7778f // 16/9
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#define CURAND_SEED 1984
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#define MAX_NUM_ENTITIES 64
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#define SAMPLES_PER_PIXEL 32
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//------------------------------------------------------------------------------------------
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//~ structs
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@ -101,6 +102,7 @@ struct CameraF32
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Vec3F32 center;
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Vec3F32 up;
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F32 focal_length;
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F32 pixel_sample_scale;
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};
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typedef struct ImageF32 ImageF32;
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@ -227,21 +229,22 @@ __device__ function F32 surrounds_RngF32(RngF32 rng, F32 val)
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return out;
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}
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__device__ function F32 contains_RngF32(RngF32 rng, F32 val)
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{
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F32 out = (rng.min <= val) && (val <= rng.max);
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return out;
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}
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__device__ function F32 size_RngF32(RngF32 rng)
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{
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return rng.max-rng.min;
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}
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//
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//__device__ function F32 contains_RngF32(RngF32 rng, F32 val)
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//{
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// F32 out = (rng.min <= val) && (val <= rng.max);
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// return out;
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//}
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//
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//__device__ function F32 size_RngF32(RngF32 rng)
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//{
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// return rng.max-rng.min;
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//}
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//
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__host__ function void write_buffer_to_ppm(Vec3F32 *buffer,
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U32 image_width,
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U32 image_height,
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U32 *idx_buffer)
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U32 image_height)
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{
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const char *filename = "output.ppm";
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@ -267,9 +270,7 @@ __host__ function void write_buffer_to_ppm(Vec3F32 *buffer,
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{
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// We represent RGB values by floats internally and scale to integer values
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U32 idx = i * image_width + j;
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if(idx_buffer[idx] != 0) {
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//LOG("idx %i, idxbuffer[idx] = %i \n", idx, idx_buffer[idx]);
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}
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F32 r = buffer[idx].r;
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F32 g = buffer[idx].g;
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F32 b = buffer[idx].b;
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@ -286,9 +287,26 @@ __host__ function void write_buffer_to_ppm(Vec3F32 *buffer,
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fclose(file);
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}
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__device__ function F32
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clamp_F32(RngF32 rng, F32 val)
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{
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F32 out = fmaxf(rng.min, val);
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out = fminf(val, rng.max);
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return out;
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}
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__device__ function HitRecord hit_sphere(Vec3F32 center, F32 radius,
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RayF32 ray, RngF32 range)
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__device__ function Vec3F32
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clamp_V3F32(RngF32 rng, Vec3F32 v)
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{
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Vec3F32 out = {0};
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out.x = clamp_F32(rng, v.x);
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out.y = clamp_F32(rng, v.y);
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out.z = clamp_F32(rng, v.z);
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return out;
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}
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__device__ function HitRecord
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hit_sphere(Vec3F32 center, F32 radius, RayF32 ray, RngF32 range)
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{
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HitRecord out = {0};
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// We take the quadratic formula -b/2a +- sqrt(b*b-4ac) / 2a,
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@ -369,9 +387,98 @@ __device__ function HitRecord hit_sphere(Vec3F32 center, F32 radius,
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return out;
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}
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__device__ function RayF32
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ray_get_F32(F32 x, F32 y, Vec3F32 cam_center, curandState local_rand_state)
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{
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RayF32 out = {0};
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// We have unit vectors delta_u and delta_v in the horizontal and vertical viewport directions.
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Vec3F32 px_u = scale_V3F32(x, viewport.pixel_delta_u);
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Vec3F32 px_v = scale_V3F32(y, viewport.pixel_delta_v);
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Vec3F32 pixel_center = add_V3F32(viewport.pixel_origin, add_V3F32(px_u, px_v));
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// To get anti-aliasing we make a random offset from the pixel center
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F32 rand_u = curand_uniform(&local_rand_state) - 0.5f;
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F32 rand_v = curand_uniform(&local_rand_state) - 0.5f;
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// the rand u and rand v are offsets from a pixel in the [-0.5, 0.5] square.
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// We need to put that into the world space of our viewport
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Vec3F32 offset_u = scale_V3F32(rand_u, viewport.pixel_delta_u);
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Vec3F32 offset_v = scale_V3F32(rand_v, viewport.pixel_delta_v);
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__global__ void cuda_main(Entity *entities, Vec3F32 *pixelbuffer, U32 *idxbuffer)
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// Then we shift the pixel center with the offsets in both directions
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Vec3F32 pixel_sample = add_V3F32(pixel_center, add_V3F32(offset_u, offset_v));
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// With a randomised point around the pixel center we can define the ray direction
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// as the vector from the camera center to the point on the viewport.
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Vec3F32 ray_direction = sub_V3F32(pixel_sample, camera.center);
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out.origin = camera.center;
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out.direction = ray_direction;
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return out;
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}
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// Trace a ray and get a pixel color sample
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__device__ function Vec3F32
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get_sample_color(RayF32 ray, Entity *entities)
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{
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Vec3F32 out = {0};
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RngF32 hit_range = {F32_MIN, F32_MAX};
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HitRecord hit_rec = {0};
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for(U32 entity_idx = 0; entity_idx < MAX_NUM_ENTITIES; entity_idx += 1)
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{
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Entity *entity = &entities[entity_idx];
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switch(entity->kind)
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{
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case EntityKind_Nil:
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{
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// no op
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} break;
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case EntityKind_Sphere:
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{
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HitRecord temp_hit_rec = hit_sphere(entity->center, entity->radius,
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ray, hit_range);
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if(temp_hit_rec.hit)
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{
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hit_rec = temp_hit_rec;
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hit_range.max = hit_rec.t;
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}
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} break;
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} // end switch entity kind
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}
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Vec3F32 sample_pixel_color = vec3F32(0.0f, 0.0f, 0.0f);
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if(hit_rec.hit)
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{
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// Paint entity
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sample_pixel_color = add_V3F32(hit_rec.normal, vec3F32(1.0f, 1.0f, 1.0f));
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sample_pixel_color = scale_V3F32(0.5f, sample_pixel_color);
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// debug
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//sample_pixel_color = vec3F32(1.0f, 0.0f, 0.0f);
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}
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else
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{
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// Paint background gradient
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F32 norm = norm_V3F32(ray.direction);
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Vec3F32 unit_dir = scale_V3F32(1.0f/norm, ray.direction);
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Vec3F32 white = vec3F32(1.0f, 1.0f, 1.0f);
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Vec3F32 light_blue = vec3F32(0.5f, 0.7f, 1.0f);
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// Lerp between white and light blue depending on y position
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F32 blend = 0.5f*(unit_dir.y + 1.0f);
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sample_pixel_color = lerp_V3F32(blend, white, light_blue);
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}
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out = sample_pixel_color;
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return out;
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}
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__global__ void
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cuda_main(Entity *entities, Vec3F32 *pixelbuffer, curandState *rand_state)
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{
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U32 x = blockIdx.x * blockDim.x + threadIdx.x;
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@ -380,72 +487,30 @@ __global__ void cuda_main(Entity *entities, Vec3F32 *pixelbuffer, U32 *idxbuffer
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if(x < image.width && y < image.height)
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{
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Vec3F32 px_u = scale_V3F32((F32)x, viewport.pixel_delta_u);
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Vec3F32 px_v = scale_V3F32((F32)y, viewport.pixel_delta_v);
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Vec3F32 pixel_center = add_V3F32(viewport.pixel_origin, add_V3F32(px_u, px_v));
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// TODO(anton): Maybe we dont need some ray structure here..
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Vec3F32 ray_direction = sub_V3F32(pixel_center, camera.center);
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RayF32 ray = {0};
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ray.origin = camera.center;
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ray.direction = ray_direction;
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RngF32 hit_range = {F32_MIN, F32_MAX};
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HitRecord hit_rec = {0};
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for(U32 entity_idx = 0; entity_idx < MAX_NUM_ENTITIES; entity_idx += 1)
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// We are adding all samples and then dividing by num samples to get the mean, so
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// we initialise the color for this pixel to black.
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// Loop over all pixel samples
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Vec3F32 pixel_color = vec3F32(0.0f, 0.0f, 0.0f);
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for(U32 sample_idx = 0; sample_idx < SAMPLES_PER_PIXEL; sample_idx += 1)
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{
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Entity *entity = &entities[entity_idx];
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switch(entity->kind)
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{
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case EntityKind_Nil:
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{
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// no op
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} break;
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case EntityKind_Sphere:
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{
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HitRecord temp_hit_rec = hit_sphere(entity->center, entity->radius,
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ray, hit_range);
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if(temp_hit_rec.hit)
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{
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hit_rec = temp_hit_rec;
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hit_range.max = hit_rec.t;
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}
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// TODO(anton): Maybe we can randomise things directly here as the
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// nvidia accelerated version, where we just put the x, y indices with a
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// randomised shift and normalise to viewport space by dividing by max x, max y
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RayF32 ray = ray_get_F32((F32)x, (F32)y, camera.center, rand_state[idx]);
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Vec3F32 sample_pixel_color = get_sample_color(ray, entities);
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} break;
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} // end switch entity kind
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}
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Vec3F32 pixel_color = {0.0f, 0.0f, 0.0f};
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if(hit_rec.hit)
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{
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// Paint entity
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pixel_color = add_V3F32(hit_rec.normal, vec3F32(1.0f, 1.0f, 1.0f));
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pixel_color = scale_V3F32(0.5f, pixel_color);
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}
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else
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{
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// Paint background gradient
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F32 norm = norm_V3F32(ray.direction);
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Vec3F32 unit_dir = scale_V3F32(1.0f/norm, ray.direction);
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Vec3F32 white = vec3F32(1.0f, 1.0f, 1.0f);
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Vec3F32 light_blue = vec3F32(0.5f, 0.7f, 1.0f);
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// Lerp between white and light blue depending on y position
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F32 blend = 0.5f*(unit_dir.y + 1.0f);
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pixel_color = lerp_V3F32(blend, white, light_blue);
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F32 debug_sample = curand_uniform(&rand_state[idx]);
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Vec3F32 debug = vec3F32(debug_sample, debug_sample, debug_sample);
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//pixel_color = add_V3F32(pixel_color, debug);
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pixel_color = add_V3F32(pixel_color, sample_pixel_color);
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}
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pixelbuffer[idx] = pixel_color;
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//pixelbuffer[idx].x = (F32)x/(F32)image.width;
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//pixelbuffer[idx].y = (F32)y/(F32)image.height;
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//pixelbuffer[idx].z = 0.0f;
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idxbuffer[idx] = idx;
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pixel_color = scale_V3F32(1.0f/(F32)SAMPLES_PER_PIXEL, pixel_color);
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RngF32 clamp_range = {0.0f, 1.0f};
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pixelbuffer[idx] = clamp_V3F32(clamp_range, pixel_color);
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}
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}
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@ -488,6 +553,9 @@ int main()
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// -------------
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CameraF32 h_camera = {0};
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h_camera.focal_length = 1.0f;
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F32 samples_per_pixel = (F32)SAMPLES_PER_PIXEL;
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h_camera.pixel_sample_scale = 1.0f/samples_per_pixel;
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cuErr = cudaMemcpyToSymbol(camera, &h_camera, sizeof(CameraF32), 0,
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cudaMemcpyHostToDevice);
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CUDA_CHECK(cuErr);
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@ -515,7 +583,7 @@ int main()
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// pixel_origin = upper_left + 0.5 * (delta u + delta v)
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Vec3F32 pixel_delta_sum = add_V3F32(h_viewport.pixel_delta_u, h_viewport.pixel_delta_v);
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h_viewport.pixel_origin = add_V3F32(viewport_upper_left,
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scale_V3F32(0.5f, pixel_delta_sum));
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scale_V3F32(0.5f, pixel_delta_sum));
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cuErr = cudaMemcpyToSymbol(viewport, &h_viewport, sizeof(ViewportF32), 0,
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cudaMemcpyHostToDevice);
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@ -571,22 +639,16 @@ int main()
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cuErr = cudaMalloc(&pixel_buffer, pixel_buffer_size);
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CUDA_CHECK(cuErr);
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// This is just a debug buffer, TODO(anton): remove
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U32 *idxbuffer = 0;
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cuErr = cudaMalloc(&idxbuffer, sizeof(U32)*num_pixels);
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curandState *rand_state = 0;
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cuErr = cudaMalloc(&rand_state, num_pixels*sizeof(curandState));
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CUDA_CHECK(cuErr);
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curandState *d_rand_state = 0;
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cuErr = cudaMalloc(&d_rand_state, num_pixels*sizeof(curandState));
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CUDA_CHECK(cuErr);
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//////////////////////////////////////////////////////////////////////////////////////////
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// Initialise CUDA state such as random number states per thread.
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// This is separate for performance measurements
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// ------------
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cuda_init_state<<<blocks_per_grid, threads_per_block>>>(d_rand_state);
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cuda_init_state<<<blocks_per_grid, threads_per_block>>>(rand_state);
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cuErr = cudaGetLastError();
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CUDA_CHECK(cuErr);
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cuErr = cudaDeviceSynchronize();
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@ -602,7 +664,7 @@ int main()
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LOG("threads per block: (%i, %i %i) \n",
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threads_per_block.x, threads_per_block.y, threads_per_block.z);
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cuda_main<<<blocks_per_grid, threads_per_block>>>(entities, pixel_buffer, idxbuffer);
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cuda_main<<<blocks_per_grid, threads_per_block>>>(entities, pixel_buffer, rand_state);
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cuErr = cudaGetLastError();
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CUDA_CHECK(cuErr);
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cuErr = cudaDeviceSynchronize();
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@ -617,15 +679,14 @@ int main()
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cudaMemcpyDeviceToHost);
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CUDA_CHECK(cuErr);
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// TODO(anton): remove debug buffer
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U32 *h_idxbuffer = (U32 *)malloc(num_pixels*sizeof(U32));
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cuErr = cudaMemcpy(h_idxbuffer, idxbuffer, num_pixels*sizeof(U32),
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cudaMemcpyDeviceToHost);
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write_buffer_to_ppm(h_pixel_buffer, h_image.width, h_image.height, h_idxbuffer);
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write_buffer_to_ppm(h_pixel_buffer, h_image.width, h_image.height);
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cuErr = cudaFree(pixel_buffer);
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CUDA_CHECK(cuErr);
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cuErr = cudaFree(entities);
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CUDA_CHECK(cuErr);
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cuErr = cudaFree(rand_state);
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CUDA_CHECK(cuErr);
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return 0;
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}
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BIN
timeBuild.ctm
BIN
timeBuild.ctm
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