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Removed some old comments
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@@ -12,8 +12,6 @@
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#include <curand_kernel.h>
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// TODO: instead of IMAGEWIDTH and IMAGEHEIGHT this should reflect the windowSize;
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__global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer) {
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int px = blockIdx.x * blockDim.x + threadIdx.x;
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@@ -28,7 +26,6 @@ __global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer) {
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curandState randState;
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curand_init(1234, px + py * IMAGE_WIDTH, 0, &randState);
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// Multiple samples per pixel
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// Multiple samples per pixel
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for (int s = 0; s < SAMPLES_PER_PIXEL; s++) {
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// Map to [-1, 1]
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@@ -37,7 +34,6 @@ __global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer) {
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float u = ((px + 0.5f + jitterU) / IMAGE_WIDTH ) * 2.0f - 1.0f;
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float v = ((py + 0.5f + jitterV) / IMAGE_HEIGHT) * 2.0f - 1.0f;
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// TODO: Move this (and all similar transformation code) to its own separate file
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float tanHalfFov = tanf(fov * 0.5f);
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u *= tanHalfFov;
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v *= tanHalfFov;
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@@ -86,7 +82,7 @@ __global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer) {
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float colorR = 0.0f, colorG = 0.0f, colorB = 0.0f;
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float alphaAccum = 0.0f;
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float t = tNear;
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float t = tNear; // Front to back
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while (t < tFar && alphaAccum < alphaAcumLimit) {
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Point3 pos = d_cameraPos + rayDir * t;
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@@ -95,23 +91,16 @@ __global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer) {
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int iy = (int)roundf(pos.y);
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int iz = (int)roundf(pos.z);
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// Sample (pick appropriate method based on volume size)
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float density = sampleVolumeNearest(volumeData, VOLUME_WIDTH, VOLUME_HEIGHT, VOLUME_DEPTH, ix, iy, iz);
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// float density = sampleVolumeTrilinear(volumeData, VOLUME_WIDTH, VOLUME_HEIGHT, VOLUME_DEPTH, pos.x, pos.y, pos.z);
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// Sample (pick appropriate method based on volume size) TODO: Add a way to pick this in GUI
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// float density = sampleVolumeNearest(volumeData, VOLUME_WIDTH, VOLUME_HEIGHT, VOLUME_DEPTH, ix, iy, iz);
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float density = sampleVolumeTrilinear(volumeData, VOLUME_WIDTH, VOLUME_HEIGHT, VOLUME_DEPTH, pos.x, pos.y, pos.z);
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// If density ~ 0, skip shading
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if (density > minAllowedDensity) {
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Vec3 grad = computeGradient(volumeData, VOLUME_WIDTH, VOLUME_HEIGHT, VOLUME_DEPTH, ix, iy, iz);
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float4 color = transferFunction(density, grad, pos, rayDir); // This already returns the alpha-weighted color
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// // Accumulate color, respecting current transparency
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// colorR += (1.0f - alphaAccum) * color.x * color.w;
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// colorG += (1.0f - alphaAccum) * color.y * color.w;
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// colorB += (1.0f - alphaAccum) * color.z * color.w;
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// // Update the total accumulated alpha
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// alphaAccum += (1.0f - alphaAccum) * color.w;
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//Accumulate color, and alpha
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colorR = (1.0f - alphaAccum) * color.x + colorR;
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colorG = (1.0f - alphaAccum) * color.y + colorG;
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colorB = (1.0f - alphaAccum) * color.z + colorB;
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@@ -135,7 +124,6 @@ __global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer) {
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accumR = accumR + leftover * 0.1f;
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accumG = accumG + leftover * 0.1f;
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accumB = accumB + leftover * 0.1f;
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// accumA = accumA + leftover * 0.0f; // This is set to 0.9 instead of 1.0 to be able to see where the volume is a little bit
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}
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}
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@@ -148,10 +136,6 @@ __global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer) {
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// Final colour
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framebuffer.writePixel(px, py, accumR, accumG, accumB, accumA);
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// int fbIndex = (py * IMAGE_WIDTH + px) * 3;
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// framebuffer[fbIndex + 0] = (unsigned char)(fminf(accumR, 1.f) * 255);
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// framebuffer[fbIndex + 1] = (unsigned char)(fminf(accumG, 1.f) * 255);
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// framebuffer[fbIndex + 2] = (unsigned char)(fminf(accumB, 1.f) * 255);
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}
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