mirror of
https://github.com/MartinOpat/cuda-based-raytrace.git
synced 2025-06-07 02:13:10 +02:00
182 lines
6.1 KiB
Plaintext
182 lines
6.1 KiB
Plaintext
#include "Raycaster.h"
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#include "cuda_runtime.h"
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#include "device_launch_parameters.h"
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#include "linalg/linalg.h"
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#include "consts.h"
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#include "cuda_error.h"
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#include "shading.h"
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#include <iostream>
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#include "objs/sphere.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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int py = blockIdx.y * blockDim.y + threadIdx.y;
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if (px >= IMAGE_WIDTH || py >= IMAGE_HEIGHT) return;
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float accumR = 0.0f;
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float accumG = 0.0f;
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float accumB = 0.0f;
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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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float u = ((px + 0.5f) / IMAGE_WIDTH ) * 2.0f - 1.0f;
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float v = ((py + 0.5f) / 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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// Find ray direction
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Vec3 cameraRight = (d_cameraDir.cross(d_cameraUp)).normalize();
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d_cameraUp = (cameraRight.cross(d_cameraDir)).normalize();
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Vec3 rayDir = (d_cameraDir + cameraRight*u + d_cameraUp*v).normalize();
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// Intersect (for simplicity just a 3D box from 0 to 1 in all dimensions) - TODO: Think about whether this is the best way to do this
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float tNear = 0.0f;
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float tFar = 1e6f;
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auto intersectAxis = [&](float start, float dirVal) {
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if (fabsf(dirVal) < epsilon) {
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if (start < 0.f || start > 1.f) {
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tNear = 1e9f;
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tFar = -1e9f;
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}
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} else {
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float t0 = (0.0f - start) / dirVal;
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float t1 = (1.0f - start) / dirVal;
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if (t0>t1) {
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float tmp=t0;
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t0=t1;
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t1=tmp;
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}
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if (t0>tNear) tNear = t0;
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if (t1<tFar ) tFar = t1;
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}
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};
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intersectAxis(d_cameraPos.x, rayDir.x);
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intersectAxis(d_cameraPos.y, rayDir.y);
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intersectAxis(d_cameraPos.z, rayDir.z);
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if (tNear > tFar) continue; // No intersectionn
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if (tNear < 0.0f) tNear = 0.0f;
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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 tCurrent = tNear;
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while (tCurrent < tFar && alphaAccum < alphaAcumLimit) {
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Point3 pos = d_cameraPos + rayDir * tCurrent;
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// Convert to volume indices
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float fx = pos.x * (VOLUME_WIDTH - 1);
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float fy = pos.y * (VOLUME_HEIGHT - 1);
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float fz = pos.z * (VOLUME_DEPTH - 1);
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int ix = (int)roundf(fx);
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int iy = (int)roundf(fy);
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int iz = (int)roundf(fz);
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// Sample
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float density = sampleVolumeNearest(volumeData, VOLUME_WIDTH, VOLUME_HEIGHT, VOLUME_DEPTH, ix, iy, iz);
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// Basic transfer function. TODO: Move to a separate file, and then improve
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float alphaSample = density * 0.1f;
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// float alphaSample = 1.0f - expf(-density * 0.1f);
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Color3 baseColor = Color3::init(density, 0.1f*density, 1.f - density); // TODO: Implement a proper transfer function
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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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Vec3 normal = -grad.normalize();
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Vec3 lightDir = (d_lightPos - pos).normalize();
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Vec3 viewDir = -rayDir.normalize();
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// Apply Phong
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Vec3 shadedColor = phongShading(normal, lightDir, viewDir, baseColor);
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// Compose
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colorR += (1.0f - alphaAccum) * shadedColor.x * alphaSample;
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colorG += (1.0f - alphaAccum) * shadedColor.y * alphaSample;
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colorB += (1.0f - alphaAccum) * shadedColor.z * alphaSample;
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alphaAccum += (1.0f - alphaAccum) * alphaSample;
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}
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tCurrent += stepSize;
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}
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accumR += colorR;
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accumG += colorG;
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accumB += colorB;
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}
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// Average samples
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accumR /= (float)SAMPLES_PER_PIXEL;
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accumG /= (float)SAMPLES_PER_PIXEL;
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accumB /= (float)SAMPLES_PER_PIXEL;
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// Final colour
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framebuffer.writePixel(px, py, accumR, accumG, accumB);
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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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Raycaster::Raycaster(cudaGraphicsResource_t resources, int w, int h, float* data) {
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this->resources = resources;
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this->w = w;
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this->h = h;
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this->fb = new FrameBuffer(w, h);
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this->data = data;
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// camera_info = CameraInfo(Vec3(0.0f, 0.0f, 0.0f), Vec3(0.0f, 0.0f, 0.0f), 90.0f, (float) w, (float) h);
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// d_camera = thrust::device_new<Camera*>();
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check_cuda_errors(cudaDeviceSynchronize());
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}
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void Raycaster::render() {
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check_cuda_errors(cudaGraphicsMapResources(1, &this->resources));
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check_cuda_errors(cudaGraphicsResourceGetMappedPointer((void**)&(this->fb->buffer), &(this->fb->buffer_size), resources));
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// FIXME: might not be the best parallelization configuration
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int tx = 8;
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int ty = 8;
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dim3 threadSize(this->w / tx + 1, this->h / ty + 1);
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dim3 blockSize(tx, ty);
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// TODO: pass camera info at some point
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// frame buffer is implicitly copied to the device each frame
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raycastKernel<<<threadSize, blockSize>>> (this->data, *this->fb);
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check_cuda_errors(cudaGetLastError());
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check_cuda_errors(cudaDeviceSynchronize());
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check_cuda_errors(cudaGraphicsUnmapResources(1, &this->resources));
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}
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void Raycaster::resize(int w, int h) {
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this->w = w;
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this->h = h;
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delete this->fb;
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this->fb = new FrameBuffer(w, h);
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// TODO: should be globals probably
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int tx = 8;
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int ty = 8;
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dim3 blocks(w / tx + 1, h / ty + 1);
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dim3 threads(tx, ty);
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check_cuda_errors(cudaDeviceSynchronize());
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}
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