diff --git a/output.ppm b/output.ppm deleted file mode 100644 index 1d7b780..0000000 Binary files a/output.ppm and /dev/null differ diff --git a/src/tests/cg_example.cu b/src/tests/cg_example.cu new file mode 100644 index 0000000..fafaec8 --- /dev/null +++ b/src/tests/cg_example.cu @@ -0,0 +1,102 @@ +#include +#include +#include +#include + +#include "linalg/linalg.h" +#include "objs/sphere.h" +#include "img/handler.h" + +#define WIDTH 3840 +#define HEIGHT 2160 +#define SAMPLES_PER_PIXEL 8 + + +__device__ Vec3 phongShading(const Vec3& point, const Vec3& normal, const Vec3& lightDir, const Vec3& viewDir, const Vec3& color) { + double ambientStrength = 0.1; + double diffuseStrength = 0.8; + double specularStrength = 0.5; + int shininess = 64; + + Vec3 ambient = color * ambientStrength; + double diff = max(normal.dot(lightDir), 0.0); + Vec3 diffuse = color * (diffuseStrength * diff); + + Vec3 reflectDir = (normal * (2.0 * normal.dot(lightDir)) - lightDir).normalize(); + double spec = pow(max(viewDir.dot(reflectDir), 0.0), shininess); + Vec3 specular = Vec3(1.0, 1.0, 1.0) * (specularStrength * spec); + + return ambient + diffuse + specular; +} + +__global__ void renderKernel(unsigned char* framebuffer, Sphere* spheres, int numSpheres, Vec3 lightPos) { + int x = blockIdx.x * blockDim.x + threadIdx.x; + int y = blockIdx.y * blockDim.y + threadIdx.y; + if (x >= WIDTH || y >= HEIGHT) return; + + int pixelIndex = (y * WIDTH + x) * 3; + Vec3 rayOrigin(0, 0, 0); + Vec3 colCum(0, 0, 0); + + double spp = static_cast(SAMPLES_PER_PIXEL); + for (int sample = 0; sample < SAMPLES_PER_PIXEL; sample++) { + double u = (x + (sample / spp) - WIDTH / 2.0) / WIDTH; + double v = (y + (sample / spp) - HEIGHT / 2.0) / HEIGHT; + Vec3 rayDir(u, v, 1.0); + rayDir = rayDir.normalize(); + + for (int i = 0; i < numSpheres; ++i) { + double t; + if (spheres[i].intersect(rayOrigin, rayDir, t)) { + Vec3 hitPoint = rayOrigin + rayDir * t; + Vec3 normal = (hitPoint - spheres[i].center).normalize(); + Vec3 lightDir = (lightPos - hitPoint).normalize(); + Vec3 viewDir = -rayDir; + + colCum = colCum + phongShading(hitPoint, normal, lightDir, viewDir, spheres[i].color); + } + } + } + + // Average color across all samples + Vec3 color = colCum * (1.0 / SAMPLES_PER_PIXEL); + + framebuffer[pixelIndex] = static_cast(fmin(color.x, 1.0) * 255); + framebuffer[pixelIndex + 1] = static_cast(fmin(color.y, 1.0) * 255); + framebuffer[pixelIndex + 2] = static_cast(fmin(color.z, 1.0) * 255); +} + + + +int main() { + Sphere spheres[] = { + { Vec3(0, 0, 5), 1.0, Vec3(1.0, 0.0, 0.0) }, // Red sphere + { Vec3(-2, 1, 7), 1.0, Vec3(0.0, 1.0, 0.0) }, // Green sphere + { Vec3(2, -1, 6), 1.0, Vec3(0.0, 0.0, 1.0) } // Blue sphere + }; + int numSpheres = sizeof(spheres) / sizeof(Sphere); + Vec3 lightPos(5, 5, 0); + + unsigned char* d_framebuffer; + unsigned char* h_framebuffer = new unsigned char[WIDTH * HEIGHT * 3]; + Sphere* d_spheres; + cudaMalloc(&d_framebuffer, WIDTH * HEIGHT * 3); + cudaMalloc(&d_spheres, numSpheres * sizeof(Sphere)); + cudaMemcpy(d_spheres, spheres, numSpheres * sizeof(Sphere), cudaMemcpyHostToDevice); + + dim3 threadsPerBlock(16, 16); + dim3 numBlocks((WIDTH + threadsPerBlock.x - 1) / threadsPerBlock.x, + (HEIGHT + threadsPerBlock.y - 1) / threadsPerBlock.y); + renderKernel<<>>(d_framebuffer, d_spheres, numSpheres, lightPos); + cudaDeviceSynchronize(); + + cudaMemcpy(h_framebuffer, d_framebuffer, WIDTH * HEIGHT * 3, cudaMemcpyDeviceToHost); + saveImage("output.ppm", h_framebuffer, WIDTH, HEIGHT); + + cudaFree(d_framebuffer); + cudaFree(d_spheres); + delete[] h_framebuffer; + + std::cout << "High-resolution image saved as output.ppm" << std::endl; + return 0; +}