feat (wip): real-time gui with rendering in opengl

This commit is contained in:
Djairo Hougee 2025-01-03 19:57:10 +01:00
parent c92d0bc2a9
commit c23a33ebef
22 changed files with 656 additions and 62 deletions

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@ -15,4 +15,4 @@ void copyConstantsToDevice() {
cudaMemcpyToSymbol(d_cameraDir, &h_cameraDir, sizeof(Vec3)); cudaMemcpyToSymbol(d_cameraDir, &h_cameraDir, sizeof(Vec3));
cudaMemcpyToSymbol(d_cameraUp, &h_cameraUp, sizeof(Vec3)); cudaMemcpyToSymbol(d_cameraUp, &h_cameraUp, sizeof(Vec3));
cudaMemcpyToSymbol(d_lightPos, &h_lightPos, sizeof(Point3)); cudaMemcpyToSymbol(d_lightPos, &h_lightPos, sizeof(Point3));
} }

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@ -9,8 +9,8 @@ const int VOLUME_WIDTH = 49;
const int VOLUME_HEIGHT = 51; const int VOLUME_HEIGHT = 51;
const int VOLUME_DEPTH = 42; const int VOLUME_DEPTH = 42;
const int IMAGE_WIDTH = 2560; const int IMAGE_WIDTH = 800;
const int IMAGE_HEIGHT = 1440; const int IMAGE_HEIGHT = 600;
const double epsilon = 1e-10f; const double epsilon = 1e-10f;
const double infty = 1e15f; // This vlalue is used to represent missing values in data const double infty = 1e15f; // This vlalue is used to represent missing values in data
@ -41,4 +41,4 @@ extern __device__ Point3 d_lightPos;
// --------------------------- Functions for handling external constants --------------------------- // --------------------------- Functions for handling external constants ---------------------------
void copyConstantsToDevice(); void copyConstantsToDevice();
#endif // CONSTS_H #endif // CONSTS_H

125
src/gui/MainWindow.cpp Normal file
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@ -0,0 +1,125 @@
#include "MainWindow.h"
#include <iostream>
#include <memory>
Window::Window(unsigned int w, unsigned int h) {
Window::w = w;
Window::h = h;
}
void framebuffer_size_callback(GLFWwindow* window, int w, int h) {
// This function is called by glfw when the window is reized.
glViewport(0 , 0, w, h);
Window* newWin = reinterpret_cast<Window*>(glfwGetWindowUserPointer(window));
newWin->resize(w, h);
}
int Window::init() {
// init glfw
glfwInit();
// requesting context version 1.0 makes glfw try to provide the latest version if possible
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 1);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
this->window = glfwCreateWindow(this->w, this->h, "CUDA ray tracing", NULL, NULL);
//hide cursor
glfwSetInputMode(this->window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetWindowUserPointer(this->window, reinterpret_cast<void*>(this));
if (this->window == NULL) {
std::cout << "Failed to create window\n";
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(this->window);
// init glad(opengl)
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD\n";
return -1;
}
// init framebuffer
glViewport(0, 0, this->w, this->h);
if (glfwSetFramebufferSizeCallback(this->window, framebuffer_size_callback) != 0) return -1;
if (init_quad()) return -1;
this->last_frame = std::chrono::steady_clock::now();
while (!glfwWindowShouldClose(window)) {
Window::tick();
}
Window::free();
return 0;
}
int Window::init_quad() {
this->current_quad = std::make_unique<Quad>(this->w, this->h);
this->current_quad->cuda_init();
// TODO: default shaders
return 0;
}
void Window::free() {
// To preserve the proper destruction order we forcefully set the quads to null (calling their destructor in the process)
// Not strictly necessary, but i saw some weird errors on exit without this so best to keep it in.
this->current_quad = nullptr;
glfwDestroyWindow(window);
glfwTerminate();
}
void Window::tick() {
// manually track time diff
std::chrono::steady_clock::time_point now = std::chrono::steady_clock::now();
float diff = (float) std::chrono::duration_cast<std::chrono::milliseconds>(now - this->last_frame).count();
this->last_frame = now;
// TODO: remove debug line at some point
std::cout << 1000.0/diff << " fps\n";
// TODO: code input logic and class/struct and stuff
// ticking input probably involves 4? steps:
// * check if window needs to be closed (escape/q pressed)
// * check if camera moved (wasd/hjkl pressed)
// (phase 3/do later): check if we switched from realtime tracing to that other option - maybe a pause function? (p pressed?)
// * if moved -> update camera (raytracing will involve some logic here too? see when i get there)
// tick render
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// render frame
glBindFramebuffer(GL_FRAMEBUFFER, this->current_quad->fb);
this->current_quad->render();
glBindVertexArray(this->current_quad->VAO);
glBindTexture(GL_TEXTURE_2D, this->current_quad->tex);
glDrawArrays(GL_TRIANGLES, 0, 6); // draw current frame to texture
// check for events
// + swap buffers; TODO: check if necessary?
glfwSwapBuffers(this->window);
glfwPollEvents();
}
void Window::resize(unsigned int w, unsigned int h) {
this->w = w;
this->h = h;
this->current_quad->resize(w, h);
}

32
src/gui/MainWindow.h Normal file
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@ -0,0 +1,32 @@
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include "Quad.h"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <chrono>
class Window {
public:
unsigned int w;
unsigned int h;
Window(unsigned int w, unsigned int h);
int init();
void free();
void resize(unsigned int w, unsigned int h);
private:
GLFWwindow* window;
std::unique_ptr<Quad> current_quad;
std::chrono::steady_clock::time_point last_frame;
void tick();
int init_quad();
// std::unique_ptr<Shader> shader;
};
#endif // MAINWINDOW_H

136
src/gui/Quad.cpp Normal file
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@ -0,0 +1,136 @@
#include "Quad.h"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "cuda_runtime.h"
#include "device_launch_parameters.h"
#include <cuda_gl_interop.h>
#include <iostream>
Quad::Quad(unsigned int w, unsigned int h) {
this->w = w;
this->h = h;
std::vector<float> vertices = {
-1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f
};
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// copy vertex data to buffer on gpu
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW);
// set our vertex attributes pointers
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// texture stuff
glGenBuffers(1, &PBO);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, PBO);
glBufferData(GL_PIXEL_UNPACK_BUFFER, w * h * 4, NULL, GL_DYNAMIC_COPY);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
// parameters for texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
// register the FBO
glGenFramebuffers(1, &fb);
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, this->tex, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
};
Quad::~Quad() {
int res = cudaGraphicsUnregisterResource(CGR);
if (res) {
std::cout << "CUDA error while deregistering the graphics resource: " << res;
cudaDeviceReset();
exit(1);
}
};
void Quad::cuda_init() {
int res = cudaGraphicsGLRegisterBuffer(&this->CGR, this->PBO, cudaGraphicsRegisterFlagsNone);
if (res) {
std::cout << "CUDA error while registering the graphics resource: " << res;
cudaDeviceReset();
exit(1);
}
this->renderer = std::make_unique<Raycaster>(this->CGR, this->w, this->h);
};
void Quad::render() {
glBindTexture(GL_TEXTURE_2D, 0);
this->renderer->render();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->PBO);
glBindTexture(GL_TEXTURE_2D, this->tex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, this->w, this->h, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
};
void Quad::resize(unsigned int w, unsigned int h) {
this->w = w;
this->h = h;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->PBO);
glBufferData(GL_PIXEL_UNPACK_BUFFER, w * h * 4, NULL, GL_DYNAMIC_COPY);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, this->tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, this->fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, this->tex, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (this->renderer != nullptr) {
// TODO: probably make a function for the cuda error checking
int res = cudaGraphicsUnregisterResource(CGR);
if (res) {
std::cout << "CUDA error while deregistering the graphics resource: " << res;
cudaDeviceReset();
exit(1);
}
res = cudaGraphicsGLRegisterBuffer(&this->CGR, this->PBO, cudaGraphicsRegisterFlagsNone);
if (res) {
std::cout << "CUDA error while registering the graphics resource: " << res;
cudaDeviceReset();
exit(1);
}
this->renderer->resources = this->CGR;
this->renderer->resize(w, h);
}
};

36
src/gui/Quad.h Normal file
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@ -0,0 +1,36 @@
#ifndef QUAD_H
#define QUAD_H
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <cuda_runtime.h>
#include "illumination/Raycaster.h"
#include <vector>
#include <memory>
class Quad {
public:
unsigned int VAO;
unsigned int VBO;
unsigned int PBO;
cudaGraphicsResource_t CGR;
unsigned int tex;
unsigned int fb;
unsigned int w;
unsigned int h;
std::unique_ptr<Raycaster> renderer;
Quad(unsigned int w, unsigned int h);
~Quad();
void render();
void resize(unsigned int w, unsigned int h);
void cuda_init();
};
#endif // QUAD_H

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@ -0,0 +1,19 @@
#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D currentFrameTex;
uniform sampler2D lastFrameTex;
uniform int frameCount;
#define MAX_FRAMES 500.0f
void main()
{
vec3 col = texture(currentFrameTex, TexCoords).rgb;
vec3 col2 = texture(lastFrameTex, TexCoords).rgb;
col = mix(col, col2, min(frameCount/MAX_FRAMES,1.0f));
FragColor = vec4(col, 1.0);
}

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@ -0,0 +1,11 @@
#version 330 core
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec2 aTexCoords;
out vec2 TexCoords;
void main()
{
TexCoords = aTexCoords;
gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
}

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@ -0,0 +1,12 @@
#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D screenTexture;
void main()
{
vec3 col = texture(screenTexture, TexCoords).rgb;
FragColor = vec4(col, 1.0);
}

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@ -0,0 +1,11 @@
#version 330 core
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec2 aTexCoords;
out vec2 TexCoords;
void main()
{
TexCoords = aTexCoords;
gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
}

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@ -0,0 +1,13 @@
#include "FrameBuffer.h"
#include "linalg/linalg.h"
__host__ FrameBuffer::FrameBuffer(unsigned int w, unsigned int h) : w(w), h(h) {}
__device__ void FrameBuffer::writePixel(int x, int y, float r, float g, float b) {
int i = y * this->w + x;
// the opengl buffer uses BGRA format; dunno why
this->buffer[i] = packUnorm4x8(b, g, r, 1.0f);
}

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@ -0,0 +1,20 @@
#ifndef FRAMEBUFFER_H
#define FRAMEBUFFER_H
#include "cuda_runtime.h"
#include "linalg/linalg.h"
#include <cstdint>
class FrameBuffer {
public:
uint32_t* buffer;
std::size_t buffer_size;
unsigned int w;
unsigned int h;
__host__ FrameBuffer(unsigned int w, unsigned int h);
__device__ void writePixel(int x, int y, float r, float g, float b);
};
#endif // FRAMEBUFFER_H

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@ -1,14 +1,16 @@
#ifndef RAYCASTER_H #include "Raycaster.h"
#define RAYCASTER_H
#include "cuda_runtime.h"
#include "device_launch_parameters.h"
#include <cuda_runtime.h>
#include "linalg/linalg.h" #include "linalg/linalg.h"
#include "consts.h" #include "consts.h"
#include "shading.h" #include "shading.h"
#include <iostream>
#include "objs/sphere.h"
// Raycast + phong, TODO: Consider wrapping in a class __global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer) {
__global__ void raycastKernel(float* volumeData, unsigned char* framebuffer) {
int px = blockIdx.x * blockDim.x + threadIdx.x; int px = blockIdx.x * blockDim.x + threadIdx.x;
int py = blockIdx.y * blockDim.y + threadIdx.y; int py = blockIdx.y * blockDim.y + threadIdx.y;
if (px >= IMAGE_WIDTH || py >= IMAGE_HEIGHT) return; if (px >= IMAGE_WIDTH || py >= IMAGE_HEIGHT) return;
@ -117,10 +119,109 @@ __global__ void raycastKernel(float* volumeData, unsigned char* framebuffer) {
accumB /= (float)SAMPLES_PER_PIXEL; accumB /= (float)SAMPLES_PER_PIXEL;
// Final colour // Final colour
int fbIndex = (py * IMAGE_WIDTH + px) * 3; framebuffer.writePixel(px, py, accumR, accumG, accumB);
framebuffer[fbIndex + 0] = (unsigned char)(fminf(accumR, 1.f) * 255); // int fbIndex = (py * IMAGE_WIDTH + px) * 3;
framebuffer[fbIndex + 1] = (unsigned char)(fminf(accumG, 1.f) * 255); // framebuffer[fbIndex + 0] = (unsigned char)(fminf(accumR, 1.f) * 255);
framebuffer[fbIndex + 2] = (unsigned char)(fminf(accumB, 1.f) * 255); // framebuffer[fbIndex + 1] = (unsigned char)(fminf(accumG, 1.f) * 255);
// framebuffer[fbIndex + 2] = (unsigned char)(fminf(accumB, 1.f) * 255);
} }
#endif // RAYCASTER_H
Raycaster::Raycaster(cudaGraphicsResource_t resources, int w, int h) {
this->resources = resources;
this->w = h;
this->w = h;
this->fb = new FrameBuffer(w, h);
// camera_info = CameraInfo(Vec3(0.0f, 0.0f, 0.0f), Vec3(0.0f, 0.0f, 0.0f), 90.0f, (float) w, (float) h);
// d_camera = thrust::device_new<Camera*>();
int res = cudaDeviceSynchronize();
if (res) {
std::cout << "CUDA error while synchronizing device: " << res;
cudaDeviceReset();
exit(1);
}
res = cudaDeviceSynchronize();
if (res) {
std::cout << "CUDA error while synchronizing device: " << res;
cudaDeviceReset();
exit(1);
}
}
void Raycaster::render() {
int res = cudaGraphicsMapresources(1, this->resources);
if (res) {
std::cout << "CUDA error while mapping graphic resource: " << res;
cudaDeviceReset();
exit(1);
}
// check_cuda_errors(cudaGraphicsResourceGetMappedPointer((void**)&(frame_buffer->device_ptr), &(frame_buffer->buffer_size), resources));
res = cudaGraphicsResourceGetMappedPointer((void**)(this->fb->buffer), &this->fb->buffer_size, this->resources);
if (res) {
std::cout << "CUDA error while fetching resource pointer: " << res;
cudaDeviceReset();
exit(1);
}
// FIXME: might not be the best parallelization configuraiton
int tx = 32;
int ty = 32;
dim3 blocks(this->w / tx + 1, this->h / ty + 1);
dim3 threads(tx, ty);
// TODO: pass camera info at some point
// TODO: pass float volume data.
// frame buffer is implicitly copied to the device each frame
raycastKernel<<<blocks, threads>>> (nullptr, this->fb);
res = cudaGetLastError();
if (res) {
std::cout << "CUDA error while raycasting: " << res;
cudaDeviceReset();
exit(1);
}
res = cudaDeviceSynchronize();
if (res) {
std::cout << "CUDA error while synchronizing device: " << res;
cudaDeviceReset();
exit(1);
}
res = cudaGraphicsUnmapResources(1, &this->resources);
if (res) {
std::cout << "CUDA error while unmapping a resource: " << res;
cudaDeviceReset();
exit(1);
}
}
void Raycaster::resize(int w, int h) {
this->w = w;
this->h = h;
delete fb;
this->fb = new FrameBuffer(w, h);
// TODO: should be globals probably
int tx = 8;
int ty = 8;
dim3 blocks(w / tx + 1, h / ty + 1);
dim3 threads(tx, ty);
int res = cudaDeviceSynchronize();
if (res != 0) {
std::cout << "CUDA error while synchronizing device: " << res;
cudaDeviceReset();
exit(1);
}
}

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@ -0,0 +1,33 @@
#ifndef RAYCASTER_H
#define RAYCASTER_H
// #include "Camera.h"
#include "cuda_runtime.h"
#include "FrameBuffer.h"
#include "linalg/linalg.h"
// #include <thrust/device_ptr.h>
__global__ void raycastKernel(float* volumeData, unsigned char* framebuffer);
struct Raycaster {
// thrust::device_ptr<Camera*> d_camera;
// CameraInfo camera_info;
cudaGraphicsResource_t resources;
FrameBuffer* fb;
int w;
int h;
Raycaster() {};
Raycaster(cudaGraphicsResource_t resources, int nx, int ny);
// ~Raycaster();
void set_camera(Vec3 position, Vec3 forward, Vec3 up);
void render();
void resize(int nx, int ny);
// void raycastKernel(float* volumeData, unsigned char* framebuffer); // TODO: proper framebuffer class
};
#endif // RAYCASTER_H

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@ -1,7 +1,7 @@
#ifndef ILLUMINATION_H #ifndef ILLUMINATION_H
#define ILLUMINATION_H #define ILLUMINATION_H
#include "raycaster.h" #include "Raycaster.h"
#include "shading.h" #include "shading.h"
#endif // ILLUMINATION_H #endif // ILLUMINATION_H

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@ -0,0 +1,14 @@
#include "shading.h"
// TODO: Consider wrapping this in a class (?)
__device__ Vec3 phongShading(const Vec3& normal, const Vec3& lightDir, const Vec3& viewDir, const Vec3& baseColor) {
Vec3 ambient = baseColor * ambientStrength;
double diff = fmax(normal.dot(lightDir), 0.0);
Vec3 diffuse = baseColor * (diffuseStrength * diff);
Vec3 reflectDir = (normal * (2.0 * normal.dot(lightDir)) - lightDir).normalize();
double spec = pow(fmax(viewDir.dot(reflectDir), 0.0), shininess);
Vec3 specular = Vec3::init(1.0, 1.0, 1.0) * (specularStrength * spec);
return ambient + diffuse + specular;
};

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@ -4,17 +4,7 @@
#include "linalg/linalg.h" #include "linalg/linalg.h"
#include "consts.h" #include "consts.h"
// TODO: Consider wrapping this in a class (?) __device__ Vec3 phongShading(const Vec3& normal, const Vec3& lightDir, const Vec3& viewDir, const Vec3& baseColor);
__device__ Vec3 phongShading(const Vec3& normal, const Vec3& lightDir, const Vec3& viewDir, const Vec3& baseColor) {
Vec3 ambient = baseColor * ambientStrength;
double diff = fmax(normal.dot(lightDir), 0.0);
Vec3 diffuse = baseColor * (diffuseStrength * diff);
Vec3 reflectDir = (normal * (2.0 * normal.dot(lightDir)) - lightDir).normalize();
double spec = pow(fmax(viewDir.dot(reflectDir), 0.0), shininess);
Vec3 specular = Vec3::init(1.0, 1.0, 1.0) * (specularStrength * spec);
return ambient + diffuse + specular; #endif // SHADING_H
}
#endif // SHADING_H

46
src/linalg/mat.cu Normal file
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@ -0,0 +1,46 @@
#include "mat.h"
#include <vector>
#include <algorithm>
using namespace std;
__device__ Vec3 computeGradient(float* volumeData, const int volW, const int volH, const int volD, int x, int y, int z) {
// Finite difference for partial derivatives.
// For boundary voxels - clamp to the boundary.
// Normal should point from higher to lower intensities
int xm = max(x - 1, 0);
int xp = min(x + 1, volW - 1);
int ym = max(y - 1, 0);
int yp = min(y + 1, volH - 1);
int zm = max(z - 1, 0);
int zp = min(z + 1, volD - 1);
// Note: Assuming data is linearized (idx = z*w*h + y*w + x) TODO: Unlinearize if data not linear
float gx = volumeData[z * volW * volH + y * volW + xp]
- volumeData[z * volW * volH + y * volW + xm];
float gy = volumeData[z * volW * volH + yp * volW + x ]
- volumeData[z * volW * volH + ym * volW + x ];
float gz = volumeData[zp * volW * volH + y * volW + x ]
- volumeData[zm * volW * volH + y * volW + x ];
return Vec3::init(gx, gy, gz);
};
// TESTING: haven't tested this function at all tbh
__device__ unsigned int packUnorm4x8(float r, float g, float b, float a) {
union {
unsigned char in[4];
uint out;
} u;
double len = sqrt(r*r + g*g + b*b + a*a);
// This is a Vec4 but i can't be bothered to make that its own struct/class; FIXME: maybe do that if we need to?
std::vector<float> v{r/len, g/len, b/len, a/len};
for (int i = 0; i < v.size(); i++) {
u.in[i] = round(std::clamp(v[i], 0.0f, 1.0f) * 255.0f);
}
return u.out;
}

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@ -1,24 +1,10 @@
#pragma once #ifndef MAT_H
#define MAT_H
__device__ Vec3 computeGradient(float* volumeData, const int volW, const int volH, const int volD, int x, int y, int z) { #include "vec.h"
// Finite difference for partial derivatives.
// For boundary voxels - clamp to the boundary.
// Normal should point from higher to lower intensities
int xm = max(x - 1, 0); __device__ Vec3 computeGradient(float* volumeData, const int volW, const int volH, const int volD, int x, int y, int z);
int xp = min(x + 1, volW - 1);
int ym = max(y - 1, 0);
int yp = min(y + 1, volH - 1);
int zm = max(z - 1, 0);
int zp = min(z + 1, volD - 1);
// Note: Assuming data is linearized (idx = z*w*h + y*w + x) TODO: Unlinearize if data not linear __device__ unsigned int packUnorm4x8(float r, float g, float b, float a);
float gx = volumeData[z * volW * volH + y * volW + xp]
- volumeData[z * volW * volH + y * volW + xm];
float gy = volumeData[z * volW * volH + yp * volW + x ]
- volumeData[z * volW * volH + ym * volW + x ];
float gz = volumeData[zp * volW * volH + y * volW + x ]
- volumeData[zm * volW * volH + y * volW + x ];
return Vec3::init(gx, gy, gz); #endif // MAT_H
}

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@ -27,4 +27,4 @@ struct Vec3 { // TODO: Maybe make this into a class ... maybe
}; };
typedef Vec3 Point3; typedef Vec3 Point3;
typedef Vec3 Color3; typedef Vec3 Color3;

8
src/main.cpp Normal file
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@ -0,0 +1,8 @@
#include "gui/MainWindow.h"
#include "consts.h"
int main() {
Window window(IMAGE_WIDTH, IMAGE_HEIGHT);
return window.init();
}

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@ -7,7 +7,6 @@
#include "hurricanedata/datareader.h" #include "hurricanedata/datareader.h"
#include "linalg/linalg.h" #include "linalg/linalg.h"
#include "objs/sphere.h"
#include "img/handler.h" #include "img/handler.h"
#include "consts.h" #include "consts.h"
#include "illumination/illumination.h" #include "illumination/illumination.h"
@ -46,7 +45,8 @@ void getSpeed(std::vector<float>& speedData, int idx = 0) {
} }
} }
int main(int argc, char** argv) { // TODO: incorporate this main into main.cpp
int unmain(int argc, char** argv) {
std::vector<float> data; std::vector<float> data;
// getTemperature(data); // getTemperature(data);
getSpeed(data); getSpeed(data);
@ -83,16 +83,17 @@ int main(int argc, char** argv) {
// Copy external constants from consts.h to cuda // Copy external constants from consts.h to cuda
copyConstantsToDevice(); copyConstantsToDevice();
// Launch kernel // NOTE: this shold be done within the rayTracer class
dim3 blockSize(16, 16); // TODO: Figure out a good size for parallelization // // Launch kernel
dim3 gridSize((IMAGE_WIDTH + blockSize.x - 1)/blockSize.x, // dim3 blockSize(16, 16);
(IMAGE_HEIGHT + blockSize.y - 1)/blockSize.y); // dim3 gridSize((IMAGE_WIDTH + blockSize.x - 1)/blockSize.x,
// (IMAGE_HEIGHT + blockSize.y - 1)/blockSize.y);
raycastKernel<<<gridSize, blockSize>>>( //
d_volume, // raycastKernel<<<gridSize, blockSize>>>(
d_framebuffer // d_volume,
); // d_framebuffer
cudaDeviceSynchronize(); // );
// cudaDeviceSynchronize();
// Copy framebuffer back to CPU // Copy framebuffer back to CPU
unsigned char* hostFramebuffer = new unsigned char[IMAGE_WIDTH * IMAGE_HEIGHT * 3]; unsigned char* hostFramebuffer = new unsigned char[IMAGE_WIDTH * IMAGE_HEIGHT * 3];
@ -109,4 +110,4 @@ int main(int argc, char** argv) {
std::cout << "Phong-DVR rendering done. Image saved to output.ppm" << std::endl; std::cout << "Phong-DVR rendering done. Image saved to output.ppm" << std::endl;
return 0; return 0;
} }