#include "mat.h" #include "consts.h" #include #include using namespace std; // Samples the voxel nearest to the given coordinates. __device__ float sampleVolumeNearest(float* volumeData, const int volW, const int volH, const int volD, int vx, int vy, int vz) { // For boundary voxels - clamp to the boundary. if (vx < 0) vx = 0; if (vy < 0) vy = 0; if (vz < 0) vz = 0; if (vx >= volH) vx = volH - 1; if (vy >= volW) vy = volW - 1; if (vz >= volD) vz = volD - 1; // x <-> height, y <-> width, z <-> depth int idx = vz * volW * volH + vx * volW + vy; return volumeData[idx]; } // tri-linear interpolation - ready if necessary (but no visible improvement for full volume) __device__ float sampleVolumeTrilinear(float* volumeData, const int volW, const int volH, const int volD, float fx, float fy, float fz) { int ix = (int)floorf(fx); int iy = (int)floorf(fy); int iz = (int)floorf(fz); // Clamp indices to valid range int ix1 = min(ix + 1, volH - 1); int iy1 = min(iy + 1, volW - 1); int iz1 = min(iz + 1, volD - 1); ix = max(ix, 0); iy = max(iy, 0); iz = max(iz, 0); // Compute weights float dx = fx - ix; float dy = fy - iy; float dz = fz - iz; // Sample values float c00 = sampleVolumeNearest(volumeData, volW, volH, volD, ix, iy, iz) * (1.0f - dx) + sampleVolumeNearest(volumeData, volW, volH, volD, ix1, iy, iz) * dx; float c10 = sampleVolumeNearest(volumeData, volW, volH, volD, ix, iy1, iz) * (1.0f - dx) + sampleVolumeNearest(volumeData, volW, volH, volD, ix1, iy1, iz) * dx; float c01 = sampleVolumeNearest(volumeData, volW, volH, volD, ix, iy, iz1) * (1.0f - dx) + sampleVolumeNearest(volumeData, volW, volH, volD, ix1, iy, iz1) * dx; float c11 = sampleVolumeNearest(volumeData, volW, volH, volD, ix, iy1, iz1) * (1.0f - dx) + sampleVolumeNearest(volumeData, volW, volH, volD, ix1, iy1, iz1) * dx; float c0 = c00 * (1.0f - dy) + c10 * dy; float c1 = c01 * (1.0f - dy) + c11 * dy; return c0 * (1.0f - dz) + c1 * dz; } __device__ Vec3 computeGradient(float* volumeData, const int volW, const int volH, const int volD, float fx, float fy, float fz) { // Compute gradient using central differencing with trilinear interpolation float hx = DLAT; // x => height => lat float hy = DLON; // y => width => lon float hz = DLEV; // z => depth => alt // Default float dfdx = (sampleVolumeTrilinear(volumeData, volW, volH, volD, fx + hx, fy, fz) - sampleVolumeTrilinear(volumeData, volW, volH, volD, fx - hx, fy, fz)) / (2.0f * hx); float dfdy = (sampleVolumeTrilinear(volumeData, volW, volH, volD, fx, fy + hy, fz) - sampleVolumeTrilinear(volumeData, volW, volH, volD, fx, fy - hy, fz)) / (2.0f * hy); float dfdz = (sampleVolumeTrilinear(volumeData, volW, volH, volD, fx, fy, fz + hz) - sampleVolumeTrilinear(volumeData, volW, volH, volD, fx, fy, fz - hz)) / (2.0f * hz); // // DEBUG (TODO: Delete) - Back to nearest // float dfdx = (sampleVolumeNearest(volumeData, volW, volH, volD, (int)roundf(fx + 1), (int)roundf(fy), (int)roundf(fz)) - // sampleVolumeNearest(volumeData, volW, volH, volD, (int)roundf(fx - 1), (int)roundf(fy), (int)roundf(fz))) / (2.0f * hx); // float dfdy = (sampleVolumeNearest(volumeData, volW, volH, volD, (int)roundf(fx), (int)roundf(fy + 1), (int)roundf(fz)) - // sampleVolumeNearest(volumeData, volW, volH, volD, (int)roundf(fx), (int)roundf(fy - 1), (int)roundf(fz))) / (2.0f * hy); // float dfdz = (sampleVolumeNearest(volumeData, volW, volH, volD, (int)roundf(fx), (int)roundf(fy), (int)roundf(fz + 1)) - // sampleVolumeNearest(volumeData, volW, volH, volD, (int)roundf(fx), (int)roundf(fy), (int)roundf(fz - 1))) / (2.0f * hz); return Vec3::init(dfdx, dfdy, dfdz); }; // 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; float len = sqrtf(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? u.in[0] = round(r/len * 255.0f); u.in[1] = round(g/len * 255.0f); u.in[2] = round(b/len * 255.0f); u.in[3] = round(a/len * 255.0f); return u.out; } // Clamp a value between a min and max value __device__ float clamp(float value, float min, float max) { return fmaxf(min, fminf(value, max)); } // Normalize a float to the range [0, 1] __device__ float normalize(float value, float min, float max) { return (value - min) / (max - min); }