#include #include #include #include #define WIDTH 800 #define HEIGHT 600 struct Vec3 { double x, y, z; __host__ __device__ Vec3() : x(0), y(0), z(0) {} __host__ __device__ Vec3(double x, double y, double z) : x(x), y(y), z(z) {} __host__ __device__ Vec3 operator+(const Vec3& b) const { return Vec3(x + b.x, y + b.y, z + b.z); } __host__ __device__ Vec3 operator-(const Vec3& b) const { return Vec3(x - b.x, y - b.y, z - b.z); } __host__ __device__ Vec3 operator*(double b) const { return Vec3(x * b, y * b, z * b); } __host__ __device__ Vec3 operator-() const { return Vec3(-x, -y, -z); } __host__ __device__ double dot(const Vec3& b) const { return x * b.x + y * b.y + z * b.z; } __host__ __device__ Vec3 normalize() const { double len = sqrt(x * x + y * y + z * z); return Vec3(x / len, y / len, z / len); } }; // Simple Phong lighting components struct Sphere { Vec3 center; double radius; Vec3 color; __device__ bool intersect(const Vec3& rayOrigin, const Vec3& rayDir, double& t) const { Vec3 oc = rayOrigin - center; double b = oc.dot(rayDir); double c = oc.dot(oc) - radius * radius; double h = b * b - c; if (h < 0.0) return false; h = sqrt(h); t = -b - h; return true; } }; __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 = 32; // Ambient Vec3 ambient = color * ambientStrength; // Diffuse double diff = max(normal.dot(lightDir), 0.0); Vec3 diffuse = color * (diffuseStrength * diff); // Specular 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 sphere, 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 rayDir((x - WIDTH / 2.0) / WIDTH, (y - HEIGHT / 2.0) / HEIGHT, 1.0); rayDir = rayDir.normalize(); double t; if (sphere.intersect(rayOrigin, rayDir, t)) { Vec3 hitPoint = rayOrigin + rayDir * t; Vec3 normal = (hitPoint - sphere.center).normalize(); Vec3 lightDir = (lightPos - hitPoint).normalize(); Vec3 viewDir = -rayDir; Vec3 color = phongShading(hitPoint, normal, lightDir, viewDir, sphere.color); 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); } else { framebuffer[pixelIndex] = 0; framebuffer[pixelIndex + 1] = 0; framebuffer[pixelIndex + 2] = 0; } } void saveImage(const char* filename, unsigned char* framebuffer) { std::ofstream imageFile(filename, std::ios::out | std::ios::binary); imageFile << "P6\n" << WIDTH << " " << HEIGHT << "\n255\n"; for (int i = 0; i < WIDTH * HEIGHT * 3; i++) { imageFile << framebuffer[i]; } imageFile.close(); } int main() { // Initialize sphere and light source Sphere sphere = { Vec3(0, 0, 5), 1.0, Vec3(1.0, 0.0, 0.0) }; // Red sphere Vec3 lightPos(5, 5, 0); // Allocate framebuffer on device and host unsigned char* d_framebuffer; unsigned char* h_framebuffer = new unsigned char[WIDTH * HEIGHT * 3]; cudaMalloc(&d_framebuffer, WIDTH * HEIGHT * 3); // Launch dim3 threadsPerBlock(16, 16); dim3 numBlocks((WIDTH + threadsPerBlock.x - 1) / threadsPerBlock.x, (HEIGHT + threadsPerBlock.y - 1) / threadsPerBlock.y); renderKernel<<>>(d_framebuffer, sphere, lightPos); cudaDeviceSynchronize(); // Copy result back to host and save cudaMemcpy(h_framebuffer, d_framebuffer, WIDTH * HEIGHT * 3, cudaMemcpyDeviceToHost); saveImage("output.ppm", h_framebuffer); // Clean up cudaFree(d_framebuffer); delete[] h_framebuffer; std::cout << "Image saved as output.ppm" << std::endl; return 0; }