+added CUDA code
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347
examples_cuda/rt/rt.cu
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347
examples_cuda/rt/rt.cu
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#define programCount 32
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#define programIndex (threadIdx.x & 31)
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#define taskIndex (blockIdx.x*4 + (threadIdx.x >> 5))
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#define taskCount (gridDim.x*4)
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#define float3 Float3
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struct Float3
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{
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float x,y,z;
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__device__ friend Float3 operator+(const Float3 a, const Float3 b)
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{
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Float3 c;
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c.x = a.x+b.x;
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c.y = a.y+b.y;
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c.z = a.z+b.z;
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return c;
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}
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__device__ friend Float3 operator-(const Float3 a, const Float3 b)
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{
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Float3 c;
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c.x = a.x-b.x;
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c.y = a.y-b.y;
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c.z = a.z-b.z;
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return c;
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}
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__device__ friend Float3 operator/(const Float3 a, const Float3 b)
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{
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Float3 c;
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c.x = a.x/b.x;
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c.y = a.y/b.y;
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c.z = a.z/b.z;
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return c;
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}
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__device__ friend Float3 operator/(const float a, const Float3 b)
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{
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Float3 c;
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c.x = a/b.x;
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c.y = a/b.y;
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c.z = a/b.z;
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return c;
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}
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__device__ friend Float3 operator*(const Float3 a, const Float3 b)
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{
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Float3 c;
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c.x = a.x*b.x;
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c.y = a.y*b.y;
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c.z = a.z*b.z;
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return c;
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}
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__device__ friend Float3 operator*(const Float3 a, const float b)
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{
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Float3 c;
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c.x = a.x*b;
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c.y = a.y*b;
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c.z = a.z*b;
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return c;
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}
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};
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#if 0
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#define DIRISNEG
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#endif
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struct Ray {
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float3 origin, dir, invDir;
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#ifdef DIRISNEG /* this fails to compile with nvvm */
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unsigned int dirIsNeg[3];
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#else
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unsigned int dirIsNeg0, dirIsNeg1, dirIsNeg2;
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#endif
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float mint, maxt;
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int hitId;
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};
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struct Triangle {
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float p[3][4];
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int id;
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int pad[3];
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};
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#define int8 char
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#define int16 short
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struct LinearBVHNode {
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float bounds[2][3];
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unsigned int offset; // num primitives for leaf, second child for interior
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unsigned int8 nPrimitives;
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unsigned int8 splitAxis;
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unsigned int16 pad;
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};
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__device__
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static inline float3 Cross(const float3 v1, const float3 v2) {
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float v1x = v1.x, v1y = v1.y, v1z = v1.z;
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float v2x = v2.x, v2y = v2.y, v2z = v2.z;
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float3 ret;
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ret.x = (v1y * v2z) - (v1z * v2y);
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ret.y = (v1z * v2x) - (v1x * v2z);
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ret.z = (v1x * v2y) - (v1y * v2x);
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return ret;
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}
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__device__
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static inline float Dot(const float3 a, const float3 b) {
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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__device__
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static inline void generateRay( const float raster2camera[4][4],
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const float camera2world[4][4],
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float x, float y, Ray &ray) {
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ray.mint = 0.f;
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ray.maxt = 1e30f;
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ray.hitId = 0;
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// transform raster coordinate (x, y, 0) to camera space
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float camx = raster2camera[0][0] * x + raster2camera[0][1] * y + raster2camera[0][3];
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float camy = raster2camera[1][0] * x + raster2camera[1][1] * y + raster2camera[1][3];
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float camz = raster2camera[2][3];
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float camw = raster2camera[3][3];
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camx /= camw;
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camy /= camw;
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camz /= camw;
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ray.dir.x = camera2world[0][0] * camx + camera2world[0][1] * camy +
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camera2world[0][2] * camz;
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ray.dir.y = camera2world[1][0] * camx + camera2world[1][1] * camy +
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camera2world[1][2] * camz;
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ray.dir.z = camera2world[2][0] * camx + camera2world[2][1] * camy +
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camera2world[2][2] * camz;
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ray.origin.x = camera2world[0][3] / camera2world[3][3];
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ray.origin.y = camera2world[1][3] / camera2world[3][3];
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ray.origin.z = camera2world[2][3] / camera2world[3][3];
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ray.invDir = 1.f / ray.dir;
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#ifdef DIRISNEG
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ray.dirIsNeg[0] = any(ray.invDir.x < 0) ? 1 : 0;
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ray.dirIsNeg[1] = any(ray.invDir.y < 0) ? 1 : 0;
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ray.dirIsNeg[2] = any(ray.invDir.z < 0) ? 1 : 0;
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#else
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ray.dirIsNeg0 = any(ray.invDir.x < 0) ? 1 : 0;
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ray.dirIsNeg1 = any(ray.invDir.y < 0) ? 1 : 0;
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ray.dirIsNeg2 = any(ray.invDir.z < 0) ? 1 : 0;
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#endif
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}
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__device__
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static inline bool BBoxIntersect(const float bounds[2][3],
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const Ray &ray) {
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float3 bounds0 = { bounds[0][0], bounds[0][1], bounds[0][2] };
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float3 bounds1 = { bounds[1][0], bounds[1][1], bounds[1][2] };
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float t0 = ray.mint, t1 = ray.maxt;
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// Check all three axis-aligned slabs. Don't try to early out; it's
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// not worth the trouble
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float3 tNear = (bounds0 - ray.origin) * ray.invDir;
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float3 tFar = (bounds1 - ray.origin) * ray.invDir;
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if (tNear.x > tFar.x) {
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float tmp = tNear.x;
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tNear.x = tFar.x;
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tFar.x = tmp;
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}
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t0 = max(tNear.x, t0);
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t1 = min(tFar.x, t1);
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if (tNear.y > tFar.y) {
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float tmp = tNear.y;
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tNear.y = tFar.y;
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tFar.y = tmp;
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}
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t0 = max(tNear.y, t0);
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t1 = min(tFar.y, t1);
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if (tNear.z > tFar.z) {
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float tmp = tNear.z;
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tNear.z = tFar.z;
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tFar.z = tmp;
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}
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t0 = max(tNear.z, t0);
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t1 = min(tFar.z, t1);
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return (t0 <= t1);
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}
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__device__
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static inline bool TriIntersect(const Triangle &tri, Ray &ray) {
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float3 p0 = { tri.p[0][0], tri.p[0][1], tri.p[0][2] };
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float3 p1 = { tri.p[1][0], tri.p[1][1], tri.p[1][2] };
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float3 p2 = { tri.p[2][0], tri.p[2][1], tri.p[2][2] };
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float3 e1 = p1 - p0;
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float3 e2 = p2 - p0;
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float3 s1 = Cross(ray.dir, e2);
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float divisor = Dot(s1, e1);
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bool hit = true;
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if (divisor == 0.)
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hit = false;
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float invDivisor = 1.f / divisor;
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// Compute first barycentric coordinate
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float3 d = ray.origin - p0;
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float b1 = Dot(d, s1) * invDivisor;
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if (b1 < 0. || b1 > 1.)
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hit = false;
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// Compute second barycentric coordinate
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float3 s2 = Cross(d, e1);
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float b2 = Dot(ray.dir, s2) * invDivisor;
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if (b2 < 0. || b1 + b2 > 1.)
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hit = false;
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// Compute _t_ to intersection point
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float t = Dot(e2, s2) * invDivisor;
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if (t < ray.mint || t > ray.maxt)
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hit = false;
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if (hit) {
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ray.maxt = t;
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ray.hitId = tri.id;
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}
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return hit;
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}
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__device__
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static inline bool BVHIntersect(const LinearBVHNode nodes[],
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const Triangle tris[], Ray &r) {
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Ray ray = r;
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bool hit = false;
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// Follow ray through BVH nodes to find primitive intersections
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int todoOffset = 0, nodeNum = 0;
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int todo[64];
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while (true) {
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// Check ray against BVH node
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LinearBVHNode node = nodes[nodeNum];
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if (any(BBoxIntersect(node.bounds, ray))) {
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unsigned int nPrimitives = node.nPrimitives;
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if (nPrimitives > 0) {
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// Intersect ray with primitives in leaf BVH node
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unsigned int primitivesOffset = node.offset;
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for ( unsigned int i = 0; i < nPrimitives; ++i) {
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if (TriIntersect(tris[primitivesOffset+i], ray))
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hit = true;
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}
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if (todoOffset == 0)
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break;
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nodeNum = todo[--todoOffset];
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}
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else {
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// Put far BVH node on _todo_ stack, advance to near node
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#ifdef DIRISNEG
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const int dirIsNeg = r.dirIsNeg[node.splitAxis];
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#else
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int dirIsNeg;
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if (node.splitAxis == 0) dirIsNeg = r.dirIsNeg0;
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if (node.splitAxis == 1) dirIsNeg = r.dirIsNeg1;
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if (node.splitAxis == 2) dirIsNeg = r.dirIsNeg2;
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#endif
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if (dirIsNeg)
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{
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todo[todoOffset++] = nodeNum + 1;
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nodeNum = node.offset;
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}
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else {
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todo[todoOffset++] = node.offset;
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nodeNum = nodeNum + 1;
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}
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}
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}
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else {
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if (todoOffset == 0)
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break;
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nodeNum = todo[--todoOffset];
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}
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}
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r.maxt = ray.maxt;
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r.hitId = ray.hitId;
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return hit;
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}
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__device__
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static inline void raytrace_tile( int x0, int x1,
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int y0, int y1,
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int width, int height,
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int baseWidth, int baseHeight,
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const float raster2camera[4][4],
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const float camera2world[4][4],
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float image[], int id[],
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const LinearBVHNode nodes[],
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const Triangle triangles[]) {
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float widthScale = (float)(baseWidth) / (float)(width);
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float heightScale = (float)(baseHeight) / (float)(height);
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// foreach_tiled (y = y0 ... y1, x = x0 ... x1)
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for ( int y = y0; y < y1; y++)
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for ( int xb = x0; xb < x1; xb += programCount)
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{
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const int x = xb + programIndex;
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Ray ray;
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generateRay(raster2camera, camera2world, x*widthScale,
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y*heightScale, ray);
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BVHIntersect(nodes, triangles, ray);
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int offset = y * width + x;
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if (x < x1)
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{
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image[offset] = ray.maxt;
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id[offset] = ray.hitId;
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}
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}
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}
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extern "C"
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__global__
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void raytrace_tile_task( int width, int height,
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int baseWidth, int baseHeight,
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const float raster2camera[4][4],
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const float camera2world[4][4],
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float image[], int id[],
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const LinearBVHNode nodes[],
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const Triangle triangles[]) {
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if (taskIndex >= taskCount) return;
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int dx = 32, dy = 16; // must match dx, dy below
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int xBuckets = (width + (dx-1)) / dx;
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int x0 = (taskIndex % xBuckets) * dx;
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int x1 = min(x0 + dx, width);
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int y0 = (taskIndex / xBuckets) * dy;
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int y1 = min(y0 + dy, height);
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raytrace_tile(x0, x1, y0, y1, width, height, baseWidth, baseHeight,
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raster2camera, camera2world, image,
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id, nodes, triangles);
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}
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