Raw source
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <windows.h>
#include <sysinfoapi.h>
// #include "cpu_bitmap.h"
#define DIM 512
#define BPP 3
struct v {
float x, y, z;
__device__ v operator+(v r) { return v(x + r.x, y + r.y, z + r.z); }
__device__ v operator*(float r) { return v(x * r, y * r, z * r); }
__device__ float operator%(v r) { return x * r.x + y * r.y + z * r.z; }
__device__ v() {}
__device__ v operator^(v r) {
return v(y * r.z - z * r.y, z * r.x - x * r.z, x * r.y - y * r.x);
}
__device__ v(float a, float b, float c) {
x = a;
y = b;
z = c;
}
__device__ v operator!() { return *this * (1 / sqrt(*this % *this)); }
};
__device__ int G[] = {247570, 280596, 280600, 249748, 18578, 18577, 231184, 16, 16};
__shared__ int g_seed;
__device__ float R() {
g_seed = (214013*g_seed+2531011);
return ((g_seed>>16)&0x7FFF) / (float)66635;
}
//The intersection test for line [o,v].
// Return 2 if a hit was found (and also return distance t and bouncing ray n).
// Return 0 if no hit was found but ray goes upward
// Return 1 if no hit was found but ray goes downward
__device__ int TraceRay(v origin, v destination, float &t, v &normal) {
t = 1e9;
int m = 0;
float p = -origin.z / destination.z;
if (.01 < p) {
t = p;
normal = v(0, 0, 1);
m = 1;
}
for (int k = 19; k--;)
for (int j = 9; j--;)
if (G[j] & 1 << k) {
v p = origin + v(-k, 0, -j - 4);
float b = p % destination;
float c = p % p - 1;
float q = b * b - c;
//Does the ray hit the sphere ?
if (q > 0) {
float s = -b - sqrt(q);
//It does, compute the distance camera-sphere
if (s < t && s > .01) {
t = s;
normal = !(p + destination * t);
m = 2;
}
}
}
return m;
}
__device__ v Sample(v origin, v destination) {
float attenuation = 1.0f;
v pixel_color(0,0,0);
for (int r=0 ; r < 4 ; r++, attenuation /= 2) {
float t;
v normal;
int match = TraceRay(origin, destination, t, normal);
if (!match) {
//No sphere found and the ray goes upward: Generate a sky color
return pixel_color + v(.7f, .6f, 1) * pow(1 - destination.z, 4) * attenuation;
}
//A sphere was maybe hit.
v intersection = origin + destination * t;
v light_dir = !(v(9 + R(), 9 + R(), 16) + intersection * -1);
v half_vec = destination + normal * (normal % destination * -2);
//Calculated the lambertian factor
float lamb_f = light_dir % normal;
//Calculate illumination factor (lambertian coefficient > 0 or in shadow)?
if (lamb_f < 0 || TraceRay(intersection, light_dir, t, normal)) {
lamb_f = 0;
}
if (match & 1) {
//No sphere was hit and the ray was going downward: Generate a floor color
intersection = intersection * .2f;
v c = ((int)(ceil(intersection.x) + ceil(intersection.y)) & 1 ?
v(3, 1, 1) :
v(3, 3, 3)) * (lamb_f * .2f + .1f);
return pixel_color + c * attenuation;
}
float color = pow(light_dir % half_vec * (lamb_f > 0), 99);
pixel_color = pixel_color + v(color, color, color) * attenuation;
//m == 2 A sphere was hit. Cast an ray bouncing from the sphere surface.
//Attenuate color by 50% since it is bouncing (* .5)
origin = intersection;
destination = half_vec;
}
return pixel_color;
// return v(color, color, color);// + Sample(intersection, half_vec) * .5;
}
__global__ void GetColor(unsigned char *img) {
int x = blockIdx.x;
int y = threadIdx.x;
v cam_dir = !v(-6, -16, 0);
v cam_up = !(v(0, 0, 1) ^ cam_dir) * .002f;
v cam_right = !(cam_dir ^ cam_up) * .002f;
v eye_offset = (cam_up + cam_right) * -256 + cam_dir;
v color(13, 13, 13);
for (int r = 64; r--;) {
v delta = cam_up * (R() - .5) * 99.0f + cam_right * (R() - 0.5f) * 99;
color = Sample(v(17, 16, 8) + delta,
!(delta * -1 + (cam_up * (R() + x) + cam_right * (y + R()) + eye_offset) * 16)) * 3.5f + color;
}
img[DIM * y * BPP + x * BPP + 0] = color.x;
img[DIM * y * BPP + x * BPP + 1] = color.y;
img[DIM * y * BPP + x * BPP + 2] = color.z;
}
#define gpuErrchk(ans) { gpuAssert((ans), __FILE__, __LINE__); }
inline void gpuAssert(cudaError_t code, const char *file, int line, bool abort=true)
{
if (code != cudaSuccess)
{
fprintf(stderr,"GPUassert: %s %s %d\n", cudaGetErrorString(code), file, line);
if (abort) exit(code);
}
}
int main() {
DWORD start_time = GetTickCount();
// CPUBitmap bitmap( DIM, DIM );
char* bitmap = new char[DIM * DIM * BPP];
unsigned char *dev_bitmap;
// cudaMalloc( (void**)&dev_bitmap, bitmap.image_size() );
cudaMalloc( (void**)&dev_bitmap, (DIM * DIM * BPP) );
gpuErrchk( cudaPeekAtLastError() );
GetColor<<<DIM,DIM>>>(dev_bitmap);
gpuErrchk( cudaDeviceSynchronize() );
// cudaMemcpy( bitmap.get_ptr(), dev_bitmap, bitmap.image_size(), cudaMemcpyDeviceToHost );
cudaMemcpy( bitmap, dev_bitmap, (DIM * DIM * BPP), cudaMemcpyDeviceToHost );
gpuErrchk( cudaPeekAtLastError() );
DWORD elapsed_ms = GetTickCount() - start_time;
fprintf(stderr, "Time: %dms\n", elapsed_ms);
printf("P6 512 512 255 ");
char* c = bitmap;
for (int y = DIM; y--;) {
for (int x = DIM; x--;) {
c = &bitmap[y * DIM * BPP + x * BPP];
printf("%c%c%c", c[0], c[1], c[2]);
c += BPP;
}
}
delete bitmap;
return EXIT_SUCCESS;
}