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authorbrett weiland <brettsweiland@gmail.com>2024-06-01 01:36:18 -0500
committerbrett weiland <brettsweiland@gmail.com>2024-06-01 01:36:18 -0500
commitb0dd97ee6bf8d5daa587da40ad941efac68152df (patch)
treef162d32767e0b0f84bed284f6e8ab2c5309ff248 /src
parent093200a449ea38952de52012e324036c106e294b (diff)
got raycasting laid out
Diffstat (limited to 'src')
-rw-r--r--src/.vscode/launch.json19
-rw-r--r--src/camera.cuh75
-rw-r--r--src/common.cuh53
-rw-r--r--src/entity.cuh30
-rw-r--r--src/include/helper_math.h1469
-rw-r--r--src/kernel.cu10
-rw-r--r--src/kernel.cuh5
-rw-r--r--src/main.cu58
-rw-r--r--src/makefile25
-rw-r--r--src/render_object.cuh14
-rw-r--r--src/scene.cu14
-rw-r--r--src/scene.cuh31
-rw-r--r--src/sphere.cu9
-rw-r--r--src/sphere.cuh17
14 files changed, 1829 insertions, 0 deletions
diff --git a/src/.vscode/launch.json b/src/.vscode/launch.json
new file mode 100644
index 0000000..33752cd
--- /dev/null
+++ b/src/.vscode/launch.json
@@ -0,0 +1,19 @@
+{
+ // Use IntelliSense to learn about possible attributes.
+ // Hover to view descriptions of existing attributes.
+ // For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
+ "version": "0.2.0",
+ "configurations": [
+ {
+ "name": "CUDA C++: Launch",
+ "type": "cuda-gdb",
+ "request": "launch",
+ "program": "${workspaceFolder}/build/indigo_worlds"
+ },
+ {
+ "name": "CUDA C++: Attach",
+ "type": "cuda-gdb",
+ "request": "attach"
+ }
+ ]
+} \ No newline at end of file
diff --git a/src/camera.cuh b/src/camera.cuh
new file mode 100644
index 0000000..4d04fcd
--- /dev/null
+++ b/src/camera.cuh
@@ -0,0 +1,75 @@
+#ifndef CAMERA_H
+#define CAMERA_H
+
+#include "entity.cuh"
+#include "common.cuh"
+#include <limits>
+
+
+//template <class T> class scene;
+
+//I am soooo high lol
+class camera : public entity {
+ public:
+ __device__ camera(scene *pscene, const T fov = 1, const vect3 pos = make_vect3(0), const vect3 rot = make_vect3(0))
+ : pscene(pscene), fov(fov), entity(pos, rot, make_vect3(0)) {};
+ private:
+ T fov;
+ float2 size;
+ int steps = 100;
+ T clip_min = .1;
+ T clip_max = 100;
+ //scene *pscene;
+};
+
+/**
+//later we'll make scenes objects, rn im lazy (TODO)
+template <class T> __device__ void camera::render() {
+ //TODO *really* need to clean this up once you get further
+ //extra dimentions is extra math
+ //either generisize float3 or stop using this fucking template nonsense
+ const uint3 unnormalized_uv = ((blockDim * blockIdx) + threadIdx);
+ const unsigned int img_index = (unnormalized_uv.x + (unnormalized_uv.y * blockDim.x * gridDim.x)) * 4;
+ const vect3 uv = ((2 * make_vect3(unnormalized_uv)) / make_vect3(gridDim * blockDim)) - 1;
+ const vect3 ray_direction = normalize(make_vect3(uv.x, uv.y, 1));
+ T dist;
+ T total_dist = 0;
+ vect3 ray;
+ int i;
+
+
+ //if(img_index == 640) { printf("%f, %f, %f\n", uv.x, uv.y, uv.z); }
+
+ T min_dist = clip_max;
+
+ render_object **objs = pscene->get_objs();
+ for(i = 0; i < steps; i++) {
+ ray = this->pos_ + (total_dist * ray_direction);
+ //gyagh memory lookups
+ for(unsigned int oi = 0; objs[oi] != NULL; oi++) {
+ dist = object.distance_estimator(ray);
+ }
+ if((dist < clip_min)) {
+ //image[img_index] = 0xff;
+ break;
+ }
+ if((dist > clip_max)) {
+ //image[img_index+2] = 0xff;
+ break;
+ }
+ total_dist += dist;
+ }
+
+
+
+
+ //image[img_index] = 0x00;
+ //image[img_index+1] = 0x00;
+ //image[img_index+2] = p;
+ //image[img_index+3] = 0xff;
+
+}
+**/
+
+
+#endif
diff --git a/src/common.cuh b/src/common.cuh
new file mode 100644
index 0000000..9e026f4
--- /dev/null
+++ b/src/common.cuh
@@ -0,0 +1,53 @@
+#ifndef COMMON_H
+#define COMMON_H
+
+#include "include/helper_math.h"
+
+/**
+
+template <class T> class vect_t2;
+template <class T> class vect3;
+template <class T> class vect_t4;
+
+//this feels so hacky... idk why people are so scared of metaprogramming
+template <> class vect_t2<double> { public: using vect_t = double2; };
+template <> class vect3<double> { public: using vect_t = double3; };
+template <> class vect_t4<double> { public: using vect_t = double4; };
+
+template <> class vect_t2<float> { public: using vect_t = float2; };
+template <> class vect3<float> { public: using vect_t = float3; };
+template <> class vect_t4<float> { public: using vect_t = float4; };
+
+
+template <class T, class X> __device__ T vect_create(X x);
+template <class T, class X, class Y, class Z> __device__ T vect_create(X x, Y y, Z z);
+
+//I have no fucking clue if this is right, check me later ig
+template <class float3, class X> __device__ inline float3 vect_create<float3>(X x) { return make_float3(x); }
+
+template <class float3, class X, class Y, class Z> __device__ inline float3 vect_create<float3>(X x, Y y, Z z) { return make_float3(x, y, z); }
+**/
+
+/** I'm not sure weather float or double percision is nessesary. I was using
+templates, but this changes the structure of my entire project in unwanted
+ways, so I'm switching over to typedefs. **/
+
+typedef float2 vect2;
+typedef float3 vect3;
+typedef float T;
+
+#define make_vect3(...) (make_float3(__VA_ARGS__))
+
+//TODO move to color.cuh
+typedef float3 Color;
+#define make_color(...) (make_float3(__VA_ARGS__))
+
+//TODO move to ray.cuh
+struct Ray {
+ Color color;
+ vect3 start;
+ vect3 direction; //MUST BE A UNIT VECTOR
+ int bounces;
+};
+
+#endif
diff --git a/src/entity.cuh b/src/entity.cuh
new file mode 100644
index 0000000..b086644
--- /dev/null
+++ b/src/entity.cuh
@@ -0,0 +1,30 @@
+#ifndef ENTITY_H
+#define ENTITY_H
+#include "common.cuh"
+
+//we could make a template to allow double percision, but start with float
+//idk how nessesary it is yet so I'll go ahead.
+//I know I needed it for zoomin far into the mandelbrot ig, so it's not
+//out of the question
+class Entity {
+ public:
+ __device__ Entity() : pos_(make_vect3(0)), rot_(make_vect3(0)), scale_(make_vect3(0)) {};
+ __device__ Entity(const vect3 pos, const vect3 rot, const vect3 scale) : pos_(pos), rot_(rot), scale_(scale) {};
+ __device__ Entity(const float3 pos) : pos_(pos), rot_(make_vect3(0)), scale_(make_vect3(0)) {};
+
+
+ vect3 get_pos() const { return pos_; }
+ vect3 get_rot() const { return rot_; }
+ vect3 get_scale() const { return scale_; }
+
+ __device__ void set_pos(const vect3 pos) { pos_ = pos; }
+ __device__ void set_rot(const vect3 rot) { rot_ = rot; }
+ __device__ void set_scale(const vect3 scale) { scale_ = scale; }
+
+ protected:
+ vect3 pos_;
+ vect3 rot_;
+ vect3 scale_;
+
+};
+#endif
diff --git a/src/include/helper_math.h b/src/include/helper_math.h
new file mode 100644
index 0000000..6d2f63a
--- /dev/null
+++ b/src/include/helper_math.h
@@ -0,0 +1,1469 @@
+/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of NVIDIA CORPORATION nor the names of its
+ * contributors may be used to endorse or promote products derived
+ * from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+/*
+ * This file implements common mathematical operations on vector types
+ * (float3, float4 etc.) since these are not provided as standard by CUDA.
+ *
+ * The syntax is modeled on the Cg standard library.
+ *
+ * This is part of the Helper library includes
+ *
+ * Thanks to Linh Hah for additions and fixes.
+ */
+
+#ifndef HELPER_MATH_H
+#define HELPER_MATH_H
+
+#include "cuda_runtime.h"
+
+typedef unsigned int uint;
+typedef unsigned short ushort;
+
+#ifndef EXIT_WAIVED
+#define EXIT_WAIVED 2
+#endif
+
+#ifndef __CUDACC__
+#include <math.h>
+
+////////////////////////////////////////////////////////////////////////////////
+// host implementations of CUDA functions
+////////////////////////////////////////////////////////////////////////////////
+
+inline float fminf(float a, float b)
+{
+ return a < b ? a : b;
+}
+
+inline float fmaxf(float a, float b)
+{
+ return a > b ? a : b;
+}
+
+inline int max(int a, int b)
+{
+ return a > b ? a : b;
+}
+
+inline int min(int a, int b)
+{
+ return a < b ? a : b;
+}
+
+inline float rsqrtf(float x)
+{
+ return 1.0f / sqrtf(x);
+}
+#endif
+
+////////////////////////////////////////////////////////////////////////////////
+// constructors
+////////////////////////////////////////////////////////////////////////////////
+
+inline __host__ __device__ float2 make_float2(float s)
+{
+ return make_float2(s, s);
+}
+inline __host__ __device__ float2 make_float2(float3 a)
+{
+ return make_float2(a.x, a.y);
+}
+inline __host__ __device__ float2 make_float2(int2 a)
+{
+ return make_float2(float(a.x), float(a.y));
+}
+inline __host__ __device__ float2 make_float2(uint2 a)
+{
+ return make_float2(float(a.x), float(a.y));
+}
+
+inline __host__ __device__ int2 make_int2(int s)
+{
+ return make_int2(s, s);
+}
+inline __host__ __device__ int2 make_int2(int3 a)
+{
+ return make_int2(a.x, a.y);
+}
+inline __host__ __device__ int2 make_int2(uint2 a)
+{
+ return make_int2(int(a.x), int(a.y));
+}
+inline __host__ __device__ int2 make_int2(float2 a)
+{
+ return make_int2(int(a.x), int(a.y));
+}
+
+inline __host__ __device__ uint2 make_uint2(uint s)
+{
+ return make_uint2(s, s);
+}
+inline __host__ __device__ uint2 make_uint2(uint3 a)
+{
+ return make_uint2(a.x, a.y);
+}
+inline __host__ __device__ uint2 make_uint2(int2 a)
+{
+ return make_uint2(uint(a.x), uint(a.y));
+}
+
+inline __host__ __device__ float3 make_float3(float s)
+{
+ return make_float3(s, s, s);
+}
+inline __host__ __device__ float3 make_float3(float2 a)
+{
+ return make_float3(a.x, a.y, 0.0f);
+}
+inline __host__ __device__ float3 make_float3(float2 a, float s)
+{
+ return make_float3(a.x, a.y, s);
+}
+inline __host__ __device__ float3 make_float3(float4 a)
+{
+ return make_float3(a.x, a.y, a.z);
+}
+inline __host__ __device__ float3 make_float3(int3 a)
+{
+ return make_float3(float(a.x), float(a.y), float(a.z));
+}
+inline __host__ __device__ float3 make_float3(uint3 a)
+{
+ return make_float3(float(a.x), float(a.y), float(a.z));
+}
+
+inline __host__ __device__ int3 make_int3(int s)
+{
+ return make_int3(s, s, s);
+}
+inline __host__ __device__ int3 make_int3(int2 a)
+{
+ return make_int3(a.x, a.y, 0);
+}
+inline __host__ __device__ int3 make_int3(int2 a, int s)
+{
+ return make_int3(a.x, a.y, s);
+}
+inline __host__ __device__ int3 make_int3(uint3 a)
+{
+ return make_int3(int(a.x), int(a.y), int(a.z));
+}
+inline __host__ __device__ int3 make_int3(float3 a)
+{
+ return make_int3(int(a.x), int(a.y), int(a.z));
+}
+
+inline __host__ __device__ uint3 make_uint3(uint s)
+{
+ return make_uint3(s, s, s);
+}
+inline __host__ __device__ uint3 make_uint3(uint2 a)
+{
+ return make_uint3(a.x, a.y, 0);
+}
+inline __host__ __device__ uint3 make_uint3(uint2 a, uint s)
+{
+ return make_uint3(a.x, a.y, s);
+}
+inline __host__ __device__ uint3 make_uint3(uint4 a)
+{
+ return make_uint3(a.x, a.y, a.z);
+}
+inline __host__ __device__ uint3 make_uint3(int3 a)
+{
+ return make_uint3(uint(a.x), uint(a.y), uint(a.z));
+}
+
+inline __host__ __device__ float4 make_float4(float s)
+{
+ return make_float4(s, s, s, s);
+}
+inline __host__ __device__ float4 make_float4(float3 a)
+{
+ return make_float4(a.x, a.y, a.z, 0.0f);
+}
+inline __host__ __device__ float4 make_float4(float3 a, float w)
+{
+ return make_float4(a.x, a.y, a.z, w);
+}
+inline __host__ __device__ float4 make_float4(int4 a)
+{
+ return make_float4(float(a.x), float(a.y), float(a.z), float(a.w));
+}
+inline __host__ __device__ float4 make_float4(uint4 a)
+{
+ return make_float4(float(a.x), float(a.y), float(a.z), float(a.w));
+}
+
+inline __host__ __device__ int4 make_int4(int s)
+{
+ return make_int4(s, s, s, s);
+}
+inline __host__ __device__ int4 make_int4(int3 a)
+{
+ return make_int4(a.x, a.y, a.z, 0);
+}
+inline __host__ __device__ int4 make_int4(int3 a, int w)
+{
+ return make_int4(a.x, a.y, a.z, w);
+}
+inline __host__ __device__ int4 make_int4(uint4 a)
+{
+ return make_int4(int(a.x), int(a.y), int(a.z), int(a.w));
+}
+inline __host__ __device__ int4 make_int4(float4 a)
+{
+ return make_int4(int(a.x), int(a.y), int(a.z), int(a.w));
+}
+
+
+inline __host__ __device__ uint4 make_uint4(uint s)
+{
+ return make_uint4(s, s, s, s);
+}
+inline __host__ __device__ uint4 make_uint4(uint3 a)
+{
+ return make_uint4(a.x, a.y, a.z, 0);
+}
+inline __host__ __device__ uint4 make_uint4(uint3 a, uint w)
+{
+ return make_uint4(a.x, a.y, a.z, w);
+}
+inline __host__ __device__ uint4 make_uint4(int4 a)
+{
+ return make_uint4(uint(a.x), uint(a.y), uint(a.z), uint(a.w));
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// negate
+////////////////////////////////////////////////////////////////////////////////
+
+inline __host__ __device__ float2 operator-(float2 &a)
+{
+ return make_float2(-a.x, -a.y);
+}
+inline __host__ __device__ int2 operator-(int2 &a)
+{
+ return make_int2(-a.x, -a.y);
+}
+inline __host__ __device__ float3 operator-(float3 &a)
+{
+ return make_float3(-a.x, -a.y, -a.z);
+}
+inline __host__ __device__ int3 operator-(int3 &a)
+{
+ return make_int3(-a.x, -a.y, -a.z);
+}
+inline __host__ __device__ float4 operator-(float4 &a)
+{
+ return make_float4(-a.x, -a.y, -a.z, -a.w);
+}
+inline __host__ __device__ int4 operator-(int4 &a)
+{
+ return make_int4(-a.x, -a.y, -a.z, -a.w);
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// addition
+////////////////////////////////////////////////////////////////////////////////
+
+inline __host__ __device__ float2 operator+(float2 a, float2 b)
+{
+ return make_float2(a.x + b.x, a.y + b.y);
+}
+inline __host__ __device__ void operator+=(float2 &a, float2 b)
+{
+ a.x += b.x;
+ a.y += b.y;
+}
+inline __host__ __device__ float2 operator+(float2 a, float b)
+{
+ return make_float2(a.x + b, a.y + b);
+}
+inline __host__ __device__ float2 operator+(float b, float2 a)
+{
+ return make_float2(a.x + b, a.y + b);
+}
+inline __host__ __device__ void operator+=(float2 &a, float b)
+{
+ a.x += b;
+ a.y += b;
+}
+
+inline __host__ __device__ int2 operator+(int2 a, int2 b)
+{
+ return make_int2(a.x + b.x, a.y + b.y);
+}
+inline __host__ __device__ void operator+=(int2 &a, int2 b)
+{
+ a.x += b.x;
+ a.y += b.y;
+}
+inline __host__ __device__ int2 operator+(int2 a, int b)
+{
+ return make_int2(a.x + b, a.y + b);
+}
+inline __host__ __device__ int2 operator+(int b, int2 a)
+{
+ return make_int2(a.x + b, a.y + b);
+}
+inline __host__ __device__ void operator+=(int2 &a, int b)
+{
+ a.x += b;
+ a.y += b;
+}
+
+inline __host__ __device__ uint2 operator+(uint2 a, uint2 b)
+{
+ return make_uint2(a.x + b.x, a.y + b.y);
+}
+inline __host__ __device__ void operator+=(uint2 &a, uint2 b)
+{
+ a.x += b.x;
+ a.y += b.y;
+}
+inline __host__ __device__ uint2 operator+(uint2 a, uint b)
+{
+ return make_uint2(a.x + b, a.y + b);
+}
+inline __host__ __device__ uint2 operator+(uint b, uint2 a)
+{
+ return make_uint2(a.x + b, a.y + b);
+}
+inline __host__ __device__ void operator+=(uint2 &a, uint b)
+{
+ a.x += b;
+ a.y += b;
+}
+
+
+inline __host__ __device__ float3 operator+(float3 a, float3 b)
+{
+ return make_float3(a.x + b.x, a.y + b.y, a.z + b.z);
+}
+inline __host__ __device__ void operator+=(float3 &a, float3 b)
+{
+ a.x += b.x;
+ a.y += b.y;
+ a.z += b.z;
+}
+inline __host__ __device__ float3 operator+(float3 a, float b)
+{
+ return make_float3(a.x + b, a.y + b, a.z + b);
+}
+inline __host__ __device__ void operator+=(float3 &a, float b)
+{
+ a.x += b;
+ a.y += b;
+ a.z += b;
+}
+
+inline __host__ __device__ int3 operator+(int3 a, int3 b)
+{
+ return make_int3(a.x + b.x, a.y + b.y, a.z + b.z);
+}
+inline __host__ __device__ void operator+=(int3 &a, int3 b)
+{
+ a.x += b.x;
+ a.y += b.y;
+ a.z += b.z;
+}
+inline __host__ __device__ int3 operator+(int3 a, int b)
+{
+ return make_int3(a.x + b, a.y + b, a.z + b);
+}
+inline __host__ __device__ void operator+=(int3 &a, int b)
+{
+ a.x += b;
+ a.y += b;
+ a.z += b;
+}
+
+inline __host__ __device__ uint3 operator+(uint3 a, uint3 b)
+{
+ return make_uint3(a.x + b.x, a.y + b.y, a.z + b.z);
+}
+inline __host__ __device__ void operator+=(uint3 &a, uint3 b)
+{
+ a.x += b.x;
+ a.y += b.y;
+ a.z += b.z;
+}
+inline __host__ __device__ uint3 operator+(uint3 a, uint b)
+{
+ return make_uint3(a.x + b, a.y + b, a.z + b);
+}
+inline __host__ __device__ void operator+=(uint3 &a, uint b)
+{
+ a.x += b;
+ a.y += b;
+ a.z += b;
+}
+
+inline __host__ __device__ int3 operator+(int b, int3 a)
+{
+ return make_int3(a.x + b, a.y + b, a.z + b);
+}
+inline __host__ __device__ uint3 operator+(uint b, uint3 a)
+{
+ return make_uint3(a.x + b, a.y + b, a.z + b);
+}
+inline __host__ __device__ float3 operator+(float b, float3 a)
+{
+ return make_float3(a.x + b, a.y + b, a.z + b);
+}
+
+inline __host__ __device__ float4 operator+(float4 a, float4 b)
+{
+ return make_float4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
+}
+inline __host__ __device__ void operator+=(float4 &a, float4 b)
+{
+ a.x += b.x;
+ a.y += b.y;
+ a.z += b.z;
+ a.w += b.w;
+}
+inline __host__ __device__ float4 operator+(float4 a, float b)
+{
+ return make_float4(a.x + b, a.y + b, a.z + b, a.w + b);
+}
+inline __host__ __device__ float4 operator+(float b, float4 a)
+{
+ return make_float4(a.x + b, a.y + b, a.z + b, a.w + b);
+}
+inline __host__ __device__ void operator+=(float4 &a, float b)
+{
+ a.x += b;
+ a.y += b;
+ a.z += b;
+ a.w += b;
+}
+
+inline __host__ __device__ int4 operator+(int4 a, int4 b)
+{
+ return make_int4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
+}
+inline __host__ __device__ void operator+=(int4 &a, int4 b)
+{
+ a.x += b.x;
+ a.y += b.y;
+ a.z += b.z;
+ a.w += b.w;
+}
+inline __host__ __device__ int4 operator+(int4 a, int b)
+{
+ return make_int4(a.x + b, a.y + b, a.z + b, a.w + b);
+}
+inline __host__ __device__ int4 operator+(int b, int4 a)
+{
+ return make_int4(a.x + b, a.y + b, a.z + b, a.w + b);
+}
+inline __host__ __device__ void operator+=(int4 &a, int b)
+{
+ a.x += b;
+ a.y += b;
+ a.z += b;
+ a.w += b;
+}
+
+inline __host__ __device__ uint4 operator+(uint4 a, uint4 b)
+{
+ return make_uint4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
+}
+inline __host__ __device__ void operator+=(uint4 &a, uint4 b)
+{
+ a.x += b.x;
+ a.y += b.y;
+ a.z += b.z;
+ a.w += b.w;
+}
+inline __host__ __device__ uint4 operator+(uint4 a, uint b)
+{
+ return make_uint4(a.x + b, a.y + b, a.z + b, a.w + b);
+}
+inline __host__ __device__ uint4 operator+(uint b, uint4 a)
+{
+ return make_uint4(a.x + b, a.y + b, a.z + b, a.w + b);
+}
+inline __host__ __device__ void operator+=(uint4 &a, uint b)
+{
+ a.x += b;
+ a.y += b;
+ a.z += b;
+ a.w += b;
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// subtract
+////////////////////////////////////////////////////////////////////////////////
+
+inline __host__ __device__ float2 operator-(float2 a, float2 b)
+{
+ return make_float2(a.x - b.x, a.y - b.y);
+}
+inline __host__ __device__ void operator-=(float2 &a, float2 b)
+{
+ a.x -= b.x;
+ a.y -= b.y;
+}
+inline __host__ __device__ float2 operator-(float2 a, float b)
+{
+ return make_float2(a.x - b, a.y - b);
+}
+inline __host__ __device__ float2 operator-(float b, float2 a)
+{
+ return make_float2(b - a.x, b - a.y);
+}
+inline __host__ __device__ void operator-=(float2 &a, float b)
+{
+ a.x -= b;
+ a.y -= b;
+}
+
+inline __host__ __device__ int2 operator-(int2 a, int2 b)
+{
+ return make_int2(a.x - b.x, a.y - b.y);
+}
+inline __host__ __device__ void operator-=(int2 &a, int2 b)
+{
+ a.x -= b.x;
+ a.y -= b.y;
+}
+inline __host__ __device__ int2 operator-(int2 a, int b)
+{
+ return make_int2(a.x - b, a.y - b);
+}
+inline __host__ __device__ int2 operator-(int b, int2 a)
+{
+ return make_int2(b - a.x, b - a.y);
+}
+inline __host__ __device__ void operator-=(int2 &a, int b)
+{
+ a.x -= b;
+ a.y -= b;
+}
+
+inline __host__ __device__ uint2 operator-(uint2 a, uint2 b)
+{
+ return make_uint2(a.x - b.x, a.y - b.y);
+}
+inline __host__ __device__ void operator-=(uint2 &a, uint2 b)
+{
+ a.x -= b.x;
+ a.y -= b.y;
+}
+inline __host__ __device__ uint2 operator-(uint2 a, uint b)
+{
+ return make_uint2(a.x - b, a.y - b);
+}
+inline __host__ __device__ uint2 operator-(uint b, uint2 a)
+{
+ return make_uint2(b - a.x, b - a.y);
+}
+inline __host__ __device__ void operator-=(uint2 &a, uint b)
+{
+ a.x -= b;
+ a.y -= b;
+}
+
+inline __host__ __device__ float3 operator-(float3 a, float3 b)
+{
+ return make_float3(a.x - b.x, a.y - b.y, a.z - b.z);
+}
+inline __host__ __device__ void operator-=(float3 &a, float3 b)
+{
+ a.x -= b.x;
+ a.y -= b.y;
+ a.z -= b.z;
+}
+inline __host__ __device__ float3 operator-(float3 a, float b)
+{
+ return make_float3(a.x - b, a.y - b, a.z - b);
+}
+inline __host__ __device__ float3 operator-(float b, float3 a)
+{
+ return make_float3(b - a.x, b - a.y, b - a.z);
+}
+inline __host__ __device__ void operator-=(float3 &a, float b)
+{
+ a.x -= b;
+ a.y -= b;
+ a.z -= b;
+}
+
+inline __host__ __device__ int3 operator-(int3 a, int3 b)
+{
+ return make_int3(a.x - b.x, a.y - b.y, a.z - b.z);
+}
+inline __host__ __device__ void operator-=(int3 &a, int3 b)
+{
+ a.x -= b.x;
+ a.y -= b.y;
+ a.z -= b.z;
+}
+inline __host__ __device__ int3 operator-(int3 a, int b)
+{
+ return make_int3(a.x - b, a.y - b, a.z - b);
+}
+inline __host__ __device__ int3 operator-(int b, int3 a)
+{
+ return make_int3(b - a.x, b - a.y, b - a.z);
+}
+inline __host__ __device__ void operator-=(int3 &a, int b)
+{
+ a.x -= b;
+ a.y -= b;
+ a.z -= b;
+}
+
+inline __host__ __device__ uint3 operator-(uint3 a, uint3 b)
+{
+ return make_uint3(a.x - b.x, a.y - b.y, a.z - b.z);
+}
+inline __host__ __device__ void operator-=(uint3 &a, uint3 b)
+{
+ a.x -= b.x;
+ a.y -= b.y;
+ a.z -= b.z;
+}
+inline __host__ __device__ uint3 operator-(uint3 a, uint b)
+{
+ return make_uint3(a.x - b, a.y - b, a.z - b);
+}
+inline __host__ __device__ uint3 operator-(uint b, uint3 a)
+{
+ return make_uint3(b - a.x, b - a.y, b - a.z);
+}
+inline __host__ __device__ void operator-=(uint3 &a, uint b)
+{
+ a.x -= b;
+ a.y -= b;
+ a.z -= b;
+}
+
+inline __host__ __device__ float4 operator-(float4 a, float4 b)
+{
+ return make_float4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
+}
+inline __host__ __device__ void operator-=(float4 &a, float4 b)
+{
+ a.x -= b.x;
+ a.y -= b.y;
+ a.z -= b.z;
+ a.w -= b.w;
+}
+inline __host__ __device__ float4 operator-(float4 a, float b)
+{
+ return make_float4(a.x - b, a.y - b, a.z - b, a.w - b);
+}
+inline __host__ __device__ void operator-=(float4 &a, float b)
+{
+ a.x -= b;
+ a.y -= b;
+ a.z -= b;
+ a.w -= b;
+}
+
+inline __host__ __device__ int4 operator-(int4 a, int4 b)
+{
+ return make_int4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
+}
+inline __host__ __device__ void operator-=(int4 &a, int4 b)
+{
+ a.x -= b.x;
+ a.y -= b.y;
+ a.z -= b.z;
+ a.w -= b.w;
+}
+inline __host__ __device__ int4 operator-(int4 a, int b)
+{
+ return make_int4(a.x - b, a.y - b, a.z - b, a.w - b);
+}
+inline __host__ __device__ int4 operator-(int b, int4 a)
+{
+ return make_int4(b - a.x, b - a.y, b - a.z, b - a.w);
+}
+inline __host__ __device__ void operator-=(int4 &a, int b)
+{
+ a.x -= b;
+ a.y -= b;
+ a.z -= b;
+ a.w -= b;
+}
+
+inline __host__ __device__ uint4 operator-(uint4 a, uint4 b)
+{
+ return make_uint4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
+}
+inline __host__ __device__ void operator-=(uint4 &a, uint4 b)
+{
+ a.x -= b.x;
+ a.y -= b.y;
+ a.z -= b.z;
+ a.w -= b.w;
+}
+inline __host__ __device__ uint4 operator-(uint4 a, uint b)
+{
+ return make_uint4(a.x - b, a.y - b, a.z - b, a.w - b);
+}
+inline __host__ __device__ uint4 operator-(uint b, uint4 a)
+{
+ return make_uint4(b - a.x, b - a.y, b - a.z, b - a.w);
+}
+inline __host__ __device__ void operator-=(uint4 &a, uint b)
+{
+ a.x -= b;
+ a.y -= b;
+ a.z -= b;
+ a.w -= b;
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// multiply
+////////////////////////////////////////////////////////////////////////////////
+
+inline __host__ __device__ float2 operator*(float2 a, float2 b)
+{
+ return make_float2(a.x * b.x, a.y * b.y);
+}
+inline __host__ __device__ void operator*=(float2 &a, float2 b)
+{
+ a.x *= b.x;
+ a.y *= b.y;
+}
+inline __host__ __device__ float2 operator*(float2 a, float b)
+{
+ return make_float2(a.x * b, a.y * b);
+}
+inline __host__ __device__ float2 operator*(float b, float2 a)
+{
+ return make_float2(b * a.x, b * a.y);
+}
+inline __host__ __device__ void operator*=(float2 &a, float b)
+{
+ a.x *= b;
+ a.y *= b;
+}
+
+inline __host__ __device__ int2 operator*(int2 a, int2 b)
+{
+ return make_int2(a.x * b.x, a.y * b.y);
+}
+inline __host__ __device__ void operator*=(int2 &a, int2 b)
+{
+ a.x *= b.x;
+ a.y *= b.y;
+}
+inline __host__ __device__ int2 operator*(int2 a, int b)
+{
+ return make_int2(a.x * b, a.y * b);
+}
+inline __host__ __device__ int2 operator*(int b, int2 a)
+{
+ return make_int2(b * a.x, b * a.y);
+}
+inline __host__ __device__ void operator*=(int2 &a, int b)
+{
+ a.x *= b;
+ a.y *= b;
+}
+
+inline __host__ __device__ uint2 operator*(uint2 a, uint2 b)
+{
+ return make_uint2(a.x * b.x, a.y * b.y);
+}
+inline __host__ __device__ void operator*=(uint2 &a, uint2 b)
+{
+ a.x *= b.x;
+ a.y *= b.y;
+}
+inline __host__ __device__ uint2 operator*(uint2 a, uint b)
+{
+ return make_uint2(a.x * b, a.y * b);
+}
+inline __host__ __device__ uint2 operator*(uint b, uint2 a)
+{
+ return make_uint2(b * a.x, b * a.y);
+}
+inline __host__ __device__ void operator*=(uint2 &a, uint b)
+{
+ a.x *= b;
+ a.y *= b;
+}
+
+inline __host__ __device__ float3 operator*(float3 a, float3 b)
+{
+ return make_float3(a.x * b.x, a.y * b.y, a.z * b.z);
+}
+inline __host__ __device__ void operator*=(float3 &a, float3 b)
+{
+ a.x *= b.x;
+ a.y *= b.y;
+ a.z *= b.z;
+}
+inline __host__ __device__ float3 operator*(float3 a, float b)
+{
+ return make_float3(a.x * b, a.y * b, a.z * b);
+}
+inline __host__ __device__ float3 operator*(float b, float3 a)
+{
+ return make_float3(b * a.x, b * a.y, b * a.z);
+}
+inline __host__ __device__ void operator*=(float3 &a, float b)
+{
+ a.x *= b;
+ a.y *= b;
+ a.z *= b;
+}
+
+inline __host__ __device__ int3 operator*(int3 a, int3 b)
+{
+ return make_int3(a.x * b.x, a.y * b.y, a.z * b.z);
+}
+inline __host__ __device__ void operator*=(int3 &a, int3 b)
+{
+ a.x *= b.x;
+ a.y *= b.y;
+ a.z *= b.z;
+}
+inline __host__ __device__ int3 operator*(int3 a, int b)
+{
+ return make_int3(a.x * b, a.y * b, a.z * b);
+}
+inline __host__ __device__ int3 operator*(int b, int3 a)
+{
+ return make_int3(b * a.x, b * a.y, b * a.z);
+}
+inline __host__ __device__ void operator*=(int3 &a, int b)
+{
+ a.x *= b;
+ a.y *= b;
+ a.z *= b;
+}
+
+inline __host__ __device__ uint3 operator*(uint3 a, uint3 b)
+{
+ return make_uint3(a.x * b.x, a.y * b.y, a.z * b.z);
+}
+inline __host__ __device__ void operator*=(uint3 &a, uint3 b)
+{
+ a.x *= b.x;
+ a.y *= b.y;
+ a.z *= b.z;
+}
+inline __host__ __device__ uint3 operator*(uint3 a, uint b)
+{
+ return make_uint3(a.x * b, a.y * b, a.z * b);
+}
+inline __host__ __device__ uint3 operator*(uint b, uint3 a)
+{
+ return make_uint3(b * a.x, b * a.y, b * a.z);
+}
+inline __host__ __device__ void operator*=(uint3 &a, uint b)
+{
+ a.x *= b;
+ a.y *= b;
+ a.z *= b;
+}
+
+inline __host__ __device__ float4 operator*(float4 a, float4 b)
+{
+ return make_float4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);
+}
+inline __host__ __device__ void operator*=(float4 &a, float4 b)
+{
+ a.x *= b.x;
+ a.y *= b.y;
+ a.z *= b.z;
+ a.w *= b.w;
+}
+inline __host__ __device__ float4 operator*(float4 a, float b)
+{
+ return make_float4(a.x * b, a.y * b, a.z * b, a.w * b);
+}
+inline __host__ __device__ float4 operator*(float b, float4 a)
+{
+ return make_float4(b * a.x, b * a.y, b * a.z, b * a.w);
+}
+inline __host__ __device__ void operator*=(float4 &a, float b)
+{
+ a.x *= b;
+ a.y *= b;
+ a.z *= b;
+ a.w *= b;
+}
+
+inline __host__ __device__ int4 operator*(int4 a, int4 b)
+{
+ return make_int4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);
+}
+inline __host__ __device__ void operator*=(int4 &a, int4 b)
+{
+ a.x *= b.x;
+ a.y *= b.y;
+ a.z *= b.z;
+ a.w *= b.w;
+}
+inline __host__ __device__ int4 operator*(int4 a, int b)
+{
+ return make_int4(a.x * b, a.y * b, a.z * b, a.w * b);
+}
+inline __host__ __device__ int4 operator*(int b, int4 a)
+{
+ return make_int4(b * a.x, b * a.y, b * a.z, b * a.w);
+}
+inline __host__ __device__ void operator*=(int4 &a, int b)
+{
+ a.x *= b;
+ a.y *= b;
+ a.z *= b;
+ a.w *= b;
+}
+
+inline __host__ __device__ uint4 operator*(uint4 a, uint4 b)
+{
+ return make_uint4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);
+}
+inline __host__ __device__ void operator*=(uint4 &a, uint4 b)
+{
+ a.x *= b.x;
+ a.y *= b.y;
+ a.z *= b.z;
+ a.w *= b.w;
+}
+inline __host__ __device__ uint4 operator*(uint4 a, uint b)
+{
+ return make_uint4(a.x * b, a.y * b, a.z * b, a.w * b);
+}
+inline __host__ __device__ uint4 operator*(uint b, uint4 a)
+{
+ return make_uint4(b * a.x, b * a.y, b * a.z, b * a.w);
+}
+inline __host__ __device__ void operator*=(uint4 &a, uint b)
+{
+ a.x *= b;
+ a.y *= b;
+ a.z *= b;
+ a.w *= b;
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// divide
+////////////////////////////////////////////////////////////////////////////////
+
+inline __host__ __device__ float2 operator/(float2 a, float2 b)
+{
+ return make_float2(a.x / b.x, a.y / b.y);
+}
+inline __host__ __device__ void operator/=(float2 &a, float2 b)
+{
+ a.x /= b.x;
+ a.y /= b.y;
+}
+inline __host__ __device__ float2 operator/(float2 a, float b)
+{
+ return make_float2(a.x / b, a.y / b);
+}
+inline __host__ __device__ void operator/=(float2 &a, float b)
+{
+ a.x /= b;
+ a.y /= b;
+}
+inline __host__ __device__ float2 operator/(float b, float2 a)
+{
+ return make_float2(b / a.x, b / a.y);
+}
+
+inline __host__ __device__ float3 operator/(float3 a, float3 b)
+{
+ return make_float3(a.x / b.x, a.y / b.y, a.z / b.z);
+}
+inline __host__ __device__ void operator/=(float3 &a, float3 b)
+{
+ a.x /= b.x;
+ a.y /= b.y;
+ a.z /= b.z;
+}
+inline __host__ __device__ float3 operator/(float3 a, float b)
+{
+ return make_float3(a.x / b, a.y / b, a.z / b);
+}
+inline __host__ __device__ void operator/=(float3 &a, float b)
+{
+ a.x /= b;
+ a.y /= b;
+ a.z /= b;
+}
+inline __host__ __device__ float3 operator/(float b, float3 a)
+{
+ return make_float3(b / a.x, b / a.y, b / a.z);
+}
+
+inline __host__ __device__ float4 operator/(float4 a, float4 b)
+{
+ return make_float4(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w);
+}
+inline __host__ __device__ void operator/=(float4 &a, float4 b)
+{
+ a.x /= b.x;
+ a.y /= b.y;
+ a.z /= b.z;
+ a.w /= b.w;
+}
+inline __host__ __device__ float4 operator/(float4 a, float b)
+{
+ return make_float4(a.x / b, a.y / b, a.z / b, a.w / b);
+}
+inline __host__ __device__ void operator/=(float4 &a, float b)
+{
+ a.x /= b;
+ a.y /= b;
+ a.z /= b;
+ a.w /= b;
+}
+inline __host__ __device__ float4 operator/(float b, float4 a)
+{
+ return make_float4(b / a.x, b / a.y, b / a.z, b / a.w);
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// min
+////////////////////////////////////////////////////////////////////////////////
+
+inline __host__ __device__ float2 fminf(float2 a, float2 b)
+{
+ return make_float2(fminf(a.x,b.x), fminf(a.y,b.y));
+}
+inline __host__ __device__ float3 fminf(float3 a, float3 b)
+{
+ return make_float3(fminf(a.x,b.x), fminf(a.y,b.y), fminf(a.z,b.z));
+}
+inline __host__ __device__ float4 fminf(float4 a, float4 b)
+{
+ return make_float4(fminf(a.x,b.x), fminf(a.y,b.y), fminf(a.z,b.z), fminf(a.w,b.w));
+}
+
+inline __host__ __device__ int2 min(int2 a, int2 b)
+{
+ return make_int2(min(a.x,b.x), min(a.y,b.y));
+}
+inline __host__ __device__ int3 min(int3 a, int3 b)
+{
+ return make_int3(min(a.x,b.x), min(a.y,b.y), min(a.z,b.z));
+}
+inline __host__ __device__ int4 min(int4 a, int4 b)
+{
+ return make_int4(min(a.x,b.x), min(a.y,b.y), min(a.z,b.z), min(a.w,b.w));
+}
+
+inline __host__ __device__ uint2 min(uint2 a, uint2 b)
+{
+ return make_uint2(min(a.x,b.x), min(a.y,b.y));
+}
+inline __host__ __device__ uint3 min(uint3 a, uint3 b)
+{
+ return make_uint3(min(a.x,b.x), min(a.y,b.y), min(a.z,b.z));
+}
+inline __host__ __device__ uint4 min(uint4 a, uint4 b)
+{
+ return make_uint4(min(a.x,b.x), min(a.y,b.y), min(a.z,b.z), min(a.w,b.w));
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// max
+////////////////////////////////////////////////////////////////////////////////
+
+inline __host__ __device__ float2 fmaxf(float2 a, float2 b)
+{
+ return make_float2(fmaxf(a.x,b.x), fmaxf(a.y,b.y));
+}
+inline __host__ __device__ float3 fmaxf(float3 a, float3 b)
+{
+ return make_float3(fmaxf(a.x,b.x), fmaxf(a.y,b.y), fmaxf(a.z,b.z));
+}
+inline __host__ __device__ float4 fmaxf(float4 a, float4 b)
+{
+ return make_float4(fmaxf(a.x,b.x), fmaxf(a.y,b.y), fmaxf(a.z,b.z), fmaxf(a.w,b.w));
+}
+
+inline __host__ __device__ int2 max(int2 a, int2 b)
+{
+ return make_int2(max(a.x,b.x), max(a.y,b.y));
+}
+inline __host__ __device__ int3 max(int3 a, int3 b)
+{
+ return make_int3(max(a.x,b.x), max(a.y,b.y), max(a.z,b.z));
+}
+inline __host__ __device__ int4 max(int4 a, int4 b)
+{
+ return make_int4(max(a.x,b.x), max(a.y,b.y), max(a.z,b.z), max(a.w,b.w));
+}
+
+inline __host__ __device__ uint2 max(uint2 a, uint2 b)
+{
+ return make_uint2(max(a.x,b.x), max(a.y,b.y));
+}
+inline __host__ __device__ uint3 max(uint3 a, uint3 b)
+{
+ return make_uint3(max(a.x,b.x), max(a.y,b.y), max(a.z,b.z));
+}
+inline __host__ __device__ uint4 max(uint4 a, uint4 b)
+{
+ return make_uint4(max(a.x,b.x), max(a.y,b.y), max(a.z,b.z), max(a.w,b.w));
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// lerp
+// - linear interpolation between a and b, based on value t in [0, 1] range
+////////////////////////////////////////////////////////////////////////////////
+
+inline __device__ __host__ float lerp(float a, float b, float t)
+{
+ return a + t*(b-a);
+}
+inline __device__ __host__ float2 lerp(float2 a, float2 b, float t)
+{
+ return a + t*(b-a);
+}
+inline __device__ __host__ float3 lerp(float3 a, float3 b, float t)
+{
+ return a + t*(b-a);
+}
+inline __device__ __host__ float4 lerp(float4 a, float4 b, float t)
+{
+ return a + t*(b-a);
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// clamp
+// - clamp the value v to be in the range [a, b]
+////////////////////////////////////////////////////////////////////////////////
+
+inline __device__ __host__ float clamp(float f, float a, float b)
+{
+ return fmaxf(a, fminf(f, b));
+}
+inline __device__ __host__ int clamp(int f, int a, int b)
+{
+ return max(a, min(f, b));
+}
+inline __device__ __host__ uint clamp(uint f, uint a, uint b)
+{
+ return max(a, min(f, b));
+}
+
+inline __device__ __host__ float2 clamp(float2 v, float a, float b)
+{
+ return make_float2(clamp(v.x, a, b), clamp(v.y, a, b));
+}
+inline __device__ __host__ float2 clamp(float2 v, float2 a, float2 b)
+{
+ return make_float2(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y));
+}
+inline __device__ __host__ float3 clamp(float3 v, float a, float b)
+{
+ return make_float3(clamp(v.x, a, b), clamp(v.y, a, b), clamp(v.z, a, b));
+}
+inline __device__ __host__ float3 clamp(float3 v, float3 a, float3 b)
+{
+ return make_float3(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y), clamp(v.z, a.z, b.z));
+}
+inline __device__ __host__ float4 clamp(float4 v, float a, float b)
+{
+ return make_float4(clamp(v.x, a, b), clamp(v.y, a, b), clamp(v.z, a, b), clamp(v.w, a, b));
+}
+inline __device__ __host__ float4 clamp(float4 v, float4 a, float4 b)
+{
+ return make_float4(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y), clamp(v.z, a.z, b.z), clamp(v.w, a.w, b.w));
+}
+
+inline __device__ __host__ int2 clamp(int2 v, int a, int b)
+{
+ return make_int2(clamp(v.x, a, b), clamp(v.y, a, b));
+}
+inline __device__ __host__ int2 clamp(int2 v, int2 a, int2 b)
+{
+ return make_int2(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y));
+}
+inline __device__ __host__ int3 clamp(int3 v, int a, int b)
+{
+ return make_int3(clamp(v.x, a, b), clamp(v.y, a, b), clamp(v.z, a, b));
+}
+inline __device__ __host__ int3 clamp(int3 v, int3 a, int3 b)
+{
+ return make_int3(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y), clamp(v.z, a.z, b.z));
+}
+inline __device__ __host__ int4 clamp(int4 v, int a, int b)
+{
+ return make_int4(clamp(v.x, a, b), clamp(v.y, a, b), clamp(v.z, a, b), clamp(v.w, a, b));
+}
+inline __device__ __host__ int4 clamp(int4 v, int4 a, int4 b)
+{
+ return make_int4(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y), clamp(v.z, a.z, b.z), clamp(v.w, a.w, b.w));
+}
+
+inline __device__ __host__ uint2 clamp(uint2 v, uint a, uint b)
+{
+ return make_uint2(clamp(v.x, a, b), clamp(v.y, a, b));
+}
+inline __device__ __host__ uint2 clamp(uint2 v, uint2 a, uint2 b)
+{
+ return make_uint2(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y));
+}
+inline __device__ __host__ uint3 clamp(uint3 v, uint a, uint b)
+{
+ return make_uint3(clamp(v.x, a, b), clamp(v.y, a, b), clamp(v.z, a, b));
+}
+inline __device__ __host__ uint3 clamp(uint3 v, uint3 a, uint3 b)
+{
+ return make_uint3(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y), clamp(v.z, a.z, b.z));
+}
+inline __device__ __host__ uint4 clamp(uint4 v, uint a, uint b)
+{
+ return make_uint4(clamp(v.x, a, b), clamp(v.y, a, b), clamp(v.z, a, b), clamp(v.w, a, b));
+}
+inline __device__ __host__ uint4 clamp(uint4 v, uint4 a, uint4 b)
+{
+ return make_uint4(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y), clamp(v.z, a.z, b.z), clamp(v.w, a.w, b.w));
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// dot product
+////////////////////////////////////////////////////////////////////////////////
+
+inline __host__ __device__ float dot(float2 a, float2 b)
+{
+ return a.x * b.x + a.y * b.y;
+}
+inline __host__ __device__ float dot(float3 a, float3 b)
+{
+ return a.x * b.x + a.y * b.y + a.z * b.z;
+}
+inline __host__ __device__ float dot(float4 a, float4 b)
+{
+ return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
+}
+
+inline __host__ __device__ int dot(int2 a, int2 b)
+{
+ return a.x * b.x + a.y * b.y;
+}
+inline __host__ __device__ int dot(int3 a, int3 b)
+{
+ return a.x * b.x + a.y * b.y + a.z * b.z;
+}
+inline __host__ __device__ int dot(int4 a, int4 b)
+{
+ return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
+}
+
+inline __host__ __device__ uint dot(uint2 a, uint2 b)
+{
+ return a.x * b.x + a.y * b.y;
+}
+inline __host__ __device__ uint dot(uint3 a, uint3 b)
+{
+ return a.x * b.x + a.y * b.y + a.z * b.z;
+}
+inline __host__ __device__ uint dot(uint4 a, uint4 b)
+{
+ return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// length
+////////////////////////////////////////////////////////////////////////////////
+
+inline __host__ __device__ float length(float2 v)
+{
+ return sqrtf(dot(v, v));
+}
+inline __host__ __device__ float length(float3 v)
+{
+ return sqrtf(dot(v, v));
+}
+inline __host__ __device__ float length(float4 v)
+{
+ return sqrtf(dot(v, v));
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// normalize
+////////////////////////////////////////////////////////////////////////////////
+
+inline __host__ __device__ float2 normalize(float2 v)
+{
+ float invLen = rsqrtf(dot(v, v));
+ return v * invLen;
+}
+inline __host__ __device__ float3 normalize(float3 v)
+{
+ float invLen = rsqrtf(dot(v, v));
+ return v * invLen;
+}
+inline __host__ __device__ float4 normalize(float4 v)
+{
+ float invLen = rsqrtf(dot(v, v));
+ return v * invLen;
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// floor
+////////////////////////////////////////////////////////////////////////////////
+
+inline __host__ __device__ float2 floorf(float2 v)
+{
+ return make_float2(floorf(v.x), floorf(v.y));
+}
+inline __host__ __device__ float3 floorf(float3 v)
+{
+ return make_float3(floorf(v.x), floorf(v.y), floorf(v.z));
+}
+inline __host__ __device__ float4 floorf(float4 v)
+{
+ return make_float4(floorf(v.x), floorf(v.y), floorf(v.z), floorf(v.w));
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// frac - returns the fractional portion of a scalar or each vector component
+////////////////////////////////////////////////////////////////////////////////
+
+inline __host__ __device__ float fracf(float v)
+{
+ return v - floorf(v);
+}
+inline __host__ __device__ float2 fracf(float2 v)
+{
+ return make_float2(fracf(v.x), fracf(v.y));
+}
+inline __host__ __device__ float3 fracf(float3 v)
+{
+ return make_float3(fracf(v.x), fracf(v.y), fracf(v.z));
+}
+inline __host__ __device__ float4 fracf(float4 v)
+{
+ return make_float4(fracf(v.x), fracf(v.y), fracf(v.z), fracf(v.w));
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// fmod
+////////////////////////////////////////////////////////////////////////////////
+
+inline __host__ __device__ float2 fmodf(float2 a, float2 b)
+{
+ return make_float2(fmodf(a.x, b.x), fmodf(a.y, b.y));
+}
+inline __host__ __device__ float3 fmodf(float3 a, float3 b)
+{
+ return make_float3(fmodf(a.x, b.x), fmodf(a.y, b.y), fmodf(a.z, b.z));
+}
+inline __host__ __device__ float4 fmodf(float4 a, float4 b)
+{
+ return make_float4(fmodf(a.x, b.x), fmodf(a.y, b.y), fmodf(a.z, b.z), fmodf(a.w, b.w));
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// absolute value
+////////////////////////////////////////////////////////////////////////////////
+
+inline __host__ __device__ float2 fabs(float2 v)
+{
+ return make_float2(fabs(v.x), fabs(v.y));
+}
+inline __host__ __device__ float3 fabs(float3 v)
+{
+ return make_float3(fabs(v.x), fabs(v.y), fabs(v.z));
+}
+inline __host__ __device__ float4 fabs(float4 v)
+{
+ return make_float4(fabs(v.x), fabs(v.y), fabs(v.z), fabs(v.w));
+}
+
+inline __host__ __device__ int2 abs(int2 v)
+{
+ return make_int2(abs(v.x), abs(v.y));
+}
+inline __host__ __device__ int3 abs(int3 v)
+{
+ return make_int3(abs(v.x), abs(v.y), abs(v.z));
+}
+inline __host__ __device__ int4 abs(int4 v)
+{
+ return make_int4(abs(v.x), abs(v.y), abs(v.z), abs(v.w));
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// reflect
+// - returns reflection of incident ray I around surface normal N
+// - N should be normalized, reflected vector's length is equal to length of I
+////////////////////////////////////////////////////////////////////////////////
+
+inline __host__ __device__ float3 reflect(float3 i, float3 n)
+{
+ return i - 2.0f * n * dot(n,i);
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// cross product
+////////////////////////////////////////////////////////////////////////////////
+
+inline __host__ __device__ float3 cross(float3 a, float3 b)
+{
+ return make_float3(a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x);
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// smoothstep
+// - returns 0 if x < a
+// - returns 1 if x > b
+// - otherwise returns smooth interpolation between 0 and 1 based on x
+////////////////////////////////////////////////////////////////////////////////
+
+inline __device__ __host__ float smoothstep(float a, float b, float x)
+{
+ float y = clamp((x - a) / (b - a), 0.0f, 1.0f);
+ return (y*y*(3.0f - (2.0f*y)));
+}
+inline __device__ __host__ float2 smoothstep(float2 a, float2 b, float2 x)
+{
+ float2 y = clamp((x - a) / (b - a), 0.0f, 1.0f);
+ return (y*y*(make_float2(3.0f) - (make_float2(2.0f)*y)));
+}
+inline __device__ __host__ float3 smoothstep(float3 a, float3 b, float3 x)
+{
+ float3 y = clamp((x - a) / (b - a), 0.0f, 1.0f);
+ return (y*y*(make_float3(3.0f) - (make_float3(2.0f)*y)));
+}
+inline __device__ __host__ float4 smoothstep(float4 a, float4 b, float4 x)
+{
+ float4 y = clamp((x - a) / (b - a), 0.0f, 1.0f);
+ return (y*y*(make_float4(3.0f) - (make_float4(2.0f)*y)));
+}
+
+#endif
diff --git a/src/kernel.cu b/src/kernel.cu
new file mode 100644
index 0000000..40944c0
--- /dev/null
+++ b/src/kernel.cu
@@ -0,0 +1,10 @@
+#include <curand.h>
+#include <stdint.h>
+#include <stdio.h>
+#include "scene.cuh"
+
+__global__ void render(uint8_t *image) {
+ Scene scene;
+ scene.debug();
+ //scene.render(image);
+}
diff --git a/src/kernel.cuh b/src/kernel.cuh
new file mode 100644
index 0000000..2c5256e
--- /dev/null
+++ b/src/kernel.cuh
@@ -0,0 +1,5 @@
+#ifndef KERNEL_H
+#define KERNEL_H
+#include <stdint.h>
+__global__ void render(uint8_t *image);
+#endif
diff --git a/src/main.cu b/src/main.cu
new file mode 100644
index 0000000..aa74a6c
--- /dev/null
+++ b/src/main.cu
@@ -0,0 +1,58 @@
+#include <stdint.h>
+#include <stdio.h>
+#include <stdint.h>
+#include <cuda_runtime.h>
+#include <string.h>
+#include <raylib.h>
+
+#include "kernel.cuh"
+
+int main() {
+ //bluuuuugh i'll figure out occupancy later, this res are easy
+ //calculated manually for gtx1060 with 20 SM, 1024 threads/SM
+ const int res_x = 32 * 20;
+ const int res_y = 32 * 20;
+ const dim3 blockCount(20, 20);
+ const dim3 threadCount(32, 32);
+
+ uint8_t *image_d;
+ Color texture_data[res_x * res_y];
+ SetTargetFPS(10);
+
+
+ //see if GPU is connected (my egpu is finicky)
+ {
+ int temp_device;
+ cudaError_t err;
+ if((err = cudaGetDevice(&temp_device)) != cudaSuccess) {
+ printf("failed to get device!\nError: %s\n", cudaGetErrorString(err));
+ return(1);
+ }
+ }
+
+ SetTraceLogLevel(LOG_ERROR);
+ InitWindow(res_x, res_y, "cuda teseteroni");
+
+ //TODO could probably cut out
+ Image image = GenImageColor(res_x, res_y, BLUE);
+ Texture tex = LoadTextureFromImage(image);
+
+ while(!WindowShouldClose()) {
+ cudaError_t err;
+ //cuda stuff
+ cudaMalloc((void **)&image_d, res_x * res_y * sizeof(Color));
+ render<<<blockCount, threadCount>>>(image_d);
+ if((err = cudaGetLastError()) != cudaSuccess) {
+ printf("kernel did not launch! Error: %s\n", cudaGetErrorString(err));
+ }
+ cudaDeviceSynchronize();
+ cudaMemcpy(texture_data, (void **)image_d, res_x * res_y * sizeof(Color), cudaMemcpyDeviceToHost);
+
+ BeginDrawing();
+ UpdateTexture(tex, texture_data);
+ DrawTexture(tex, 0, 0, WHITE);
+ DrawFPS(0, 0);
+ EndDrawing();
+ }
+ return 0;
+}
diff --git a/src/makefile b/src/makefile
new file mode 100644
index 0000000..4d86411
--- /dev/null
+++ b/src/makefile
@@ -0,0 +1,25 @@
+LIBS = -lraylib -lGL -lm -lpthread -ldl -lrt -lX11
+$CC = gcc
+INC = -I /opt/cuda/include
+COMPILED_BIN = build/indigo_worlds
+
+CU_SRCFILES := $(wildcard *.cu)
+CU_OBJFILES := $(patsubst %.cu, %.o, $(CU_SRCFILES))
+
+all: $(CU_OBJFILES)
+ nvcc $(LIBS) -o build/indigo_worlds build/*.o
+
+%.o: %.cu
+ nvcc --device-debug -dc -c $< -o build/$@
+
+run: all
+ build/indigo_worlds
+
+clean:
+ rm -rf build/*
+
+
+#make:
+# nvcc $(LIBS) $(INC) -O0 --debug -c main.cu -o build/main.o
+# nvcc --device-debug --compile kernel.cu -o build/kernel.o
+# nvcc $(LIBS) -O0 -o build/indigo_worlds build/main.o build/kernel.o
diff --git a/src/render_object.cuh b/src/render_object.cuh
new file mode 100644
index 0000000..f25f835
--- /dev/null
+++ b/src/render_object.cuh
@@ -0,0 +1,14 @@
+#ifndef RENDER_OBJECT_H
+#define RENDER_OBJECT_H
+#include "entity.cuh"
+#include "common.cuh" //TODO color
+
+class Render_object : public Entity {
+ using Entity::Entity;
+ public:
+ virtual __device__ T distance_estimator(vect3 point) const = 0;
+ virtual __device__ Color get_color(struct Ray ray) const = 0;
+
+};
+
+#endif
diff --git a/src/scene.cu b/src/scene.cu
new file mode 100644
index 0000000..100af14
--- /dev/null
+++ b/src/scene.cu
@@ -0,0 +1,14 @@
+#include <stdio.h>
+#include "scene.cuh"
+
+__device__ void Scene::debug() {
+ //const uint3 unnormalized_uv = ((blockDim * blockIdx) + threadIdx);
+ //const unsigned int img_index = (unnormalized_uv.x + (unnormalized_uv.y * blockDim.x * gridDim.x)) * 4;
+}
+
+__device__ Color Scene::raycast(struct Ray ray) {
+ if(ray.bounces++ > max_bounces) return make_color(0);
+ const size_t obj_count = sizeof(objs) / sizeof(objs[0]);
+ for(size_t obj_i = 0; obj_i < obj_count; obj_i++);
+ return make_color(0);
+}
diff --git a/src/scene.cuh b/src/scene.cuh
new file mode 100644
index 0000000..e3d5896
--- /dev/null
+++ b/src/scene.cuh
@@ -0,0 +1,31 @@
+#ifndef SCENE_H
+#define SCENE_H
+
+#include "common.cuh"
+#include "sphere.cuh"
+#include "render_object.cuh"
+#include "include/helper_math.h"
+#include <stdint.h>
+
+//template <class T> class camera;
+
+//when we get animations with multiple scenes, we'll make this a virtual function
+//with array of DE objects and cam
+class Scene {
+ const int max_bounces = 10;
+ public:
+ //__device__ void render(uint8_t *image) { cam.render(); };
+ __device__ Render_object **get_objs() { return objs; }
+ __device__ void debug();
+ __device__ Color raycast(struct Ray ray);
+ private:
+ //camera cam = camera();
+ Sphere sp1 = Sphere(make_vect3(0, .4, -5));
+ Sphere sp2 = Sphere(make_vect3(0, -0.4,-5));
+ protected:
+ //idk why I need to specify the size... why can't the compiler figure that out?
+ Render_object *objs[3] = {&sp1, &sp2, NULL};
+ uint8_t *image;
+};
+
+#endif
diff --git a/src/sphere.cu b/src/sphere.cu
new file mode 100644
index 0000000..849a37d
--- /dev/null
+++ b/src/sphere.cu
@@ -0,0 +1,9 @@
+#include "sphere.cuh"
+
+__device__ T Sphere::distance_estimator(vect3 point) const {
+ return length(point) - r_;
+}
+
+__device__ Color Sphere::get_color(struct Ray ray) const {
+ return make_color(0);
+}
diff --git a/src/sphere.cuh b/src/sphere.cuh
new file mode 100644
index 0000000..0d228ff
--- /dev/null
+++ b/src/sphere.cuh
@@ -0,0 +1,17 @@
+#ifndef SPHERE_H
+#define SPHERE_H
+
+#include "render_object.cuh"
+#include "common.cuh"
+
+class Sphere : public Render_object {
+ using Render_object::Render_object;
+ public:
+ __device__ T distance_estimator(vect3 point) const;
+ __device__ Color get_color(struct Ray ray) const;
+ private:
+ T r_ = 1;
+};
+
+
+#endif