/* Copyright (c) 2021, 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. */ #ifndef _MARCHING_CUBES_KERNEL_CU_ #define _MARCHING_CUBES_KERNEL_CU_ #include #include #include // includes for helper CUDA functions #include #include #include #include #include "defines.h" #include "tables.h" // textures containing look-up tables cudaTextureObject_t triTex; cudaTextureObject_t numVertsTex; // volume data cudaTextureObject_t volumeTex; extern "C" void allocateTextures(uint **d_edgeTable, uint **d_triTable, uint **d_numVertsTable) { checkCudaErrors(cudaMalloc((void **)d_edgeTable, 256 * sizeof(uint))); checkCudaErrors(cudaMemcpy((void *)*d_edgeTable, (void *)edgeTable, 256 * sizeof(uint), cudaMemcpyHostToDevice)); cudaChannelFormatDesc channelDesc = cudaCreateChannelDesc(32, 0, 0, 0, cudaChannelFormatKindUnsigned); checkCudaErrors(cudaMalloc((void **)d_triTable, 256 * 16 * sizeof(uint))); checkCudaErrors(cudaMemcpy((void *)*d_triTable, (void *)triTable, 256 * 16 * sizeof(uint), cudaMemcpyHostToDevice)); cudaResourceDesc texRes; memset(&texRes, 0, sizeof(cudaResourceDesc)); texRes.resType = cudaResourceTypeLinear; texRes.res.linear.devPtr = *d_triTable; texRes.res.linear.sizeInBytes = 256 * 16 * sizeof(uint); texRes.res.linear.desc = channelDesc; cudaTextureDesc texDescr; memset(&texDescr, 0, sizeof(cudaTextureDesc)); texDescr.normalizedCoords = false; texDescr.filterMode = cudaFilterModePoint; texDescr.addressMode[0] = cudaAddressModeClamp; texDescr.readMode = cudaReadModeElementType; checkCudaErrors(cudaCreateTextureObject(&triTex, &texRes, &texDescr, NULL)); checkCudaErrors(cudaMalloc((void **)d_numVertsTable, 256 * sizeof(uint))); checkCudaErrors(cudaMemcpy((void *)*d_numVertsTable, (void *)numVertsTable, 256 * sizeof(uint), cudaMemcpyHostToDevice)); memset(&texRes, 0, sizeof(cudaResourceDesc)); texRes.resType = cudaResourceTypeLinear; texRes.res.linear.devPtr = *d_numVertsTable; texRes.res.linear.sizeInBytes = 256 * sizeof(uint); texRes.res.linear.desc = channelDesc; memset(&texDescr, 0, sizeof(cudaTextureDesc)); texDescr.normalizedCoords = false; texDescr.filterMode = cudaFilterModePoint; texDescr.addressMode[0] = cudaAddressModeClamp; texDescr.readMode = cudaReadModeElementType; checkCudaErrors( cudaCreateTextureObject(&numVertsTex, &texRes, &texDescr, NULL)); } extern "C" void createVolumeTexture(uchar *d_volume, size_t buffSize) { cudaResourceDesc texRes; memset(&texRes, 0, sizeof(cudaResourceDesc)); texRes.resType = cudaResourceTypeLinear; texRes.res.linear.devPtr = d_volume; texRes.res.linear.sizeInBytes = buffSize; texRes.res.linear.desc = cudaCreateChannelDesc(8, 0, 0, 0, cudaChannelFormatKindUnsigned); cudaTextureDesc texDescr; memset(&texDescr, 0, sizeof(cudaTextureDesc)); texDescr.normalizedCoords = false; texDescr.filterMode = cudaFilterModePoint; texDescr.addressMode[0] = cudaAddressModeClamp; texDescr.readMode = cudaReadModeNormalizedFloat; checkCudaErrors( cudaCreateTextureObject(&volumeTex, &texRes, &texDescr, NULL)); } extern "C" void destroyAllTextureObjects() { checkCudaErrors(cudaDestroyTextureObject(triTex)); checkCudaErrors(cudaDestroyTextureObject(numVertsTex)); checkCudaErrors(cudaDestroyTextureObject(volumeTex)); } // an interesting field function __device__ float tangle(float x, float y, float z) { x *= 3.0f; y *= 3.0f; z *= 3.0f; return (x * x * x * x - 5.0f * x * x + y * y * y * y - 5.0f * y * y + z * z * z * z - 5.0f * z * z + 11.8f) * 0.2f + 0.5f; } // evaluate field function at point __device__ float fieldFunc(float3 p) { return tangle(p.x, p.y, p.z); } // evaluate field function at a point // returns value and gradient in float4 __device__ float4 fieldFunc4(float3 p) { float v = tangle(p.x, p.y, p.z); const float d = 0.001f; float dx = tangle(p.x + d, p.y, p.z) - v; float dy = tangle(p.x, p.y + d, p.z) - v; float dz = tangle(p.x, p.y, p.z + d) - v; return make_float4(dx, dy, dz, v); } // sample volume data set at a point __device__ float sampleVolume(cudaTextureObject_t volumeTex, uchar *data, uint3 p, uint3 gridSize) { p.x = min(p.x, gridSize.x - 1); p.y = min(p.y, gridSize.y - 1); p.z = min(p.z, gridSize.z - 1); uint i = (p.z * gridSize.x * gridSize.y) + (p.y * gridSize.x) + p.x; // return (float) data[i] / 255.0f; return tex1Dfetch(volumeTex, i); } // compute position in 3d grid from 1d index // only works for power of 2 sizes __device__ uint3 calcGridPos(uint i, uint3 gridSizeShift, uint3 gridSizeMask) { uint3 gridPos; gridPos.x = i & gridSizeMask.x; gridPos.y = (i >> gridSizeShift.y) & gridSizeMask.y; gridPos.z = (i >> gridSizeShift.z) & gridSizeMask.z; return gridPos; } // classify voxel based on number of vertices it will generate // one thread per voxel __global__ void classifyVoxel(uint *voxelVerts, uint *voxelOccupied, uchar *volume, uint3 gridSize, uint3 gridSizeShift, uint3 gridSizeMask, uint numVoxels, float3 voxelSize, float isoValue, cudaTextureObject_t numVertsTex, cudaTextureObject_t volumeTex) { uint blockId = __mul24(blockIdx.y, gridDim.x) + blockIdx.x; uint i = __mul24(blockId, blockDim.x) + threadIdx.x; uint3 gridPos = calcGridPos(i, gridSizeShift, gridSizeMask); // read field values at neighbouring grid vertices #if SAMPLE_VOLUME float field[8]; field[0] = sampleVolume(volumeTex, volume, gridPos, gridSize); field[1] = sampleVolume(volumeTex, volume, gridPos + make_uint3(1, 0, 0), gridSize); field[2] = sampleVolume(volumeTex, volume, gridPos + make_uint3(1, 1, 0), gridSize); field[3] = sampleVolume(volumeTex, volume, gridPos + make_uint3(0, 1, 0), gridSize); field[4] = sampleVolume(volumeTex, volume, gridPos + make_uint3(0, 0, 1), gridSize); field[5] = sampleVolume(volumeTex, volume, gridPos + make_uint3(1, 0, 1), gridSize); field[6] = sampleVolume(volumeTex, volume, gridPos + make_uint3(1, 1, 1), gridSize); field[7] = sampleVolume(volumeTex, volume, gridPos + make_uint3(0, 1, 1), gridSize); #else float3 p; p.x = -1.0f + (gridPos.x * voxelSize.x); p.y = -1.0f + (gridPos.y * voxelSize.y); p.z = -1.0f + (gridPos.z * voxelSize.z); float field[8]; field[0] = fieldFunc(p); field[1] = fieldFunc(p + make_float3(voxelSize.x, 0, 0)); field[2] = fieldFunc(p + make_float3(voxelSize.x, voxelSize.y, 0)); field[3] = fieldFunc(p + make_float3(0, voxelSize.y, 0)); field[4] = fieldFunc(p + make_float3(0, 0, voxelSize.z)); field[5] = fieldFunc(p + make_float3(voxelSize.x, 0, voxelSize.z)); field[6] = fieldFunc(p + make_float3(voxelSize.x, voxelSize.y, voxelSize.z)); field[7] = fieldFunc(p + make_float3(0, voxelSize.y, voxelSize.z)); #endif // calculate flag indicating if each vertex is inside or outside isosurface uint cubeindex; cubeindex = uint(field[0] < isoValue); cubeindex += uint(field[1] < isoValue) * 2; cubeindex += uint(field[2] < isoValue) * 4; cubeindex += uint(field[3] < isoValue) * 8; cubeindex += uint(field[4] < isoValue) * 16; cubeindex += uint(field[5] < isoValue) * 32; cubeindex += uint(field[6] < isoValue) * 64; cubeindex += uint(field[7] < isoValue) * 128; // read number of vertices from texture uint numVerts = tex1Dfetch(numVertsTex, cubeindex); if (i < numVoxels) { voxelVerts[i] = numVerts; voxelOccupied[i] = (numVerts > 0); } } extern "C" void launch_classifyVoxel(dim3 grid, dim3 threads, uint *voxelVerts, uint *voxelOccupied, uchar *volume, uint3 gridSize, uint3 gridSizeShift, uint3 gridSizeMask, uint numVoxels, float3 voxelSize, float isoValue) { // calculate number of vertices need per voxel classifyVoxel<<>>(voxelVerts, voxelOccupied, volume, gridSize, gridSizeShift, gridSizeMask, numVoxels, voxelSize, isoValue, numVertsTex, volumeTex); getLastCudaError("classifyVoxel failed"); } // compact voxel array __global__ void compactVoxels(uint *compactedVoxelArray, uint *voxelOccupied, uint *voxelOccupiedScan, uint numVoxels) { uint blockId = __mul24(blockIdx.y, gridDim.x) + blockIdx.x; uint i = __mul24(blockId, blockDim.x) + threadIdx.x; if (voxelOccupied[i] && (i < numVoxels)) { compactedVoxelArray[voxelOccupiedScan[i]] = i; } } extern "C" void launch_compactVoxels(dim3 grid, dim3 threads, uint *compactedVoxelArray, uint *voxelOccupied, uint *voxelOccupiedScan, uint numVoxels) { compactVoxels<<>>(compactedVoxelArray, voxelOccupied, voxelOccupiedScan, numVoxels); getLastCudaError("compactVoxels failed"); } // compute interpolated vertex along an edge __device__ float3 vertexInterp(float isolevel, float3 p0, float3 p1, float f0, float f1) { float t = (isolevel - f0) / (f1 - f0); return lerp(p0, p1, t); } // compute interpolated vertex position and normal along an edge __device__ void vertexInterp2(float isolevel, float3 p0, float3 p1, float4 f0, float4 f1, float3 &p, float3 &n) { float t = (isolevel - f0.w) / (f1.w - f0.w); p = lerp(p0, p1, t); n.x = lerp(f0.x, f1.x, t); n.y = lerp(f0.y, f1.y, t); n.z = lerp(f0.z, f1.z, t); // n = normalize(n); } // generate triangles for each voxel using marching cubes // interpolates normals from field function __global__ void generateTriangles( float4 *pos, float4 *norm, uint *compactedVoxelArray, uint *numVertsScanned, uint3 gridSize, uint3 gridSizeShift, uint3 gridSizeMask, float3 voxelSize, float isoValue, uint activeVoxels, uint maxVerts, cudaTextureObject_t triTex, cudaTextureObject_t numVertsTex) { uint blockId = __mul24(blockIdx.y, gridDim.x) + blockIdx.x; uint i = __mul24(blockId, blockDim.x) + threadIdx.x; if (i > activeVoxels - 1) { // can't return here because of syncthreads() i = activeVoxels - 1; } #if SKIP_EMPTY_VOXELS uint voxel = compactedVoxelArray[i]; #else uint voxel = i; #endif // compute position in 3d grid uint3 gridPos = calcGridPos(voxel, gridSizeShift, gridSizeMask); float3 p; p.x = -1.0f + (gridPos.x * voxelSize.x); p.y = -1.0f + (gridPos.y * voxelSize.y); p.z = -1.0f + (gridPos.z * voxelSize.z); // calculate cell vertex positions float3 v[8]; v[0] = p; v[1] = p + make_float3(voxelSize.x, 0, 0); v[2] = p + make_float3(voxelSize.x, voxelSize.y, 0); v[3] = p + make_float3(0, voxelSize.y, 0); v[4] = p + make_float3(0, 0, voxelSize.z); v[5] = p + make_float3(voxelSize.x, 0, voxelSize.z); v[6] = p + make_float3(voxelSize.x, voxelSize.y, voxelSize.z); v[7] = p + make_float3(0, voxelSize.y, voxelSize.z); // evaluate field values float4 field[8]; field[0] = fieldFunc4(v[0]); field[1] = fieldFunc4(v[1]); field[2] = fieldFunc4(v[2]); field[3] = fieldFunc4(v[3]); field[4] = fieldFunc4(v[4]); field[5] = fieldFunc4(v[5]); field[6] = fieldFunc4(v[6]); field[7] = fieldFunc4(v[7]); // recalculate flag // (this is faster than storing it in global memory) uint cubeindex; cubeindex = uint(field[0].w < isoValue); cubeindex += uint(field[1].w < isoValue) * 2; cubeindex += uint(field[2].w < isoValue) * 4; cubeindex += uint(field[3].w < isoValue) * 8; cubeindex += uint(field[4].w < isoValue) * 16; cubeindex += uint(field[5].w < isoValue) * 32; cubeindex += uint(field[6].w < isoValue) * 64; cubeindex += uint(field[7].w < isoValue) * 128; // find the vertices where the surface intersects the cube #if USE_SHARED // use partioned shared memory to avoid using local memory __shared__ float3 vertlist[12 * NTHREADS]; __shared__ float3 normlist[12 * NTHREADS]; vertexInterp2(isoValue, v[0], v[1], field[0], field[1], vertlist[threadIdx.x], normlist[threadIdx.x]); vertexInterp2(isoValue, v[1], v[2], field[1], field[2], vertlist[threadIdx.x + NTHREADS], normlist[threadIdx.x + NTHREADS]); vertexInterp2(isoValue, v[2], v[3], field[2], field[3], vertlist[threadIdx.x + (NTHREADS * 2)], normlist[threadIdx.x + (NTHREADS * 2)]); vertexInterp2(isoValue, v[3], v[0], field[3], field[0], vertlist[threadIdx.x + (NTHREADS * 3)], normlist[threadIdx.x + (NTHREADS * 3)]); vertexInterp2(isoValue, v[4], v[5], field[4], field[5], vertlist[threadIdx.x + (NTHREADS * 4)], normlist[threadIdx.x + (NTHREADS * 4)]); vertexInterp2(isoValue, v[5], v[6], field[5], field[6], vertlist[threadIdx.x + (NTHREADS * 5)], normlist[threadIdx.x + (NTHREADS * 5)]); vertexInterp2(isoValue, v[6], v[7], field[6], field[7], vertlist[threadIdx.x + (NTHREADS * 6)], normlist[threadIdx.x + (NTHREADS * 6)]); vertexInterp2(isoValue, v[7], v[4], field[7], field[4], vertlist[threadIdx.x + (NTHREADS * 7)], normlist[threadIdx.x + (NTHREADS * 7)]); vertexInterp2(isoValue, v[0], v[4], field[0], field[4], vertlist[threadIdx.x + (NTHREADS * 8)], normlist[threadIdx.x + (NTHREADS * 8)]); vertexInterp2(isoValue, v[1], v[5], field[1], field[5], vertlist[threadIdx.x + (NTHREADS * 9)], normlist[threadIdx.x + (NTHREADS * 9)]); vertexInterp2(isoValue, v[2], v[6], field[2], field[6], vertlist[threadIdx.x + (NTHREADS * 10)], normlist[threadIdx.x + (NTHREADS * 10)]); vertexInterp2(isoValue, v[3], v[7], field[3], field[7], vertlist[threadIdx.x + (NTHREADS * 11)], normlist[threadIdx.x + (NTHREADS * 11)]); __syncthreads(); #else float3 vertlist[12]; float3 normlist[12]; vertexInterp2(isoValue, v[0], v[1], field[0], field[1], vertlist[0], normlist[0]); vertexInterp2(isoValue, v[1], v[2], field[1], field[2], vertlist[1], normlist[1]); vertexInterp2(isoValue, v[2], v[3], field[2], field[3], vertlist[2], normlist[2]); vertexInterp2(isoValue, v[3], v[0], field[3], field[0], vertlist[3], normlist[3]); vertexInterp2(isoValue, v[4], v[5], field[4], field[5], vertlist[4], normlist[4]); vertexInterp2(isoValue, v[5], v[6], field[5], field[6], vertlist[5], normlist[5]); vertexInterp2(isoValue, v[6], v[7], field[6], field[7], vertlist[6], normlist[6]); vertexInterp2(isoValue, v[7], v[4], field[7], field[4], vertlist[7], normlist[7]); vertexInterp2(isoValue, v[0], v[4], field[0], field[4], vertlist[8], normlist[8]); vertexInterp2(isoValue, v[1], v[5], field[1], field[5], vertlist[9], normlist[9]); vertexInterp2(isoValue, v[2], v[6], field[2], field[6], vertlist[10], normlist[10]); vertexInterp2(isoValue, v[3], v[7], field[3], field[7], vertlist[11], normlist[11]); #endif // output triangle vertices uint numVerts = tex1Dfetch(numVertsTex, cubeindex); for (int i = 0; i < numVerts; i++) { uint edge = tex1Dfetch(triTex, cubeindex * 16 + i); uint index = numVertsScanned[voxel] + i; if (index < maxVerts) { #if USE_SHARED pos[index] = make_float4(vertlist[(edge * NTHREADS) + threadIdx.x], 1.0f); norm[index] = make_float4(normlist[(edge * NTHREADS) + threadIdx.x], 0.0f); #else pos[index] = make_float4(vertlist[edge], 1.0f); norm[index] = make_float4(normlist[edge], 0.0f); #endif } } } extern "C" void launch_generateTriangles( dim3 grid, dim3 threads, float4 *pos, float4 *norm, uint *compactedVoxelArray, uint *numVertsScanned, uint3 gridSize, uint3 gridSizeShift, uint3 gridSizeMask, float3 voxelSize, float isoValue, uint activeVoxels, uint maxVerts) { generateTriangles<<>>( pos, norm, compactedVoxelArray, numVertsScanned, gridSize, gridSizeShift, gridSizeMask, voxelSize, isoValue, activeVoxels, maxVerts, triTex, numVertsTex); getLastCudaError("generateTriangles failed"); } // calculate triangle normal __device__ float3 calcNormal(float3 *v0, float3 *v1, float3 *v2) { float3 edge0 = *v1 - *v0; float3 edge1 = *v2 - *v0; // note - it's faster to perform normalization in vertex shader rather than // here return cross(edge0, edge1); } // version that calculates flat surface normal for each triangle __global__ void generateTriangles2( float4 *pos, float4 *norm, uint *compactedVoxelArray, uint *numVertsScanned, uchar *volume, uint3 gridSize, uint3 gridSizeShift, uint3 gridSizeMask, float3 voxelSize, float isoValue, uint activeVoxels, uint maxVerts, cudaTextureObject_t triTex, cudaTextureObject_t numVertsTex, cudaTextureObject_t volumeTex) { uint blockId = __mul24(blockIdx.y, gridDim.x) + blockIdx.x; uint i = __mul24(blockId, blockDim.x) + threadIdx.x; if (i > activeVoxels - 1) { i = activeVoxels - 1; } #if SKIP_EMPTY_VOXELS uint voxel = compactedVoxelArray[i]; #else uint voxel = i; #endif // compute position in 3d grid uint3 gridPos = calcGridPos(voxel, gridSizeShift, gridSizeMask); float3 p; p.x = -1.0f + (gridPos.x * voxelSize.x); p.y = -1.0f + (gridPos.y * voxelSize.y); p.z = -1.0f + (gridPos.z * voxelSize.z); // calculate cell vertex positions float3 v[8]; v[0] = p; v[1] = p + make_float3(voxelSize.x, 0, 0); v[2] = p + make_float3(voxelSize.x, voxelSize.y, 0); v[3] = p + make_float3(0, voxelSize.y, 0); v[4] = p + make_float3(0, 0, voxelSize.z); v[5] = p + make_float3(voxelSize.x, 0, voxelSize.z); v[6] = p + make_float3(voxelSize.x, voxelSize.y, voxelSize.z); v[7] = p + make_float3(0, voxelSize.y, voxelSize.z); #if SAMPLE_VOLUME float field[8]; field[0] = sampleVolume(volumeTex, volume, gridPos, gridSize); field[1] = sampleVolume(volumeTex, volume, gridPos + make_uint3(1, 0, 0), gridSize); field[2] = sampleVolume(volumeTex, volume, gridPos + make_uint3(1, 1, 0), gridSize); field[3] = sampleVolume(volumeTex, volume, gridPos + make_uint3(0, 1, 0), gridSize); field[4] = sampleVolume(volumeTex, volume, gridPos + make_uint3(0, 0, 1), gridSize); field[5] = sampleVolume(volumeTex, volume, gridPos + make_uint3(1, 0, 1), gridSize); field[6] = sampleVolume(volumeTex, volume, gridPos + make_uint3(1, 1, 1), gridSize); field[7] = sampleVolume(volumeTex, volume, gridPos + make_uint3(0, 1, 1), gridSize); #else // evaluate field values float field[8]; field[0] = fieldFunc(v[0]); field[1] = fieldFunc(v[1]); field[2] = fieldFunc(v[2]); field[3] = fieldFunc(v[3]); field[4] = fieldFunc(v[4]); field[5] = fieldFunc(v[5]); field[6] = fieldFunc(v[6]); field[7] = fieldFunc(v[7]); #endif // recalculate flag uint cubeindex; cubeindex = uint(field[0] < isoValue); cubeindex += uint(field[1] < isoValue) * 2; cubeindex += uint(field[2] < isoValue) * 4; cubeindex += uint(field[3] < isoValue) * 8; cubeindex += uint(field[4] < isoValue) * 16; cubeindex += uint(field[5] < isoValue) * 32; cubeindex += uint(field[6] < isoValue) * 64; cubeindex += uint(field[7] < isoValue) * 128; // find the vertices where the surface intersects the cube #if USE_SHARED // use shared memory to avoid using local __shared__ float3 vertlist[12 * NTHREADS]; vertlist[threadIdx.x] = vertexInterp(isoValue, v[0], v[1], field[0], field[1]); vertlist[NTHREADS + threadIdx.x] = vertexInterp(isoValue, v[1], v[2], field[1], field[2]); vertlist[(NTHREADS * 2) + threadIdx.x] = vertexInterp(isoValue, v[2], v[3], field[2], field[3]); vertlist[(NTHREADS * 3) + threadIdx.x] = vertexInterp(isoValue, v[3], v[0], field[3], field[0]); vertlist[(NTHREADS * 4) + threadIdx.x] = vertexInterp(isoValue, v[4], v[5], field[4], field[5]); vertlist[(NTHREADS * 5) + threadIdx.x] = vertexInterp(isoValue, v[5], v[6], field[5], field[6]); vertlist[(NTHREADS * 6) + threadIdx.x] = vertexInterp(isoValue, v[6], v[7], field[6], field[7]); vertlist[(NTHREADS * 7) + threadIdx.x] = vertexInterp(isoValue, v[7], v[4], field[7], field[4]); vertlist[(NTHREADS * 8) + threadIdx.x] = vertexInterp(isoValue, v[0], v[4], field[0], field[4]); vertlist[(NTHREADS * 9) + threadIdx.x] = vertexInterp(isoValue, v[1], v[5], field[1], field[5]); vertlist[(NTHREADS * 10) + threadIdx.x] = vertexInterp(isoValue, v[2], v[6], field[2], field[6]); vertlist[(NTHREADS * 11) + threadIdx.x] = vertexInterp(isoValue, v[3], v[7], field[3], field[7]); __syncthreads(); #else float3 vertlist[12]; vertlist[0] = vertexInterp(isoValue, v[0], v[1], field[0], field[1]); vertlist[1] = vertexInterp(isoValue, v[1], v[2], field[1], field[2]); vertlist[2] = vertexInterp(isoValue, v[2], v[3], field[2], field[3]); vertlist[3] = vertexInterp(isoValue, v[3], v[0], field[3], field[0]); vertlist[4] = vertexInterp(isoValue, v[4], v[5], field[4], field[5]); vertlist[5] = vertexInterp(isoValue, v[5], v[6], field[5], field[6]); vertlist[6] = vertexInterp(isoValue, v[6], v[7], field[6], field[7]); vertlist[7] = vertexInterp(isoValue, v[7], v[4], field[7], field[4]); vertlist[8] = vertexInterp(isoValue, v[0], v[4], field[0], field[4]); vertlist[9] = vertexInterp(isoValue, v[1], v[5], field[1], field[5]); vertlist[10] = vertexInterp(isoValue, v[2], v[6], field[2], field[6]); vertlist[11] = vertexInterp(isoValue, v[3], v[7], field[3], field[7]); #endif // output triangle vertices uint numVerts = tex1Dfetch(numVertsTex, cubeindex); for (int i = 0; i < numVerts; i += 3) { uint index = numVertsScanned[voxel] + i; float3 *v[3]; uint edge; edge = tex1Dfetch(triTex, (cubeindex * 16) + i); #if USE_SHARED v[0] = &vertlist[(edge * NTHREADS) + threadIdx.x]; #else v[0] = &vertlist[edge]; #endif edge = tex1Dfetch(triTex, (cubeindex * 16) + i + 1); #if USE_SHARED v[1] = &vertlist[(edge * NTHREADS) + threadIdx.x]; #else v[1] = &vertlist[edge]; #endif edge = tex1Dfetch(triTex, (cubeindex * 16) + i + 2); #if USE_SHARED v[2] = &vertlist[(edge * NTHREADS) + threadIdx.x]; #else v[2] = &vertlist[edge]; #endif // calculate triangle surface normal float3 n = calcNormal(v[0], v[1], v[2]); if (index < (maxVerts - 3)) { pos[index] = make_float4(*v[0], 1.0f); norm[index] = make_float4(n, 0.0f); pos[index + 1] = make_float4(*v[1], 1.0f); norm[index + 1] = make_float4(n, 0.0f); pos[index + 2] = make_float4(*v[2], 1.0f); norm[index + 2] = make_float4(n, 0.0f); } } } extern "C" void launch_generateTriangles2( dim3 grid, dim3 threads, float4 *pos, float4 *norm, uint *compactedVoxelArray, uint *numVertsScanned, uchar *volume, uint3 gridSize, uint3 gridSizeShift, uint3 gridSizeMask, float3 voxelSize, float isoValue, uint activeVoxels, uint maxVerts) { generateTriangles2<<>>( pos, norm, compactedVoxelArray, numVertsScanned, volume, gridSize, gridSizeShift, gridSizeMask, voxelSize, isoValue, activeVoxels, maxVerts, triTex, numVertsTex, volumeTex); getLastCudaError("generateTriangles2 failed"); } extern "C" void ThrustScanWrapper(unsigned int *output, unsigned int *input, unsigned int numElements) { thrust::exclusive_scan(thrust::device_ptr(input), thrust::device_ptr(input + numElements), thrust::device_ptr(output)); } #endif