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668 lines
25 KiB
Plaintext
668 lines
25 KiB
Plaintext
/* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef _MARCHING_CUBES_KERNEL_CU_
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#define _MARCHING_CUBES_KERNEL_CU_
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#include <stdio.h>
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#include <string.h>
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#include <helper_cuda.h> // includes for helper CUDA functions
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#include <helper_math.h>
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#include <cuda_runtime_api.h>
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#include <thrust/device_vector.h>
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#include <thrust/scan.h>
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#include "defines.h"
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#include "tables.h"
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// textures containing look-up tables
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cudaTextureObject_t triTex;
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cudaTextureObject_t numVertsTex;
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// volume data
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cudaTextureObject_t volumeTex;
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extern "C" void allocateTextures(uint **d_edgeTable, uint **d_triTable,
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uint **d_numVertsTable) {
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checkCudaErrors(cudaMalloc((void **)d_edgeTable, 256 * sizeof(uint)));
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checkCudaErrors(cudaMemcpy((void *)*d_edgeTable, (void *)edgeTable,
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256 * sizeof(uint), cudaMemcpyHostToDevice));
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cudaChannelFormatDesc channelDesc =
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cudaCreateChannelDesc(32, 0, 0, 0, cudaChannelFormatKindUnsigned);
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checkCudaErrors(cudaMalloc((void **)d_triTable, 256 * 16 * sizeof(uint)));
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checkCudaErrors(cudaMemcpy((void *)*d_triTable, (void *)triTable,
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256 * 16 * sizeof(uint), cudaMemcpyHostToDevice));
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cudaResourceDesc texRes;
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memset(&texRes, 0, sizeof(cudaResourceDesc));
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texRes.resType = cudaResourceTypeLinear;
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texRes.res.linear.devPtr = *d_triTable;
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texRes.res.linear.sizeInBytes = 256 * 16 * sizeof(uint);
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texRes.res.linear.desc = channelDesc;
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cudaTextureDesc texDescr;
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memset(&texDescr, 0, sizeof(cudaTextureDesc));
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texDescr.normalizedCoords = false;
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texDescr.filterMode = cudaFilterModePoint;
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texDescr.addressMode[0] = cudaAddressModeClamp;
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texDescr.readMode = cudaReadModeElementType;
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checkCudaErrors(cudaCreateTextureObject(&triTex, &texRes, &texDescr, NULL));
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checkCudaErrors(cudaMalloc((void **)d_numVertsTable, 256 * sizeof(uint)));
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checkCudaErrors(cudaMemcpy((void *)*d_numVertsTable, (void *)numVertsTable,
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256 * sizeof(uint), cudaMemcpyHostToDevice));
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memset(&texRes, 0, sizeof(cudaResourceDesc));
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texRes.resType = cudaResourceTypeLinear;
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texRes.res.linear.devPtr = *d_numVertsTable;
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texRes.res.linear.sizeInBytes = 256 * sizeof(uint);
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texRes.res.linear.desc = channelDesc;
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memset(&texDescr, 0, sizeof(cudaTextureDesc));
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texDescr.normalizedCoords = false;
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texDescr.filterMode = cudaFilterModePoint;
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texDescr.addressMode[0] = cudaAddressModeClamp;
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texDescr.readMode = cudaReadModeElementType;
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checkCudaErrors(
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cudaCreateTextureObject(&numVertsTex, &texRes, &texDescr, NULL));
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}
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extern "C" void createVolumeTexture(uchar *d_volume, size_t buffSize) {
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cudaResourceDesc texRes;
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memset(&texRes, 0, sizeof(cudaResourceDesc));
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texRes.resType = cudaResourceTypeLinear;
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texRes.res.linear.devPtr = d_volume;
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texRes.res.linear.sizeInBytes = buffSize;
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texRes.res.linear.desc =
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cudaCreateChannelDesc(8, 0, 0, 0, cudaChannelFormatKindUnsigned);
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cudaTextureDesc texDescr;
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memset(&texDescr, 0, sizeof(cudaTextureDesc));
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texDescr.normalizedCoords = false;
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texDescr.filterMode = cudaFilterModePoint;
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texDescr.addressMode[0] = cudaAddressModeClamp;
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texDescr.readMode = cudaReadModeNormalizedFloat;
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checkCudaErrors(
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cudaCreateTextureObject(&volumeTex, &texRes, &texDescr, NULL));
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}
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extern "C" void destroyAllTextureObjects() {
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checkCudaErrors(cudaDestroyTextureObject(triTex));
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checkCudaErrors(cudaDestroyTextureObject(numVertsTex));
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checkCudaErrors(cudaDestroyTextureObject(volumeTex));
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}
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// an interesting field function
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__device__ float tangle(float x, float y, float z) {
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x *= 3.0f;
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y *= 3.0f;
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z *= 3.0f;
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return (x * x * x * x - 5.0f * x * x + y * y * y * y - 5.0f * y * y +
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z * z * z * z - 5.0f * z * z + 11.8f) * 0.2f + 0.5f;
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}
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// evaluate field function at point
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__device__ float fieldFunc(float3 p) { return tangle(p.x, p.y, p.z); }
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// evaluate field function at a point
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// returns value and gradient in float4
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__device__ float4 fieldFunc4(float3 p) {
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float v = tangle(p.x, p.y, p.z);
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const float d = 0.001f;
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float dx = tangle(p.x + d, p.y, p.z) - v;
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float dy = tangle(p.x, p.y + d, p.z) - v;
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float dz = tangle(p.x, p.y, p.z + d) - v;
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return make_float4(dx, dy, dz, v);
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}
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// sample volume data set at a point
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__device__ float sampleVolume(cudaTextureObject_t volumeTex, uchar *data,
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uint3 p, uint3 gridSize) {
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p.x = min(p.x, gridSize.x - 1);
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p.y = min(p.y, gridSize.y - 1);
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p.z = min(p.z, gridSize.z - 1);
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uint i = (p.z * gridSize.x * gridSize.y) + (p.y * gridSize.x) + p.x;
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// return (float) data[i] / 255.0f;
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return tex1Dfetch<float>(volumeTex, i);
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}
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// compute position in 3d grid from 1d index
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// only works for power of 2 sizes
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__device__ uint3 calcGridPos(uint i, uint3 gridSizeShift, uint3 gridSizeMask) {
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uint3 gridPos;
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gridPos.x = i & gridSizeMask.x;
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gridPos.y = (i >> gridSizeShift.y) & gridSizeMask.y;
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gridPos.z = (i >> gridSizeShift.z) & gridSizeMask.z;
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return gridPos;
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}
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// classify voxel based on number of vertices it will generate
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// one thread per voxel
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__global__ void classifyVoxel(uint *voxelVerts, uint *voxelOccupied,
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uchar *volume, uint3 gridSize,
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uint3 gridSizeShift, uint3 gridSizeMask,
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uint numVoxels, float3 voxelSize, float isoValue,
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cudaTextureObject_t numVertsTex,
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cudaTextureObject_t volumeTex) {
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uint blockId = __mul24(blockIdx.y, gridDim.x) + blockIdx.x;
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uint i = __mul24(blockId, blockDim.x) + threadIdx.x;
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uint3 gridPos = calcGridPos(i, gridSizeShift, gridSizeMask);
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// read field values at neighbouring grid vertices
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#if SAMPLE_VOLUME
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float field[8];
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field[0] = sampleVolume(volumeTex, volume, gridPos, gridSize);
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field[1] =
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sampleVolume(volumeTex, volume, gridPos + make_uint3(1, 0, 0), gridSize);
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field[2] =
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sampleVolume(volumeTex, volume, gridPos + make_uint3(1, 1, 0), gridSize);
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field[3] =
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sampleVolume(volumeTex, volume, gridPos + make_uint3(0, 1, 0), gridSize);
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field[4] =
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sampleVolume(volumeTex, volume, gridPos + make_uint3(0, 0, 1), gridSize);
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field[5] =
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sampleVolume(volumeTex, volume, gridPos + make_uint3(1, 0, 1), gridSize);
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field[6] =
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sampleVolume(volumeTex, volume, gridPos + make_uint3(1, 1, 1), gridSize);
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field[7] =
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sampleVolume(volumeTex, volume, gridPos + make_uint3(0, 1, 1), gridSize);
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#else
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float3 p;
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p.x = -1.0f + (gridPos.x * voxelSize.x);
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p.y = -1.0f + (gridPos.y * voxelSize.y);
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p.z = -1.0f + (gridPos.z * voxelSize.z);
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float field[8];
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field[0] = fieldFunc(p);
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field[1] = fieldFunc(p + make_float3(voxelSize.x, 0, 0));
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field[2] = fieldFunc(p + make_float3(voxelSize.x, voxelSize.y, 0));
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field[3] = fieldFunc(p + make_float3(0, voxelSize.y, 0));
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field[4] = fieldFunc(p + make_float3(0, 0, voxelSize.z));
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field[5] = fieldFunc(p + make_float3(voxelSize.x, 0, voxelSize.z));
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field[6] = fieldFunc(p + make_float3(voxelSize.x, voxelSize.y, voxelSize.z));
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field[7] = fieldFunc(p + make_float3(0, voxelSize.y, voxelSize.z));
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#endif
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// calculate flag indicating if each vertex is inside or outside isosurface
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uint cubeindex;
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cubeindex = uint(field[0] < isoValue);
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cubeindex += uint(field[1] < isoValue) * 2;
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cubeindex += uint(field[2] < isoValue) * 4;
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cubeindex += uint(field[3] < isoValue) * 8;
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cubeindex += uint(field[4] < isoValue) * 16;
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cubeindex += uint(field[5] < isoValue) * 32;
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cubeindex += uint(field[6] < isoValue) * 64;
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cubeindex += uint(field[7] < isoValue) * 128;
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// read number of vertices from texture
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uint numVerts = tex1Dfetch<uint>(numVertsTex, cubeindex);
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if (i < numVoxels) {
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voxelVerts[i] = numVerts;
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voxelOccupied[i] = (numVerts > 0);
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}
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}
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extern "C" void launch_classifyVoxel(dim3 grid, dim3 threads, uint *voxelVerts,
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uint *voxelOccupied, uchar *volume,
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uint3 gridSize, uint3 gridSizeShift,
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uint3 gridSizeMask, uint numVoxels,
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float3 voxelSize, float isoValue) {
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// calculate number of vertices need per voxel
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classifyVoxel<<<grid, threads>>>(voxelVerts, voxelOccupied, volume, gridSize,
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gridSizeShift, gridSizeMask, numVoxels,
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voxelSize, isoValue, numVertsTex, volumeTex);
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getLastCudaError("classifyVoxel failed");
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}
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// compact voxel array
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__global__ void compactVoxels(uint *compactedVoxelArray, uint *voxelOccupied,
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uint *voxelOccupiedScan, uint numVoxels) {
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uint blockId = __mul24(blockIdx.y, gridDim.x) + blockIdx.x;
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uint i = __mul24(blockId, blockDim.x) + threadIdx.x;
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if (voxelOccupied[i] && (i < numVoxels)) {
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compactedVoxelArray[voxelOccupiedScan[i]] = i;
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}
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}
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extern "C" void launch_compactVoxels(dim3 grid, dim3 threads,
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uint *compactedVoxelArray,
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uint *voxelOccupied,
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uint *voxelOccupiedScan, uint numVoxels) {
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compactVoxels<<<grid, threads>>>(compactedVoxelArray, voxelOccupied,
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voxelOccupiedScan, numVoxels);
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getLastCudaError("compactVoxels failed");
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}
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// compute interpolated vertex along an edge
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__device__ float3 vertexInterp(float isolevel, float3 p0, float3 p1, float f0,
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float f1) {
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float t = (isolevel - f0) / (f1 - f0);
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return lerp(p0, p1, t);
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}
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// compute interpolated vertex position and normal along an edge
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__device__ void vertexInterp2(float isolevel, float3 p0, float3 p1, float4 f0,
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float4 f1, float3 &p, float3 &n) {
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float t = (isolevel - f0.w) / (f1.w - f0.w);
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p = lerp(p0, p1, t);
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n.x = lerp(f0.x, f1.x, t);
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n.y = lerp(f0.y, f1.y, t);
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n.z = lerp(f0.z, f1.z, t);
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// n = normalize(n);
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}
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// generate triangles for each voxel using marching cubes
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// interpolates normals from field function
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__global__ void generateTriangles(
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float4 *pos, float4 *norm, uint *compactedVoxelArray, uint *numVertsScanned,
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uint3 gridSize, uint3 gridSizeShift, uint3 gridSizeMask, float3 voxelSize,
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float isoValue, uint activeVoxels, uint maxVerts,
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cudaTextureObject_t triTex, cudaTextureObject_t numVertsTex) {
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uint blockId = __mul24(blockIdx.y, gridDim.x) + blockIdx.x;
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uint i = __mul24(blockId, blockDim.x) + threadIdx.x;
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if (i > activeVoxels - 1) {
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// can't return here because of syncthreads()
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i = activeVoxels - 1;
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}
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#if SKIP_EMPTY_VOXELS
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uint voxel = compactedVoxelArray[i];
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#else
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uint voxel = i;
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#endif
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// compute position in 3d grid
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uint3 gridPos = calcGridPos(voxel, gridSizeShift, gridSizeMask);
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float3 p;
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p.x = -1.0f + (gridPos.x * voxelSize.x);
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p.y = -1.0f + (gridPos.y * voxelSize.y);
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p.z = -1.0f + (gridPos.z * voxelSize.z);
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// calculate cell vertex positions
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float3 v[8];
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v[0] = p;
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v[1] = p + make_float3(voxelSize.x, 0, 0);
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v[2] = p + make_float3(voxelSize.x, voxelSize.y, 0);
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v[3] = p + make_float3(0, voxelSize.y, 0);
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v[4] = p + make_float3(0, 0, voxelSize.z);
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v[5] = p + make_float3(voxelSize.x, 0, voxelSize.z);
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v[6] = p + make_float3(voxelSize.x, voxelSize.y, voxelSize.z);
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v[7] = p + make_float3(0, voxelSize.y, voxelSize.z);
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// evaluate field values
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float4 field[8];
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field[0] = fieldFunc4(v[0]);
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field[1] = fieldFunc4(v[1]);
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field[2] = fieldFunc4(v[2]);
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field[3] = fieldFunc4(v[3]);
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field[4] = fieldFunc4(v[4]);
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field[5] = fieldFunc4(v[5]);
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field[6] = fieldFunc4(v[6]);
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field[7] = fieldFunc4(v[7]);
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// recalculate flag
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// (this is faster than storing it in global memory)
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uint cubeindex;
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cubeindex = uint(field[0].w < isoValue);
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cubeindex += uint(field[1].w < isoValue) * 2;
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cubeindex += uint(field[2].w < isoValue) * 4;
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cubeindex += uint(field[3].w < isoValue) * 8;
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cubeindex += uint(field[4].w < isoValue) * 16;
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cubeindex += uint(field[5].w < isoValue) * 32;
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cubeindex += uint(field[6].w < isoValue) * 64;
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cubeindex += uint(field[7].w < isoValue) * 128;
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// find the vertices where the surface intersects the cube
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#if USE_SHARED
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// use partioned shared memory to avoid using local memory
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__shared__ float3 vertlist[12 * NTHREADS];
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__shared__ float3 normlist[12 * NTHREADS];
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vertexInterp2(isoValue, v[0], v[1], field[0], field[1], vertlist[threadIdx.x],
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normlist[threadIdx.x]);
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vertexInterp2(isoValue, v[1], v[2], field[1], field[2],
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vertlist[threadIdx.x + NTHREADS],
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normlist[threadIdx.x + NTHREADS]);
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vertexInterp2(isoValue, v[2], v[3], field[2], field[3],
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vertlist[threadIdx.x + (NTHREADS * 2)],
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normlist[threadIdx.x + (NTHREADS * 2)]);
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vertexInterp2(isoValue, v[3], v[0], field[3], field[0],
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vertlist[threadIdx.x + (NTHREADS * 3)],
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normlist[threadIdx.x + (NTHREADS * 3)]);
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vertexInterp2(isoValue, v[4], v[5], field[4], field[5],
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vertlist[threadIdx.x + (NTHREADS * 4)],
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normlist[threadIdx.x + (NTHREADS * 4)]);
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vertexInterp2(isoValue, v[5], v[6], field[5], field[6],
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vertlist[threadIdx.x + (NTHREADS * 5)],
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normlist[threadIdx.x + (NTHREADS * 5)]);
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vertexInterp2(isoValue, v[6], v[7], field[6], field[7],
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vertlist[threadIdx.x + (NTHREADS * 6)],
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normlist[threadIdx.x + (NTHREADS * 6)]);
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vertexInterp2(isoValue, v[7], v[4], field[7], field[4],
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vertlist[threadIdx.x + (NTHREADS * 7)],
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normlist[threadIdx.x + (NTHREADS * 7)]);
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vertexInterp2(isoValue, v[0], v[4], field[0], field[4],
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vertlist[threadIdx.x + (NTHREADS * 8)],
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normlist[threadIdx.x + (NTHREADS * 8)]);
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vertexInterp2(isoValue, v[1], v[5], field[1], field[5],
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vertlist[threadIdx.x + (NTHREADS * 9)],
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normlist[threadIdx.x + (NTHREADS * 9)]);
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vertexInterp2(isoValue, v[2], v[6], field[2], field[6],
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vertlist[threadIdx.x + (NTHREADS * 10)],
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normlist[threadIdx.x + (NTHREADS * 10)]);
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vertexInterp2(isoValue, v[3], v[7], field[3], field[7],
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vertlist[threadIdx.x + (NTHREADS * 11)],
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normlist[threadIdx.x + (NTHREADS * 11)]);
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__syncthreads();
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#else
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float3 vertlist[12];
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float3 normlist[12];
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vertexInterp2(isoValue, v[0], v[1], field[0], field[1], vertlist[0],
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normlist[0]);
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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<uint>(numVertsTex, cubeindex);
|
|
|
|
for (int i = 0; i < numVerts; i++) {
|
|
uint edge = tex1Dfetch<uint>(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<<<grid, NTHREADS>>>(
|
|
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<uint>(numVertsTex, cubeindex);
|
|
|
|
for (int i = 0; i < numVerts; i += 3) {
|
|
uint index = numVertsScanned[voxel] + i;
|
|
|
|
float3 *v[3];
|
|
uint edge;
|
|
edge = tex1Dfetch<uint>(triTex, (cubeindex * 16) + i);
|
|
#if USE_SHARED
|
|
v[0] = &vertlist[(edge * NTHREADS) + threadIdx.x];
|
|
#else
|
|
v[0] = &vertlist[edge];
|
|
#endif
|
|
|
|
edge = tex1Dfetch<uint>(triTex, (cubeindex * 16) + i + 1);
|
|
#if USE_SHARED
|
|
v[1] = &vertlist[(edge * NTHREADS) + threadIdx.x];
|
|
#else
|
|
v[1] = &vertlist[edge];
|
|
#endif
|
|
|
|
edge = tex1Dfetch<uint>(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<<<grid, NTHREADS>>>(
|
|
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<unsigned int>(input),
|
|
thrust::device_ptr<unsigned int>(input + numElements),
|
|
thrust::device_ptr<unsigned int>(output));
|
|
}
|
|
|
|
#endif
|