//-*-c-*- __device__ Matrix inv(const Matrix&m, float& determinant) { determinant = det(m); return make_matrix(m.a11*m.a22 - m.a12*m.a21, m.a02*m.a21 - m.a01*m.a22, m.a01*m.a12 - m.a02*m.a11, m.a12*m.a20 - m.a10*m.a22, m.a00*m.a22 - m.a02*m.a20, m.a02*m.a10 - m.a00*m.a12, m.a10*m.a21 - m.a11*m.a20, m.a01*m.a20 - m.a00*m.a21, m.a00*m.a11 - m.a01*m.a10)/determinant; } __device__ bool intersect_triangle(const float3 &x, const float3 &p, float3 *triangle, float3 &intersection) { float3 v0 = triangle[0]; float3 v1 = triangle[1]; float3 v2 = triangle[2]; float determinant; float3 u = inv(make_matrix(v1-v0,v2-v0,-p), determinant)*(x-v0); if (determinant == 0.0) return false; if (u.x < 0.0 || u.y < 0.0 || u.z < 0.0 || (1-u.x-u.y) < 0.0) return false; intersection = x + p*u.z; return true; } __device__ int get_color(const float3 &p, float3 *vertex) { float3 v1 = vertex[1] - vertex[0]; float3 v2 = vertex[2] - vertex[0]; float3 normal = cross(v1,v2); float scale; scale = dot(normal,-p)/(norm(normal)*norm(p)); if (scale < 0.0) scale = dot(-normal,-p)/(norm(normal)*norm(p)); int rgb = floorf(255*scale); return rgb*65536 + rgb*256 + rgb; } extern "C" { __global__ void translate(int max_idx, float3 *x, float3 v) { int idx = blockIdx.x*blockDim.x + threadIdx.x; if (idx > max_idx) return; x[idx] += v; } __global__ void rotate(int max_idx, float3 *x, float phi, float3 axis) { int idx = blockIdx.x*blockDim.x + threadIdx.x; if (idx > max_idx) return; x[idx] = rotate(x[idx], phi, axis); } __global__ void intersect_triangle_mesh(int max_idx, float3 *xarr, float3 *parr, int n, float3* mesh, int *pixelarr) { int idx = blockIdx.x*blockDim.x + threadIdx.x; if (idx > max_idx) return; float3 x = xarr[idx]; float3 p = parr[idx]; int *pixel = pixelarr+idx; bool hit = false; float distance, min_distance; float3 intersection, min_intersection; int i; for (i=0; i < n; i++) { if (intersect_triangle(x, p, mesh+3*i, intersection)) { if (!hit) { *pixel = get_color(p, mesh+3*i); min_distance = norm(intersection-x); min_intersection = intersection; hit = true; continue; } distance = norm(intersection-x); if (distance < min_distance) { *pixel = get_color(p, mesh+3*i); min_distance = distance; min_intersection = intersection; } } } if (!hit) *pixel = 0; } } // extern "c"