#ifndef __RANDOM_H__ #define __RANDOM_H__ #include #include "physical_constants.h" __device__ float uniform(curandState *s, const float &low, const float &high) { return low + curand_uniform(s)*(high-low); } __device__ float3 uniform_sphere(curandState *s) { float theta = uniform(s, 0.0f, 2*PI); float u = uniform(s, -1.0f, 1.0f); float c = sqrtf(1.0f-u*u); return make_float3(c*cosf(theta), c*sinf(theta), u); } extern "C" { __global__ void init_rng(int nthreads, curandState *s, unsigned long long seed, unsigned long long offset) { int id = blockIdx.x*blockDim.x + threadIdx.x; if (id >= nthreads) return; curand_init(seed, id, offset, &s[id]); } __global__ void fill_uniform(int nthreads, curandState *s, float *a, float low, float high) { int id = blockIdx.x*blockDim.x + threadIdx.x; if (id >= nthreads) return; a[id] = uniform(&s[id], low, high); } __global__ void fill_uniform_sphere(int nthreads, curandState *s, float3 *a) { int id = blockIdx.x*blockDim.x + threadIdx.x; if (id >= nthreads) return; a[id] = uniform_sphere(&s[id]); } } // extern "c" #endif