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cutil_math.h
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#ifndef CUTIL_MATH_H
#define CUTIL_MATH_H
#include "cuda_runtime.h"
////////////////////////////////////////////////////////////////////////////////
typedef unsigned int uint;
typedef unsigned short ushort;
#ifndef __CUDACC__
#include <math.h>
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
// float functions
////////////////////////////////////////////////////////////////////////////////
// lerp
inline __device__ __host__ float lerp(float a, float b, float t)
{
return a + t*(b - a);
}
// clamp
inline __device__ __host__ float clamp(float f, float a, float b)
{
return fmaxf(a, fminf(f, b));
}
// float3 functions
////////////////////////////////////////////////////////////////////////////////
// additional constructors
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); // discards w
}
inline __host__ __device__ float3 make_float3(int3 a)
{
return make_float3(float(a.x), float(a.y), float(a.z));
}
// negate
inline __host__ __device__ float3 operator-(float3 &a)
{
return make_float3(-a.x, -a.y, -a.z);
}
// min
static __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));
}
// max
static __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));
}
// addition
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__ 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, float3 b)
{
a.x += b.x; a.y += b.y; a.z += b.z;
}
// subtract
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__ 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, float3 b)
{
a.x -= b.x; a.y -= b.y; a.z -= b.z;
}
// multiply
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__ float3 operator*(float3 a, float s)
{
return make_float3(a.x * s, a.y * s, a.z * s);
}
inline __host__ __device__ float3 operator*(float s, float3 a)
{
return make_float3(a.x * s, a.y * s, a.z * s);
}
inline __host__ __device__ void operator*=(float3 &a, float s)
{
a.x *= s; a.y *= s; a.z *= s;
}
inline __host__ __device__ void operator*=(float3 &a, float3 b)
{
a.x *= b.x; a.y *= b.y; a.z *= b.z;;
}
// divide
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__ float3 operator/(float3 a, float s)
{
float inv = 1.0f / s;
return a * inv;
}
inline __host__ __device__ float3 operator/(float s, float3 a)
{
float inv = 1.0f / s;
return a * inv;
}
inline __host__ __device__ void operator/=(float3 &a, float s)
{
float inv = 1.0f / s;
a *= inv;
}
// lerp
inline __device__ __host__ float3 lerp(float3 a, float3 b, float t)
{
return a + t*(b - a);
}
// clamp
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));
}
// dot product
inline __host__ __device__ float dot(float3 a, float3 b)
{
return a.x * b.x + a.y * b.y + a.z * b.z;
}
// 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);
}
// length
inline __host__ __device__ float length(float3 v)
{
return sqrtf(dot(v, v));
}
// normalize
inline __host__ __device__ float3 normalize(float3 v)
{
float invLen = rsqrtf(dot(v, v));
return v * invLen;
}
// floor
inline __host__ __device__ float3 floor(const float3 v)
{
return make_float3(floor(v.x), floor(v.y), floor(v.z));
}
// reflect
inline __host__ __device__ float3 reflect(float3 i, float3 n)
{
return i - 2.0f * n * dot(n, i);
}
// absolute value
inline __host__ __device__ float3 fabs(float3 v)
{
return make_float3(fabs(v.x), fabs(v.y), fabs(v.z));
}
#endif