cuda地形遮蔽代码
时间: 2024-05-10 18:12:30 浏览: 17
CUDA地形遮蔽是指使用CUDA在GPU上实现的地形遮蔽算法,它可以实现在渲染地形时,根据地形高度信息和光照信息,将地形上的阴影部分加深,以达到更加逼真的效果。
实现CUDA地形遮蔽的基本步骤如下:
1. 将地形高度数据和光照信息加载到GPU显存中;
2. 使用CUDA内核函数进行并行计算,计算每个像素点是否受到阴影的遮挡;
3. 将计算结果写回到显存中;
4. 将结果传回CPU,进行后续渲染处理。
下面是一个简单的CUDA地形遮蔽代码示例:
```C++
__global__ void terrain_shading_kernel(float* height_map, float* light_map, float* shadow_map, int width, int height)
{
int i = blockIdx.x * blockDim.x + threadIdx.x;
int j = blockIdx.y * blockDim.y + threadIdx.y;
if (i >= width || j >= height) return;
float height = height_map[i * width + j];
float light = light_map[i * width + j];
float shadow = 0.0f;
for (int k = 0; k < NUM_SAMPLES; k++) {
float h = height_map[(i + SAMPLES[k].x) * width + (j + SAMPLES[k].y)];
float l = light_map[(i + SAMPLES[k].x) * width + (j + SAMPLES[k].y)];
if (h < height) {
shadow += (height - h) / (height - MIN_HEIGHT) * l;
}
}
shadow /= (float)NUM_SAMPLES;
shadow_map[i * width + j] = shadow;
}
int main()
{
// Load height map and light map into GPU memory
float* d_height_map;
float* d_light_map;
cudaMalloc(&d_height_map, width * height * sizeof(float));
cudaMalloc(&d_light_map, width * height * sizeof(float));
cudaMemcpy(d_height_map, height_map, width * height * sizeof(float), cudaMemcpyHostToDevice);
cudaMemcpy(d_light_map, light_map, width * height * sizeof(float), cudaMemcpyHostToDevice);
// Allocate memory for shadow map on GPU
float* d_shadow_map;
cudaMalloc(&d_shadow_map, width * height * sizeof(float));
// Launch kernel to compute terrain shading
dim3 block_size(16, 16);
dim3 grid_size((width + block_size.x - 1) / block_size.x, (height + block_size.y - 1) / block_size.y);
terrain_shading_kernel<<<grid_size, block_size>>>(d_height_map, d_light_map, d_shadow_map, width, height);
// Copy shadow map back to CPU memory and free GPU memory
cudaMemcpy(shadow_map, d_shadow_map, width * height * sizeof(float), cudaMemcpyDeviceToHost);
cudaFree(d_height_map);
cudaFree(d_light_map);
cudaFree(d_shadow_map);
return 0;
}
```