#ifndef VEC3H #define VEC3H //================================================================================================== // Written in 2016 by Peter Shirley // // To the extent possible under law, the author(s) have dedicated all copyright and related and // neighboring rights to this software to the public domain worldwide. This software is distributed // without any warranty. // // You should have received a copy (see file COPYING.txt) of the CC0 Public Domain Dedication along // with this software. If not, see . //================================================================================================== #include #include #include #include "hip/hip_runtime.h" class vec3 { public: __host__ __device__ vec3() {} __host__ __device__ vec3(float e0, float e1, float e2) { e[0] = e0; e[1] = e1; e[2] = e2; } __host__ __device__ inline float x() const { return e[0]; } __host__ __device__ inline float y() const { return e[1]; } __host__ __device__ inline float z() const { return e[2]; } __host__ __device__ inline float r() const { return e[0]; } __host__ __device__ inline float g() const { return e[1]; } __host__ __device__ inline float b() const { return e[2]; } __host__ __device__ inline const vec3& operator+() const { return *this; } __host__ __device__ inline vec3 operator-() const { return vec3(-e[0], -e[1], -e[2]); } __host__ __device__ inline float operator[](int i) const { return e[i]; } __host__ __device__ inline float& operator[](int i) { return e[i]; } __host__ __device__ inline vec3& operator+=(const vec3 &v2); __host__ __device__ inline vec3& operator-=(const vec3 &v2); __host__ __device__ inline vec3& operator*=(const vec3 &v2); __host__ __device__ inline vec3& operator/=(const vec3 &v2); __host__ __device__ inline vec3& operator*=(const float t); __host__ __device__ inline vec3& operator/=(const float t); __host__ inline float length() const { return std::sqrt(e[0]*e[0] + e[1]*e[1] + e[2]*e[2]); } __device__ inline float length() const { return sqrtf(e[0]*e[0] + e[1]*e[1] + e[2]*e[2]); } __host__ __device__ inline float squared_length() const { return e[0]*e[0] + e[1]*e[1] + e[2]*e[2]; } __host__ __device__ inline void make_unit_vector(); float e[3]; }; __host__ __device__ inline std::istream& operator>>(std::istream &is, vec3 &t) { is >> t.e[0] >> t.e[1] >> t.e[2]; return is; } __host__ __device__ inline std::ostream& operator<<(std::ostream &os, const vec3 &t) { os << t.e[0] << " " << t.e[1] << " " << t.e[2]; return os; } __host__ __device__ inline void vec3::make_unit_vector() { float k = 1.0 / sqrt(e[0]*e[0] + e[1]*e[1] + e[2]*e[2]); e[0] *= k; e[1] *= k; e[2] *= k; } __host__ __device__ inline vec3 operator+(const vec3 &v1, const vec3 &v2) { return vec3(v1.e[0] + v2.e[0], v1.e[1] + v2.e[1], v1.e[2] + v2.e[2]); } __host__ __device__ inline vec3 operator-(const vec3 &v1, const vec3 &v2) { return vec3(v1.e[0] - v2.e[0], v1.e[1] - v2.e[1], v1.e[2] - v2.e[2]); } __host__ __device__ inline vec3 operator*(const vec3 &v1, const vec3 &v2) { return vec3(v1.e[0] * v2.e[0], v1.e[1] * v2.e[1], v1.e[2] * v2.e[2]); } __host__ __device__ inline vec3 operator/(const vec3 &v1, const vec3 &v2) { return vec3(v1.e[0] / v2.e[0], v1.e[1] / v2.e[1], v1.e[2] / v2.e[2]); } __host__ __device__ inline vec3 operator*(float t, const vec3 &v) { return vec3(t*v.e[0], t*v.e[1], t*v.e[2]); } __host__ __device__ inline vec3 operator/(vec3 v, float t) { return vec3(v.e[0]/t, v.e[1]/t, v.e[2]/t); } __host__ __device__ inline vec3 operator*(const vec3 &v, float t) { return vec3(t*v.e[0], t*v.e[1], t*v.e[2]); } __host__ __device__ inline float dot(const vec3 &v1, const vec3 &v2) { return v1.e[0] * v2.e[0] + v1.e[1] * v2.e[1] + v1.e[2] * v2.e[2]; } __host__ __device__ inline vec3 cross(const vec3 &v1, const vec3 &v2) { return vec3(v1.e[1] * v2.e[2] - v1.e[2] * v2.e[1], v1.e[2] * v2.e[0] - v1.e[0] * v2.e[2], v1.e[0] * v2.e[1] - v1.e[1] * v2.e[0]); } __host__ __device__ inline vec3& vec3::operator+=(const vec3 &v){ e[0] += v.e[0]; e[1] += v.e[1]; e[2] += v.e[2]; return *this; } __host__ __device__ inline vec3& vec3::operator*=(const vec3 &v){ e[0] *= v.e[0]; e[1] *= v.e[1]; e[2] *= v.e[2]; return *this; } __host__ __device__ inline vec3& vec3::operator/=(const vec3 &v){ e[0] /= v.e[0]; e[1] /= v.e[1]; e[2] /= v.e[2]; return *this; } __host__ __device__ inline vec3& vec3::operator-=(const vec3& v) { e[0] -= v.e[0]; e[1] -= v.e[1]; e[2] -= v.e[2]; return *this; } __host__ __device__ inline vec3& vec3::operator*=(const float t) { e[0] *= t; e[1] *= t; e[2] *= t; return *this; } __host__ __device__ inline vec3& vec3::operator/=(const float t) { float k = 1.0f/t; e[0] *= k; e[1] *= k; e[2] *= k; return *this; } __host__ __device__ inline vec3 unit_vector(vec3 v) { return v / v.length(); } #endif