updated embree, fixed cmakefiles, still some bugs in the tutorial example
This commit is contained in:
+74
-38
@@ -1,5 +1,5 @@
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// ======================================================================== //
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// Copyright 2009-2013 Intel Corporation //
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// Copyright 2009-2014 Intel Corporation //
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// //
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// Licensed under the Apache License, Version 2.0 (the "License"); //
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// you may not use this file except in compliance with the License. //
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@@ -16,13 +16,42 @@
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#include "../common/tutorial/tutorial_device.h"
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/* scene data */
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RTCScene g_scene = NULL;
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Vec3f* colors = NULL;
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Vec3fa* colors = NULL;
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/* render function to use */
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renderPixelFunc renderPixel;
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/* error reporting function */
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void error_handler(const RTCError code, const int8* str)
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{
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printf("Embree: ");
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switch (code) {
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case RTC_UNKNOWN_ERROR : printf("RTC_UNKNOWN_ERROR"); break;
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case RTC_INVALID_ARGUMENT : printf("RTC_INVALID_ARGUMENT"); break;
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case RTC_INVALID_OPERATION: printf("RTC_INVALID_OPERATION"); break;
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case RTC_OUT_OF_MEMORY : printf("RTC_OUT_OF_MEMORY"); break;
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case RTC_UNSUPPORTED_CPU : printf("RTC_UNSUPPORTED_CPU"); break;
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default : printf("invalid error code"); break;
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}
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if (str) {
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printf(" (");
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while (*str) putchar(*str++);
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printf(")\n");
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}
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abort();
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}
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/* rtcCommitThread called by all ISPC worker threads to enable parallel build */
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#if defined(PARALLEL_COMMIT)
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task void parallelCommit(RTCScene scene) {
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rtcCommitThread (scene,threadIndex,threadCount);
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}
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#endif
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/* extended ray structure that includes total transparency along the ray */
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struct RTCRay2
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{
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@@ -46,7 +75,7 @@ struct RTCRay2
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/* 3D procedural transparency */
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inline float transparencyFunction(RTCRay2& ray)
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{
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Vec3f h = add(ray.org,mul(ray.dir,ray.tfar));
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Vec3fa h = ray.org + ray.dir*ray.tfar;
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float v = abs(sin(4.0f*h.x)*cos(4.0f*h.y)*sin(4.0f*h.z));
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float T = clamp((v-0.1f)*3.0f,0.0f,1.0f);
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return T;
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@@ -88,35 +117,35 @@ unsigned int addCube (RTCScene scene_i)
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rtcUnmapBuffer(scene_i,mesh,RTC_VERTEX_BUFFER);
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/* create triangle color array */
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colors = new Vec3f[12];
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colors = (Vec3fa*) alignedMalloc(12*sizeof(Vec3fa));
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/* set triangles and colors */
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int tri = 0;
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Triangle* triangles = (Triangle*) rtcMapBuffer(scene_i,mesh,RTC_INDEX_BUFFER);
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// left side
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colors[tri] = Vec3f(1,0,0); triangles[tri].v0 = 0; triangles[tri].v1 = 2; triangles[tri].v2 = 1; tri++;
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colors[tri] = Vec3f(1,0,0); triangles[tri].v0 = 1; triangles[tri].v1 = 2; triangles[tri].v2 = 3; tri++;
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colors[tri] = Vec3fa(1,0,0); triangles[tri].v0 = 0; triangles[tri].v1 = 2; triangles[tri].v2 = 1; tri++;
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colors[tri] = Vec3fa(1,0,0); triangles[tri].v0 = 1; triangles[tri].v1 = 2; triangles[tri].v2 = 3; tri++;
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// right side
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colors[tri] = Vec3f(0,1,0); triangles[tri].v0 = 4; triangles[tri].v1 = 5; triangles[tri].v2 = 6; tri++;
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colors[tri] = Vec3f(0,1,0); triangles[tri].v0 = 5; triangles[tri].v1 = 7; triangles[tri].v2 = 6; tri++;
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colors[tri] = Vec3fa(0,1,0); triangles[tri].v0 = 4; triangles[tri].v1 = 5; triangles[tri].v2 = 6; tri++;
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colors[tri] = Vec3fa(0,1,0); triangles[tri].v0 = 5; triangles[tri].v1 = 7; triangles[tri].v2 = 6; tri++;
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// bottom side
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colors[tri] = Vec3f(0.5f); triangles[tri].v0 = 0; triangles[tri].v1 = 1; triangles[tri].v2 = 4; tri++;
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colors[tri] = Vec3f(0.5f); triangles[tri].v0 = 1; triangles[tri].v1 = 5; triangles[tri].v2 = 4; tri++;
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colors[tri] = Vec3fa(0.5f); triangles[tri].v0 = 0; triangles[tri].v1 = 1; triangles[tri].v2 = 4; tri++;
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colors[tri] = Vec3fa(0.5f); triangles[tri].v0 = 1; triangles[tri].v1 = 5; triangles[tri].v2 = 4; tri++;
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// top side
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colors[tri] = Vec3f(1.0f); triangles[tri].v0 = 2; triangles[tri].v1 = 6; triangles[tri].v2 = 3; tri++;
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colors[tri] = Vec3f(1.0f); triangles[tri].v0 = 3; triangles[tri].v1 = 6; triangles[tri].v2 = 7; tri++;
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colors[tri] = Vec3fa(1.0f); triangles[tri].v0 = 2; triangles[tri].v1 = 6; triangles[tri].v2 = 3; tri++;
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colors[tri] = Vec3fa(1.0f); triangles[tri].v0 = 3; triangles[tri].v1 = 6; triangles[tri].v2 = 7; tri++;
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// front side
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colors[tri] = Vec3f(0,0,1); triangles[tri].v0 = 0; triangles[tri].v1 = 4; triangles[tri].v2 = 2; tri++;
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colors[tri] = Vec3f(0,0,1); triangles[tri].v0 = 2; triangles[tri].v1 = 4; triangles[tri].v2 = 6; tri++;
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colors[tri] = Vec3fa(0,0,1); triangles[tri].v0 = 0; triangles[tri].v1 = 4; triangles[tri].v2 = 2; tri++;
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colors[tri] = Vec3fa(0,0,1); triangles[tri].v0 = 2; triangles[tri].v1 = 4; triangles[tri].v2 = 6; tri++;
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// back side
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colors[tri] = Vec3f(1,1,0); triangles[tri].v0 = 1; triangles[tri].v1 = 3; triangles[tri].v2 = 5; tri++;
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colors[tri] = Vec3f(1,1,0); triangles[tri].v0 = 3; triangles[tri].v1 = 7; triangles[tri].v2 = 5; tri++;
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colors[tri] = Vec3fa(1,1,0); triangles[tri].v0 = 1; triangles[tri].v1 = 3; triangles[tri].v2 = 5; tri++;
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colors[tri] = Vec3fa(1,1,0); triangles[tri].v0 = 3; triangles[tri].v1 = 7; triangles[tri].v2 = 5; tri++;
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rtcUnmapBuffer(scene_i,mesh,RTC_INDEX_BUFFER);
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@@ -156,6 +185,9 @@ extern "C" void device_init (int8* cfg)
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/* initialize ray tracing core */
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rtcInit(cfg);
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/* set error handler */
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rtcSetErrorFunction(error_handler);
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/* create scene */
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g_scene = rtcNewScene(RTC_SCENE_STATIC,RTC_INTERSECT1);
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@@ -166,22 +198,26 @@ extern "C" void device_init (int8* cfg)
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addGroundPlane(g_scene);
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/* commit changes to scene */
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#if !defined(PARALLEL_COMMIT)
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rtcCommit (g_scene);
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#else
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launch[ getNumHWThreads() ] parallelCommit(g_scene);
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#endif
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/* set start render mode */
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renderPixel = renderPixelStandard;
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}
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/* task that renders a single screen tile */
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Vec3fa renderPixelStandard(int x, int y, const Vec3fa& vx, const Vec3fa& vy, const Vec3fa& vz, const Vec3fa& p)
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Vec3fa renderPixelStandard(float x, float y, const Vec3fa& vx, const Vec3fa& vy, const Vec3fa& vz, const Vec3fa& p)
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{
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float weight = 1.0f;
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Vec3f color = Vec3f(0.0f);
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Vec3fa color = Vec3fa(0.0f);
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/* initialize ray */
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RTCRay2 primary;
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primary.org = p;
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primary.dir = normalize(add(mul(x,vx), mul(y,vy), vz));
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primary.dir = normalize(x*vx + y*vy + vz);
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primary.tnear = 0.0f;
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primary.tfar = inf;
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primary.geomID = RTC_INVALID_GEOMETRY_ID;
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@@ -193,21 +229,21 @@ Vec3fa renderPixelStandard(int x, int y, const Vec3fa& vx, const Vec3fa& vy, con
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while (true)
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{
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/* intersect ray with scene */
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rtcIntersect(g_scene,*((RTCRay*)&primary));
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rtcIntersect(g_scene,*((RTCRay*)&primary)); // FIXME: use (RTCRay&) cast
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/* shade pixels */
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if (primary.geomID == RTC_INVALID_GEOMETRY_ID)
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break;
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float opacity = 1.0f-primary.transparency;
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Vec3f diffuse = colors[primary.primID];
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Vec3f La = mul(diffuse,0.5f);
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color = add(color,mul(weight*opacity,La));
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Vec3f lightDir = normalize(Vec3f(-1,-1,-1));
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Vec3fa diffuse = colors[primary.primID];
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Vec3fa La = diffuse*0.5f;
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color = color + weight*opacity*La; // FIXME: +=
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Vec3fa lightDir = normalize(Vec3fa(-1,-1,-1));
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/* initialize shadow ray */
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RTCRay2 shadow;
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shadow.org = add(primary.org,mul(primary.tfar,primary.dir));
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shadow.org = primary.org + primary.tfar*primary.dir;
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shadow.dir = neg(lightDir);
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shadow.tnear = 0.001f;
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shadow.tfar = inf;
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@@ -218,12 +254,12 @@ Vec3fa renderPixelStandard(int x, int y, const Vec3fa& vx, const Vec3fa& vy, con
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shadow.transparency = 1.0f;
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/* trace shadow ray */
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rtcOccluded(g_scene,*((RTCRay*)&shadow));
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rtcOccluded(g_scene,*((RTCRay*)&shadow)); // FIXME: use (RTCRay&) cast
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/* add light contribution */
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if (shadow.geomID) {
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Vec3f Ll = mul(diffuse,shadow.transparency*clamp(-dot(lightDir,normalize(primary.Ng)),0.0f,1.0f));
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color = add(color,mul(weight*opacity,Ll));
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Vec3fa Ll = diffuse*shadow.transparency*clamp(-dot(lightDir,normalize(primary.Ng)),0.0f,1.0f);
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color = color + weight*opacity*Ll; // FIXME: +=
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}
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/* shoot transmission ray */
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@@ -242,10 +278,10 @@ void renderTile(int taskIndex, int* pixels,
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const int width,
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const int height,
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const float time,
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const Vec3f& vx,
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const Vec3f& vy,
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const Vec3f& vz,
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const Vec3f& p,
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const Vec3fa& vx,
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const Vec3fa& vy,
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const Vec3fa& vz,
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const Vec3fa& p,
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const int numTilesX,
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const int numTilesY)
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{
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@@ -259,7 +295,7 @@ void renderTile(int taskIndex, int* pixels,
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for (int y = y0; y<y1; y++) for (int x = x0; x<x1; x++)
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{
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/* calculate pixel color */
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Vec3f color = renderPixel(x,y,vx,vy,vz,p);
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Vec3fa color = renderPixel(x,y,vx,vy,vz,p);
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/* write color to framebuffer */
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unsigned int r = (unsigned int) (255.0f * clamp(color.x,0.0f,1.0f));
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@@ -274,10 +310,10 @@ extern "C" void device_render (int* pixels,
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const int width,
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const int height,
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const float time,
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const Vec3f& vx,
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const Vec3f& vy,
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const Vec3f& vz,
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const Vec3f& p)
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const Vec3fa& vx,
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const Vec3fa& vy,
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const Vec3fa& vz,
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const Vec3fa& p)
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{
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const int numTilesX = (width +TILE_SIZE_X-1)/TILE_SIZE_X;
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const int numTilesY = (height+TILE_SIZE_Y-1)/TILE_SIZE_Y;
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@@ -289,7 +325,7 @@ extern "C" void device_render (int* pixels,
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extern "C" void device_cleanup ()
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{
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rtcDeleteScene (g_scene);
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delete[] colors;
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alignedFree(colors);
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rtcExit();
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}
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