updated embree, fixed cmakefiles, still some bugs in the tutorial example

This commit is contained in:
Daniele Panozzo
2015-02-04 22:48:31 +01:00
parent a60ebfa801
commit 17c9429d26
744 changed files with 93222 additions and 82688 deletions
+74 -38
View File
@@ -1,5 +1,5 @@
// ======================================================================== //
// Copyright 2009-2013 Intel Corporation //
// Copyright 2009-2014 Intel Corporation //
// //
// Licensed under the Apache License, Version 2.0 (the "License"); //
// you may not use this file except in compliance with the License. //
@@ -16,13 +16,42 @@
#include "../common/tutorial/tutorial_device.h"
/* scene data */
RTCScene g_scene = NULL;
Vec3f* colors = NULL;
Vec3fa* colors = NULL;
/* render function to use */
renderPixelFunc renderPixel;
/* error reporting function */
void error_handler(const RTCError code, const int8* str)
{
printf("Embree: ");
switch (code) {
case RTC_UNKNOWN_ERROR : printf("RTC_UNKNOWN_ERROR"); break;
case RTC_INVALID_ARGUMENT : printf("RTC_INVALID_ARGUMENT"); break;
case RTC_INVALID_OPERATION: printf("RTC_INVALID_OPERATION"); break;
case RTC_OUT_OF_MEMORY : printf("RTC_OUT_OF_MEMORY"); break;
case RTC_UNSUPPORTED_CPU : printf("RTC_UNSUPPORTED_CPU"); break;
default : printf("invalid error code"); break;
}
if (str) {
printf(" (");
while (*str) putchar(*str++);
printf(")\n");
}
abort();
}
/* rtcCommitThread called by all ISPC worker threads to enable parallel build */
#if defined(PARALLEL_COMMIT)
task void parallelCommit(RTCScene scene) {
rtcCommitThread (scene,threadIndex,threadCount);
}
#endif
/* extended ray structure that includes total transparency along the ray */
struct RTCRay2
{
@@ -46,7 +75,7 @@ struct RTCRay2
/* 3D procedural transparency */
inline float transparencyFunction(RTCRay2& ray)
{
Vec3f h = add(ray.org,mul(ray.dir,ray.tfar));
Vec3fa h = ray.org + ray.dir*ray.tfar;
float v = abs(sin(4.0f*h.x)*cos(4.0f*h.y)*sin(4.0f*h.z));
float T = clamp((v-0.1f)*3.0f,0.0f,1.0f);
return T;
@@ -88,35 +117,35 @@ unsigned int addCube (RTCScene scene_i)
rtcUnmapBuffer(scene_i,mesh,RTC_VERTEX_BUFFER);
/* create triangle color array */
colors = new Vec3f[12];
colors = (Vec3fa*) alignedMalloc(12*sizeof(Vec3fa));
/* set triangles and colors */
int tri = 0;
Triangle* triangles = (Triangle*) rtcMapBuffer(scene_i,mesh,RTC_INDEX_BUFFER);
// left side
colors[tri] = Vec3f(1,0,0); triangles[tri].v0 = 0; triangles[tri].v1 = 2; triangles[tri].v2 = 1; tri++;
colors[tri] = Vec3f(1,0,0); triangles[tri].v0 = 1; triangles[tri].v1 = 2; triangles[tri].v2 = 3; tri++;
colors[tri] = Vec3fa(1,0,0); triangles[tri].v0 = 0; triangles[tri].v1 = 2; triangles[tri].v2 = 1; tri++;
colors[tri] = Vec3fa(1,0,0); triangles[tri].v0 = 1; triangles[tri].v1 = 2; triangles[tri].v2 = 3; tri++;
// right side
colors[tri] = Vec3f(0,1,0); triangles[tri].v0 = 4; triangles[tri].v1 = 5; triangles[tri].v2 = 6; tri++;
colors[tri] = Vec3f(0,1,0); triangles[tri].v0 = 5; triangles[tri].v1 = 7; triangles[tri].v2 = 6; tri++;
colors[tri] = Vec3fa(0,1,0); triangles[tri].v0 = 4; triangles[tri].v1 = 5; triangles[tri].v2 = 6; tri++;
colors[tri] = Vec3fa(0,1,0); triangles[tri].v0 = 5; triangles[tri].v1 = 7; triangles[tri].v2 = 6; tri++;
// bottom side
colors[tri] = Vec3f(0.5f); triangles[tri].v0 = 0; triangles[tri].v1 = 1; triangles[tri].v2 = 4; tri++;
colors[tri] = Vec3f(0.5f); triangles[tri].v0 = 1; triangles[tri].v1 = 5; triangles[tri].v2 = 4; tri++;
colors[tri] = Vec3fa(0.5f); triangles[tri].v0 = 0; triangles[tri].v1 = 1; triangles[tri].v2 = 4; tri++;
colors[tri] = Vec3fa(0.5f); triangles[tri].v0 = 1; triangles[tri].v1 = 5; triangles[tri].v2 = 4; tri++;
// top side
colors[tri] = Vec3f(1.0f); triangles[tri].v0 = 2; triangles[tri].v1 = 6; triangles[tri].v2 = 3; tri++;
colors[tri] = Vec3f(1.0f); triangles[tri].v0 = 3; triangles[tri].v1 = 6; triangles[tri].v2 = 7; tri++;
colors[tri] = Vec3fa(1.0f); triangles[tri].v0 = 2; triangles[tri].v1 = 6; triangles[tri].v2 = 3; tri++;
colors[tri] = Vec3fa(1.0f); triangles[tri].v0 = 3; triangles[tri].v1 = 6; triangles[tri].v2 = 7; tri++;
// front side
colors[tri] = Vec3f(0,0,1); triangles[tri].v0 = 0; triangles[tri].v1 = 4; triangles[tri].v2 = 2; tri++;
colors[tri] = Vec3f(0,0,1); triangles[tri].v0 = 2; triangles[tri].v1 = 4; triangles[tri].v2 = 6; tri++;
colors[tri] = Vec3fa(0,0,1); triangles[tri].v0 = 0; triangles[tri].v1 = 4; triangles[tri].v2 = 2; tri++;
colors[tri] = Vec3fa(0,0,1); triangles[tri].v0 = 2; triangles[tri].v1 = 4; triangles[tri].v2 = 6; tri++;
// back side
colors[tri] = Vec3f(1,1,0); triangles[tri].v0 = 1; triangles[tri].v1 = 3; triangles[tri].v2 = 5; tri++;
colors[tri] = Vec3f(1,1,0); triangles[tri].v0 = 3; triangles[tri].v1 = 7; triangles[tri].v2 = 5; tri++;
colors[tri] = Vec3fa(1,1,0); triangles[tri].v0 = 1; triangles[tri].v1 = 3; triangles[tri].v2 = 5; tri++;
colors[tri] = Vec3fa(1,1,0); triangles[tri].v0 = 3; triangles[tri].v1 = 7; triangles[tri].v2 = 5; tri++;
rtcUnmapBuffer(scene_i,mesh,RTC_INDEX_BUFFER);
@@ -156,6 +185,9 @@ extern "C" void device_init (int8* cfg)
/* initialize ray tracing core */
rtcInit(cfg);
/* set error handler */
rtcSetErrorFunction(error_handler);
/* create scene */
g_scene = rtcNewScene(RTC_SCENE_STATIC,RTC_INTERSECT1);
@@ -166,22 +198,26 @@ extern "C" void device_init (int8* cfg)
addGroundPlane(g_scene);
/* commit changes to scene */
#if !defined(PARALLEL_COMMIT)
rtcCommit (g_scene);
#else
launch[ getNumHWThreads() ] parallelCommit(g_scene);
#endif
/* set start render mode */
renderPixel = renderPixelStandard;
}
/* task that renders a single screen tile */
Vec3fa renderPixelStandard(int x, int y, const Vec3fa& vx, const Vec3fa& vy, const Vec3fa& vz, const Vec3fa& p)
Vec3fa renderPixelStandard(float x, float y, const Vec3fa& vx, const Vec3fa& vy, const Vec3fa& vz, const Vec3fa& p)
{
float weight = 1.0f;
Vec3f color = Vec3f(0.0f);
Vec3fa color = Vec3fa(0.0f);
/* initialize ray */
RTCRay2 primary;
primary.org = p;
primary.dir = normalize(add(mul(x,vx), mul(y,vy), vz));
primary.dir = normalize(x*vx + y*vy + vz);
primary.tnear = 0.0f;
primary.tfar = inf;
primary.geomID = RTC_INVALID_GEOMETRY_ID;
@@ -193,21 +229,21 @@ Vec3fa renderPixelStandard(int x, int y, const Vec3fa& vx, const Vec3fa& vy, con
while (true)
{
/* intersect ray with scene */
rtcIntersect(g_scene,*((RTCRay*)&primary));
rtcIntersect(g_scene,*((RTCRay*)&primary)); // FIXME: use (RTCRay&) cast
/* shade pixels */
if (primary.geomID == RTC_INVALID_GEOMETRY_ID)
break;
float opacity = 1.0f-primary.transparency;
Vec3f diffuse = colors[primary.primID];
Vec3f La = mul(diffuse,0.5f);
color = add(color,mul(weight*opacity,La));
Vec3f lightDir = normalize(Vec3f(-1,-1,-1));
Vec3fa diffuse = colors[primary.primID];
Vec3fa La = diffuse*0.5f;
color = color + weight*opacity*La; // FIXME: +=
Vec3fa lightDir = normalize(Vec3fa(-1,-1,-1));
/* initialize shadow ray */
RTCRay2 shadow;
shadow.org = add(primary.org,mul(primary.tfar,primary.dir));
shadow.org = primary.org + primary.tfar*primary.dir;
shadow.dir = neg(lightDir);
shadow.tnear = 0.001f;
shadow.tfar = inf;
@@ -218,12 +254,12 @@ Vec3fa renderPixelStandard(int x, int y, const Vec3fa& vx, const Vec3fa& vy, con
shadow.transparency = 1.0f;
/* trace shadow ray */
rtcOccluded(g_scene,*((RTCRay*)&shadow));
rtcOccluded(g_scene,*((RTCRay*)&shadow)); // FIXME: use (RTCRay&) cast
/* add light contribution */
if (shadow.geomID) {
Vec3f Ll = mul(diffuse,shadow.transparency*clamp(-dot(lightDir,normalize(primary.Ng)),0.0f,1.0f));
color = add(color,mul(weight*opacity,Ll));
Vec3fa Ll = diffuse*shadow.transparency*clamp(-dot(lightDir,normalize(primary.Ng)),0.0f,1.0f);
color = color + weight*opacity*Ll; // FIXME: +=
}
/* shoot transmission ray */
@@ -242,10 +278,10 @@ void renderTile(int taskIndex, int* pixels,
const int width,
const int height,
const float time,
const Vec3f& vx,
const Vec3f& vy,
const Vec3f& vz,
const Vec3f& p,
const Vec3fa& vx,
const Vec3fa& vy,
const Vec3fa& vz,
const Vec3fa& p,
const int numTilesX,
const int numTilesY)
{
@@ -259,7 +295,7 @@ void renderTile(int taskIndex, int* pixels,
for (int y = y0; y<y1; y++) for (int x = x0; x<x1; x++)
{
/* calculate pixel color */
Vec3f color = renderPixel(x,y,vx,vy,vz,p);
Vec3fa color = renderPixel(x,y,vx,vy,vz,p);
/* write color to framebuffer */
unsigned int r = (unsigned int) (255.0f * clamp(color.x,0.0f,1.0f));
@@ -274,10 +310,10 @@ extern "C" void device_render (int* pixels,
const int width,
const int height,
const float time,
const Vec3f& vx,
const Vec3f& vy,
const Vec3f& vz,
const Vec3f& p)
const Vec3fa& vx,
const Vec3fa& vy,
const Vec3fa& vz,
const Vec3fa& p)
{
const int numTilesX = (width +TILE_SIZE_X-1)/TILE_SIZE_X;
const int numTilesY = (height+TILE_SIZE_Y-1)/TILE_SIZE_Y;
@@ -289,7 +325,7 @@ extern "C" void device_render (int* pixels,
extern "C" void device_cleanup ()
{
rtcDeleteScene (g_scene);
delete[] colors;
alignedFree(colors);
rtcExit();
}