updated embree, fixed cmakefiles, still some bugs in the tutorial example
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+47
-11
@@ -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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@@ -16,6 +16,8 @@
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#include "../common/tutorial/tutorial_device.isph"
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#define PARALLEL_COMMIT
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/* scene data */
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RTCScene g_scene = NULL;
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uniform Vec3f* uniform colors = NULL;
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@@ -23,6 +25,33 @@ uniform Vec3f* uniform 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 uniform RTCError code, const uniform int8* uniform str)
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{
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print("Embree: ");
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switch (code) {
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case RTC_UNKNOWN_ERROR : print("RTC_UNKNOWN_ERROR"); break;
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case RTC_INVALID_ARGUMENT : print("RTC_INVALID_ARGUMENT"); break;
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case RTC_INVALID_OPERATION: print("RTC_INVALID_OPERATION"); break;
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case RTC_OUT_OF_MEMORY : print("RTC_OUT_OF_MEMORY"); break;
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case RTC_UNSUPPORTED_CPU : print("RTC_UNSUPPORTED_CPU"); break;
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default : print("invalid error code"); break;
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}
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if (str) {
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print(" (");
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while (*str) putchar(*str++);
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print(")\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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Vec3f 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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@@ -156,6 +185,9 @@ export void device_init (uniform int8* uniform 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_INTERSECT_UNIFORM | RTC_INTERSECT_VARYING);
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@@ -166,14 +198,18 @@ export void device_init (uniform int8* uniform 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); sync;
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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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Vec3f renderPixelStandard(int x, int y, const uniform Vec3f& vx, const uniform Vec3f& vy, const uniform Vec3f& vz, const uniform Vec3f& p)
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Vec3f renderPixelStandard(float x, float y, const uniform Vec3f& vx, const uniform Vec3f& vy, const uniform Vec3f& vz, const uniform Vec3f& p)
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{
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float weight = 1.0f;
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Vec3f color = make_Vec3f(0.0f);
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@@ -181,7 +217,7 @@ Vec3f renderPixelStandard(int x, int y, const uniform Vec3f& vx, const uniform V
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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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@@ -193,7 +229,7 @@ Vec3f renderPixelStandard(int x, int y, const uniform Vec3f& vx, const uniform V
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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,*((varying RTCRay*)&primary));
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rtcIntersect(g_scene,*((varying 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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@@ -201,13 +237,13 @@ Vec3f renderPixelStandard(int x, int y, const uniform Vec3f& vx, const uniform V
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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 La = diffuse*0.5f;
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color = color + weight*opacity*La; // FIXME: +=
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Vec3f lightDir = normalize(make_Vec3f(-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 @@ Vec3f renderPixelStandard(int x, int y, const uniform Vec3f& vx, const uniform V
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shadow.transparency = 1.0f;
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/* trace shadow ray */
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rtcOccluded(g_scene,*((varying RTCRay*)&shadow));
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rtcOccluded(g_scene,*((varying 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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Vec3f 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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