Updated Embree library to version 2.2
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// ======================================================================== //
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// Copyright 2009-2013 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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// You may obtain a copy of the License at //
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// //
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// http://www.apache.org/licenses/LICENSE-2.0 //
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// //
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// Unless required by applicable law or agreed to in writing, software //
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// distributed under the License is distributed on an "AS IS" BASIS, //
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. //
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// See the License for the specific language governing permissions and //
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// limitations under the License. //
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// ======================================================================== //
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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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/* render function to use */
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renderPixelFunc renderPixel;
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/* adds a cube to the scene */
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unsigned int addCube (RTCScene scene_i)
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{
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/* create a triangulated cube with 12 triangles and 8 vertices */
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unsigned int mesh = rtcNewTriangleMesh (scene_i, RTC_GEOMETRY_STATIC, 12, 8);
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/* set vertices */
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Vertex* vertices = (Vertex*) rtcMapBuffer(scene_i,mesh,RTC_VERTEX_BUFFER);
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vertices[0].x = -1; vertices[0].y = -1; vertices[0].z = -1;
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vertices[1].x = -1; vertices[1].y = -1; vertices[1].z = +1;
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vertices[2].x = -1; vertices[2].y = +1; vertices[2].z = -1;
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vertices[3].x = -1; vertices[3].y = +1; vertices[3].z = +1;
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vertices[4].x = +1; vertices[4].y = -1; vertices[4].z = -1;
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vertices[5].x = +1; vertices[5].y = -1; vertices[5].z = +1;
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vertices[6].x = +1; vertices[6].y = +1; vertices[6].z = -1;
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vertices[7].x = +1; vertices[7].y = +1; vertices[7].z = +1;
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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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/* 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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// 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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// 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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// 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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// 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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// 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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rtcUnmapBuffer(scene_i,mesh,RTC_INDEX_BUFFER);
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return mesh;
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}
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/* adds a ground plane to the scene */
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unsigned int addGroundPlane (RTCScene scene_i)
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{
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/* create a triangulated plane with 2 triangles and 4 vertices */
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unsigned int mesh = rtcNewTriangleMesh (scene_i, RTC_GEOMETRY_STATIC, 2, 4);
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/* set vertices */
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Vertex* vertices = (Vertex*) rtcMapBuffer(scene_i,mesh,RTC_VERTEX_BUFFER);
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vertices[0].x = -10; vertices[0].y = -2; vertices[0].z = -10;
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vertices[1].x = -10; vertices[1].y = -2; vertices[1].z = +10;
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vertices[2].x = +10; vertices[2].y = -2; vertices[2].z = -10;
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vertices[3].x = +10; vertices[3].y = -2; vertices[3].z = +10;
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rtcUnmapBuffer(scene_i,mesh,RTC_VERTEX_BUFFER);
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/* set triangles */
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Triangle* triangles = (Triangle*) rtcMapBuffer(scene_i,mesh,RTC_INDEX_BUFFER);
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triangles[0].v0 = 0; triangles[0].v1 = 2; triangles[0].v2 = 1;
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triangles[1].v0 = 1; triangles[1].v1 = 2; triangles[1].v2 = 3;
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rtcUnmapBuffer(scene_i,mesh,RTC_INDEX_BUFFER);
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return mesh;
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}
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/* called by the C++ code for initialization */
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extern "C" void device_init (int8* cfg)
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{
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/* initialize ray tracing core */
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rtcInit(cfg);
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/* create scene */
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g_scene = rtcNewScene(RTC_SCENE_STATIC,RTC_INTERSECT1);
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/* add cube */
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addCube(g_scene);
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/* add ground plane */
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addGroundPlane(g_scene);
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/* commit changes to scene */
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rtcCommit (g_scene);
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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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{
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/* initialize ray */
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RTCRay ray;
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ray.org = p;
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ray.dir = normalize(add(mul(x,vx), mul(y,vy), vz));
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ray.tnear = 0.0f;
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ray.tfar = inf;
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ray.geomID = RTC_INVALID_GEOMETRY_ID;
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ray.primID = RTC_INVALID_GEOMETRY_ID;
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ray.mask = -1;
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ray.time = 0;
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/* intersect ray with scene */
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rtcIntersect(g_scene,ray);
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/* shade pixels */
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Vec3f color = Vec3f(0.0f);
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if (ray.geomID != RTC_INVALID_GEOMETRY_ID)
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{
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Vec3f diffuse = colors[ray.primID];
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color = add(color,mul(diffuse,0.5f));
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Vec3f lightDir = normalize(Vec3f(-1,-1,-1));
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/* initialize shadow ray */
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RTCRay shadow;
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shadow.org = add(ray.org,mul(ray.tfar,ray.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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shadow.geomID = 1;
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shadow.primID = 0;
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shadow.mask = -1;
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shadow.time = 0;
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/* trace shadow ray */
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rtcOccluded(g_scene,shadow);
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/* add light contribution */
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if (shadow.geomID)
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color = add(color,mul(diffuse,clamp(-dot(lightDir,normalize(ray.Ng)),0.0f,1.0f)));
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}
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return color;
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}
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/* task that renders a single screen tile */
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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 int numTilesX,
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const int numTilesY)
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{
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const int tileY = taskIndex / numTilesX;
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const int tileX = taskIndex - tileY * numTilesX;
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const int x0 = tileX * TILE_SIZE_X;
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const int x1 = min(x0+TILE_SIZE_X,width);
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const int y0 = tileY * TILE_SIZE_Y;
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const int y1 = min(y0+TILE_SIZE_Y,height);
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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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/* 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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unsigned int g = (unsigned int) (255.0f * clamp(color.y,0.0f,1.0f));
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unsigned int b = (unsigned int) (255.0f * clamp(color.z,0.0f,1.0f));
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pixels[y*width+x] = (b << 16) + (g << 8) + r;
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}
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}
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/* called by the C++ code to render */
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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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{
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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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launch_renderTile(numTilesX*numTilesY,pixels,width,height,time,vx,vy,vz,p,numTilesX,numTilesY);
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rtcDebug();
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}
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/* called by the C++ code for cleanup */
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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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rtcExit();
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}
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