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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#if 0
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const int numSpheres = 1000;
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const int numPhi = 5;
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#else
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const int numSpheres = 20;
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const int numPhi = 120;
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//const int numPhi = 400;
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#endif
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const int numTheta = 2*numPhi;
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/* scene data */
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RTCScene g_scene = NULL;
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Vec3f position[numSpheres];
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Vec3f colors[numSpheres+1];
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float radius[numSpheres];
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int disabledID = -1;
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/* render function to use */
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renderPixelFunc renderPixel;
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/* adds a sphere to the scene */
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unsigned int createSphere (RTCGeometryFlags flags, const Vec3f pos, const float r)
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{
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/* create a triangulated sphere */
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unsigned int mesh = rtcNewTriangleMesh (g_scene, flags, 2*numTheta*(numPhi-1), numTheta*(numPhi+1));
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/* map triangle and vertex buffer */
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Vertex* vertices = (Vertex* ) rtcMapBuffer(g_scene,mesh,RTC_VERTEX_BUFFER);
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Triangle* triangles = (Triangle*) rtcMapBuffer(g_scene,mesh,RTC_INDEX_BUFFER);
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/* create sphere geometry */
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int tri = 0;
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const float rcpNumTheta = rcp((float)numTheta);
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const float rcpNumPhi = rcp((float)numPhi);
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for (int phi=0; phi<=numPhi; phi++)
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{
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for (int theta=0; theta<numTheta; theta++)
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{
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const float phif = phi*float(pi)*rcpNumPhi;
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const float thetaf = theta*2.0f*float(pi)*rcpNumTheta;
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Vertex& v = vertices[phi*numTheta+theta];
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v.x = pos.x + r*sin(phif)*sin(thetaf);
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v.y = pos.y + r*cos(phif);
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v.z = pos.z + r*sin(phif)*cos(thetaf);
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}
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if (phi == 0) continue;
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for (int theta=1; theta<=numTheta; theta++)
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{
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int p00 = (phi-1)*numTheta+theta-1;
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int p01 = (phi-1)*numTheta+theta%numTheta;
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int p10 = phi*numTheta+theta-1;
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int p11 = phi*numTheta+theta%numTheta;
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if (phi > 1) {
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triangles[tri].v0 = p10;
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triangles[tri].v1 = p00;
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triangles[tri].v2 = p01;
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tri++;
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}
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if (phi < numPhi) {
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triangles[tri].v0 = p11;
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triangles[tri].v1 = p10;
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triangles[tri].v2 = p01;
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tri++;
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}
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}
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}
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rtcUnmapBuffer(g_scene,mesh,RTC_VERTEX_BUFFER);
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rtcUnmapBuffer(g_scene,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_DYNAMIC,RTC_INTERSECT1);
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/* create some triangulated spheres */
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for (int i=0; i<numSpheres; i++)
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{
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const float phi = i*2.0f*float(pi)/numSpheres;
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const float r = 2.0f*float(pi)/numSpheres;
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const Vec3f p = mul(2.0f,Vec3f(sin(phi),0.0f,-cos(phi)));
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RTCGeometryFlags flags = i%2 ? RTC_GEOMETRY_DEFORMABLE : RTC_GEOMETRY_DYNAMIC;
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//RTCGeometryFlags flags = RTC_GEOMETRY_DEFORMABLE;
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int id = createSphere(flags,p,r);
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position[id] = p;
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radius[id] = r;
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colors[id].x = (i%16+1)/17.0f;
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colors[id].y = (i%8+1)/9.0f;
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colors[id].z = (i%4+1)/5.0f;
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}
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/* add ground plane to scene */
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int id = addGroundPlane(g_scene);
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colors[id] = Vec3f(1.0f,1.0f,1.0f);
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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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/* animates the sphere */
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void animateSphere (int taskIndex, Vertex* vertices,
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const float rcpNumTheta,
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const float rcpNumPhi,
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const Vec3f pos,
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const float r,
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const float f)
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{
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int phi = taskIndex;
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for (int theta = 0; theta<numTheta; theta++)
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{
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Vertex* v = &vertices[phi*numTheta+theta];
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const float phif = phi*float(pi)*rcpNumPhi;
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const float thetaf = theta*2.0f*float(pi)*rcpNumTheta;
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v->x = pos.x + r*sin(f*phif)*sin(thetaf);
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v->y = pos.y + r*cos(phif);
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v->z = pos.z + r*sin(f*phif)*cos(thetaf);
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}
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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.geomID];
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color = add(color,mul(diffuse,0.1f));
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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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/* animates a sphere */
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void animateSphere (int id, float time)
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{
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/* animate vertices */
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Vertex* vertices = (Vertex*) rtcMapBuffer(g_scene,id,RTC_VERTEX_BUFFER);
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const float rcpNumTheta = rcp((float)numTheta);
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const float rcpNumPhi = rcp((float)numPhi);
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const Vec3f pos = position[id];
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const float r = radius[id];
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const float f = 2.0f*(1.0f+0.5f*sin(time));
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/* loop over all vertices */
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#if 0
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launch_animateSphere(numPhi+1,vertices,rcpNumTheta,rcpNumPhi,pos,r,f);
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#else
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for (int phi = 0; phi <numPhi+1; phi++) for (int theta = 0; theta<numTheta; theta++)
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{
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Vertex* v = &vertices[phi*numTheta+theta];
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const float phif = phi*float(pi)*rcpNumPhi;
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const float thetaf = theta*2.0f*float(pi)*rcpNumTheta;
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v->x = pos.x+r*sin(f*phif)*sin(thetaf);
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v->y = pos.y+r*cos(phif);
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v->z = pos.z+r*sin(f*phif)*cos(thetaf);
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}
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#endif
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rtcUnmapBuffer(g_scene,id,RTC_VERTEX_BUFFER);
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/* update mesh */
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rtcUpdate (g_scene,id);
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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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/* animate sphere */
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for (int i=0; i<numSpheres; i++)
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animateSphere(i,time+i);
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/* commit changes to scene */
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rtcCommit (g_scene);
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/* render all pixels */
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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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rtcExit();
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}
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