// ======================================================================== // // 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. // // You may obtain a copy of the License at // // // // http://www.apache.org/licenses/LICENSE-2.0 // // // // Unless required by applicable law or agreed to in writing, software // // distributed under the License is distributed on an "AS IS" BASIS, // // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // // See the License for the specific language governing permissions and // // limitations under the License. // // ======================================================================== // #include "../common/tutorial/tutorial_device.isph" #define PARALLEL_COMMIT /* render function to use */ renderPixelFunc renderPixel; /* error reporting function */ void error_handler(const uniform RTCError code, const uniform int8* uniform str) { print("Embree: "); switch (code) { case RTC_UNKNOWN_ERROR : print("RTC_UNKNOWN_ERROR"); break; case RTC_INVALID_ARGUMENT : print("RTC_INVALID_ARGUMENT"); break; case RTC_INVALID_OPERATION: print("RTC_INVALID_OPERATION"); break; case RTC_OUT_OF_MEMORY : print("RTC_OUT_OF_MEMORY"); break; case RTC_UNSUPPORTED_CPU : print("RTC_UNSUPPORTED_CPU"); break; default : print("invalid error code"); break; } if (str) { print(" ("); while (*str) putchar(*str++); print(")\n"); } abort(); } const uniform int numPhi = 5; const uniform int numTheta = 2*numPhi; uniform unsigned int createTriangulatedSphere (RTCScene scene, const uniform Vec3f& p, uniform float r) { /* create triangle mesh */ uniform unsigned int mesh = rtcNewTriangleMesh (scene, RTC_GEOMETRY_STATIC, 2*numTheta*(numPhi-1), numTheta*(numPhi+1)); /* map triangle and vertex buffers */ uniform Vertex* uniform vertices = (uniform Vertex* uniform) rtcMapBuffer(scene,mesh,RTC_VERTEX_BUFFER); uniform Triangle* uniform triangles = (uniform Triangle* uniform) rtcMapBuffer(scene,mesh,RTC_INDEX_BUFFER); /* create sphere */ uniform int tri = 0; const uniform float rcpNumTheta = rcp((uniform float)numTheta); const uniform float rcpNumPhi = rcp((uniform float)numPhi); for (uniform int phi=0; phi<=numPhi; phi++) { for (uniform int theta=0; theta 1) { triangles[tri].v0 = p10; triangles[tri].v1 = p00; triangles[tri].v2 = p01; tri++; } if (phi < numPhi) { triangles[tri].v0 = p11; triangles[tri].v1 = p10; triangles[tri].v2 = p01; tri++; } } } rtcUnmapBuffer(scene,mesh,RTC_VERTEX_BUFFER); rtcUnmapBuffer(scene,mesh,RTC_INDEX_BUFFER); return mesh; } /* creates a ground plane */ uniform unsigned int createGroundPlane (RTCScene scene) { /* create a triangulated plane with 2 triangles and 4 vertices */ uniform unsigned int mesh = rtcNewTriangleMesh (scene, RTC_GEOMETRY_STATIC, 2, 4); /* set vertices */ uniform Vertex* uniform vertices = (uniform Vertex* uniform) rtcMapBuffer(scene,mesh,RTC_VERTEX_BUFFER); vertices[0].x = -10; vertices[0].y = -2; vertices[0].z = -10; vertices[1].x = -10; vertices[1].y = -2; vertices[1].z = +10; vertices[2].x = +10; vertices[2].y = -2; vertices[2].z = -10; vertices[3].x = +10; vertices[3].y = -2; vertices[3].z = +10; rtcUnmapBuffer(scene,mesh,RTC_VERTEX_BUFFER); /* set triangles */ uniform Triangle* uniform triangles = (uniform Triangle* uniform) rtcMapBuffer(scene,mesh,RTC_INDEX_BUFFER); triangles[0].v0 = 0; triangles[0].v1 = 2; triangles[0].v2 = 1; triangles[1].v0 = 1; triangles[1].v1 = 2; triangles[1].v2 = 3; rtcUnmapBuffer(scene,mesh,RTC_INDEX_BUFFER); return mesh; } /* scene data */ RTCScene g_scene = NULL; RTCScene g_scene1 = NULL; uniform unsigned int g_instance0 = -1; uniform unsigned int g_instance1 = -1; uniform unsigned int g_instance2 = -1; uniform unsigned int g_instance3 = -1; uniform Vec3f colors[4][4]; /* 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 /* called by the C++ code for initialization */ export void device_init (uniform int8* uniform cfg) { /* initialize ray tracing core */ rtcInit(cfg); /* set error handler */ rtcSetErrorFunction(error_handler); /* create scene */ g_scene = rtcNewScene(RTC_SCENE_DYNAMIC,RTC_INTERSECT_UNIFORM | RTC_INTERSECT_VARYING); /* create scene with 4 triangulated spheres */ g_scene1 = rtcNewScene(RTC_SCENE_STATIC,RTC_INTERSECT_UNIFORM | RTC_INTERSECT_VARYING); createTriangulatedSphere(g_scene1,make_Vec3f( 0, 0,+1),0.5); createTriangulatedSphere(g_scene1,make_Vec3f(+1, 0, 0),0.5); createTriangulatedSphere(g_scene1,make_Vec3f( 0, 0,-1),0.5); createTriangulatedSphere(g_scene1,make_Vec3f(-1, 0, 0),0.5); #if !defined(PARALLEL_COMMIT) rtcCommit (g_scene1); #else launch[ getNumHWThreads() ] parallelCommit(g_scene1); sync; #endif /* instantiate geometry */ g_instance0 = rtcNewInstance(g_scene,g_scene1); g_instance1 = rtcNewInstance(g_scene,g_scene1); g_instance2 = rtcNewInstance(g_scene,g_scene1); g_instance3 = rtcNewInstance(g_scene,g_scene1); createGroundPlane(g_scene); /* set all colors */ colors[0][0] = make_Vec3f(0.25,0,0); colors[0][1] = make_Vec3f(0.50,0,0); colors[0][2] = make_Vec3f(0.75,0,0); colors[0][3] = make_Vec3f(1.00,0,0); colors[1][0] = make_Vec3f(0,0.25,0); colors[1][1] = make_Vec3f(0,0.50,0); colors[1][2] = make_Vec3f(0,0.75,0); colors[1][3] = make_Vec3f(0,1.00,0); colors[2][0] = make_Vec3f(0,0,0.25); colors[2][1] = make_Vec3f(0,0,0.50); colors[2][2] = make_Vec3f(0,0,0.75); colors[2][3] = make_Vec3f(0,0,1.00); colors[3][0] = make_Vec3f(0.25,0.25,0); colors[3][1] = make_Vec3f(0.50,0.50,0); colors[3][2] = make_Vec3f(0.75,0.75,0); colors[3][3] = make_Vec3f(1.00,1.00,0); /* set start render mode */ renderPixel = renderPixelStandard; } /* task that renders a single screen tile */ Vec3f renderPixelStandard(float x, float y, const uniform Vec3f& vx, const uniform Vec3f& vy, const uniform Vec3f& vz, const uniform Vec3f& p) { /* initialize ray */ RTCRay ray; ray.org = p; ray.dir = normalize(x*vx + y*vy + vz); ray.tnear = 0.0f; ray.tfar = inf; ray.geomID = RTC_INVALID_GEOMETRY_ID; ray.primID = RTC_INVALID_GEOMETRY_ID; ray.instID = -1; ray.mask = -1; ray.time = 0; /* intersect ray with scene */ rtcIntersect(g_scene,ray); /* shade pixels */ Vec3f color = make_Vec3f(0.0f); if (ray.geomID != RTC_INVALID_GEOMETRY_ID) { Vec3f diffuse = make_Vec3f(1,1,1); if (ray.instID != -1) diffuse = colors[ray.instID][ray.geomID]; color = color + diffuse*0.5; // FIXME: += Vec3f lightDir = normalize(make_Vec3f(-1,-1,-1)); /* initialize shadow ray */ RTCRay shadow; shadow.org = ray.org + ray.tfar*ray.dir; shadow.dir = neg(lightDir); shadow.tnear = 0.001f; shadow.tfar = inf; shadow.geomID = 1; shadow.primID = 0; shadow.mask = -1; shadow.time = 0; /* trace shadow ray */ rtcOccluded(g_scene,shadow); /* add light contribution */ if (shadow.geomID) color = color + diffuse*clamp(-dot(lightDir,normalize(ray.Ng)),0.0f,1.0f); // FIXME: += } return color; } /* task that renders a single screen tile */ task void renderTile(uniform int* uniform pixels, const uniform int width, const uniform int height, const uniform float time, const uniform Vec3f& vx, const uniform Vec3f& vy, const uniform Vec3f& vz, const uniform Vec3f& p, const uniform int numTilesX, const uniform int numTilesY) { const uniform int tileY = taskIndex / numTilesX; const uniform int tileX = taskIndex - tileY * numTilesX; const uniform int x0 = tileX * TILE_SIZE_X; const uniform int x1 = min(x0+TILE_SIZE_X,width); const uniform int y0 = tileY * TILE_SIZE_Y; const uniform int y1 = min(y0+TILE_SIZE_Y,height); foreach (y = y0 ... y1, x = x0 ... x1) { /* calculate pixel color */ Vec3f 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)); unsigned int g = (unsigned int) (255.0f * clamp(color.y,0.0f,1.0f)); unsigned int b = (unsigned int) (255.0f * clamp(color.z,0.0f,1.0f)); pixels[y*width+x] = (b << 16) + (g << 8) + r; } } /* called by the C++ code to render */ export void device_render (uniform int* uniform pixels, const uniform int width, const uniform int height, const uniform float time, const uniform Vec3f& vx, const uniform Vec3f& vy, const uniform Vec3f& vz, const uniform Vec3f& p) { /* create identity matrix */ uniform AffineSpace3f xfm; xfm.l.vx = make_Vec3f(1,0,0); xfm.l.vy = make_Vec3f(0,1,0); xfm.l.vz = make_Vec3f(0,0,1); xfm.p = make_Vec3f(0,0,0); uniform float t = 0.7f*time; /* move instances */ xfm.p = 2.0f*make_Vec3f(+cos(t),0.0f,+sin(t)); rtcSetTransform(g_scene,g_instance0,RTC_MATRIX_COLUMN_MAJOR,(uniform float* uniform)&xfm); xfm.p = 2.0f*make_Vec3f(-cos(t),0.0f,-sin(t)); rtcSetTransform(g_scene,g_instance1,RTC_MATRIX_COLUMN_MAJOR,(uniform float* uniform)&xfm); xfm.p = 2.0f*make_Vec3f(-sin(t),0.0f,+cos(t)); rtcSetTransform(g_scene,g_instance2,RTC_MATRIX_COLUMN_MAJOR,(uniform float* uniform)&xfm); xfm.p = 2.0f*make_Vec3f(+sin(t),0.0f,-cos(t)); rtcSetTransform(g_scene,g_instance3,RTC_MATRIX_COLUMN_MAJOR,(uniform float* uniform)&xfm); /* update scene */ rtcUpdate(g_scene,g_instance0); rtcUpdate(g_scene,g_instance1); rtcUpdate(g_scene,g_instance2); rtcUpdate(g_scene,g_instance3); #if !defined(PARALLEL_COMMIT) rtcCommit (g_scene); #else launch[ getNumHWThreads() ] parallelCommit(g_scene); sync; #endif /* render all pixels */ const uniform int numTilesX = (width +TILE_SIZE_X-1)/TILE_SIZE_X; const uniform int numTilesY = (height+TILE_SIZE_Y-1)/TILE_SIZE_Y; launch[numTilesX*numTilesY] renderTile(pixels,width,height,time,vx,vy,vz,p,numTilesX,numTilesY); sync; rtcDebug(); } /* called by the C++ code for cleanup */ export void device_cleanup () { rtcDeleteScene (g_scene); rtcDeleteScene (g_scene1); rtcExit(); }