// ======================================================================== // // 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.h" #include "../common/tutorial/scene_device.h" #if defined(__XEON_PHI__) // FIXME: gather of pointers not working in ISPC for Xeon Phi #define renderPixelTestEyeLight renderPixelStandard #else #define renderPixelPathTrace renderPixelStandard #endif /* accumulation buffer */ Vec3fa* g_accu = NULL; size_t g_accu_width = 0; size_t g_accu_height = 0; size_t g_accu_count = 0; Vec3fa g_accu_vx; Vec3fa g_accu_vy; Vec3fa g_accu_vz; Vec3fa g_accu_p; extern "C" bool g_changed; /* light settings */ extern "C" Vec3fa g_dirlight_direction; extern "C" Vec3fa g_dirlight_intensity; extern "C" Vec3fa g_ambient_intensity; /* hair material */ Vec3fa hair_K; Vec3fa hair_dK; Vec3fa hair_Kr; //!< reflectivity of hair Vec3fa hair_Kt; //!< transparency of hair void filterDispatch(void* ptr, struct RTCRay2& ray); /* scene data */ extern "C" ISPCScene* g_ispc_scene; RTCScene g_scene = NULL; /* 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 /* render function to use */ renderPixelFunc renderPixel; Vec3fa renderPixelTestEyeLight(float x, float y, const Vec3fa& vx, const Vec3fa& vy, const Vec3fa& vz, const Vec3fa& p); /*! random number generator for floating point numbers in range [0,1] */ inline float frand(int& seed) { seed = 7 * seed + 5; return (seed & 0xFFFF)/(float)0xFFFF; } /*! Uniform hemisphere sampling. Up direction is the z direction. */ Vec3fa sampleSphere(const float u, const float v) { const float phi = 2.0f*(float)pi * u; const float cosTheta = 1.0f - 2.0f * v, sinTheta = 2.0f * sqrt(v * (1.0f - v)); return Vec3fa(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta, float(one_over_four_pi)); } RTCScene convertScene(ISPCScene* scene_in) { //scene_in->numHairSets = 0; //scene_in->numMeshes = 0; /* create scene */ RTCScene scene_out = rtcNewScene(RTC_SCENE_STATIC | RTC_SCENE_INCOHERENT, RTC_INTERSECT1); /* add all hair sets to the scene */ for (int i=0; inumHairSets; i++) { ISPCHairSet* hair = scene_in->hairs[i]; unsigned int geomID = rtcNewHairGeometry (scene_out, RTC_GEOMETRY_STATIC, hair->numHairs, hair->numVertices, hair->v2 ? 2 : 1); rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER,hair->v,0,sizeof(Vertex)); if (hair->v2) rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER1,hair->v2,0,sizeof(Vertex)); rtcSetBuffer(scene_out,geomID,RTC_INDEX_BUFFER,hair->hairs,0,sizeof(ISPCHair)); rtcSetOcclusionFilterFunction(scene_out,geomID,(RTCFilterFunc)&filterDispatch); } /* add all triangle meshes to the scene */ for (int i=0; inumMeshes; i++) { ISPCMesh* mesh = scene_in->meshes[i]; unsigned int geomID = rtcNewTriangleMesh (scene_out, RTC_GEOMETRY_STATIC, mesh->numTriangles, mesh->numVertices, mesh->positions2 ? 2 : 1); rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER,mesh->positions,0,sizeof(Vertex)); if (mesh->positions2) rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER1,mesh->positions2,0,sizeof(Vertex)); rtcSetBuffer(scene_out,geomID,RTC_INDEX_BUFFER,mesh->triangles,0,sizeof(ISPCTriangle)); rtcSetOcclusionFilterFunction(scene_out,geomID,(RTCFilterFunc)&filterDispatch); } /* commit changes to scene */ #if !defined(PARALLEL_COMMIT) rtcCommit (scene_out); #else launch[ getNumHWThreads() ] parallelCommit(scene_out); #endif return scene_out; } ////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////// /* called by the C++ code for initialization */ extern "C" void device_init (int8* cfg) { /* initialize last seen camera */ g_accu_vx = Vec3fa(0.0f); g_accu_vy = Vec3fa(0.0f); g_accu_vz = Vec3fa(0.0f); g_accu_p = Vec3fa(0.0f); /* initialize hair colors */ hair_K = Vec3fa(0.8f,0.57f,0.32f); hair_dK = Vec3fa(0.1f,0.12f,0.08f); hair_Kr = 0.2f*hair_K; //!< reflectivity of hair hair_Kt = 0.8f*hair_K; //!< transparency of hair /* initialize ray tracing core */ rtcInit(cfg); /* set error handler */ rtcSetErrorFunction(error_handler); /* set start render mode */ renderPixel = renderPixelStandard; } #if !defined(__XEON_PHI__) /*! Anisotropic power cosine microfacet distribution. */ struct AnisotropicBlinn { Vec3fa dx; //!< x-direction of the distribution. float nx; //!< Glossiness in x direction with range [0,infinity[ where 0 is a diffuse surface. Vec3fa dy; //!< y-direction of the distribution. float ny; //!< Exponent that determines the glossiness in y direction. Vec3fa dz; //!< z-direction of the distribution. float norm1; //!< Normalization constant for calculating the pdf for sampling. float norm2; //!< Normalization constant for calculating the distribution. Vec3fa Kr,Kt; float side; }; /*! Anisotropic power cosine distribution constructor. */ inline void AnisotropicBlinn__Constructor(AnisotropicBlinn* This, const Vec3fa& Kr, const Vec3fa& Kt, const Vec3fa& dx, float nx, const Vec3fa& dy, float ny, const Vec3fa& dz) { This->Kr = Kr; This->Kt = Kt; This->dx = dx; This->nx = nx; This->dy = dy; This->ny = ny; This->dz = dz; This->norm1 = sqrtf((nx+1)*(ny+1)) * float(one_over_two_pi); This->norm2 = sqrtf((nx+2)*(ny+2)) * float(one_over_two_pi); This->side = reduce_max(Kr)/(reduce_max(Kr)+reduce_max(Kt)); } /*! Evaluates the power cosine distribution. \param wh is the half * vector */ inline float AnisotropicBlinn__eval(const AnisotropicBlinn* This, const Vec3fa& wh) { const float cosPhiH = dot(wh, This->dx); const float sinPhiH = dot(wh, This->dy); const float cosThetaH = dot(wh, This->dz); const float R = sqr(cosPhiH)+sqr(sinPhiH); if (R == 0.0f) return This->norm2; const float n = (This->nx*sqr(cosPhiH)+This->ny*sqr(sinPhiH))*rcp(R); return This->norm2 * pow(abs(cosThetaH), n); } /*! Samples the distribution. \param s is the sample location * provided by the caller. */ inline Vec3fa AnisotropicBlinn__sample(const AnisotropicBlinn* This, const float sx, const float sy) { const float phi =float(two_pi)*sx; const float sinPhi0 = sqrtf(This->nx+1)*sinf(phi); const float cosPhi0 = sqrtf(This->ny+1)*cosf(phi); const float norm = rsqrt(sqr(sinPhi0)+sqr(cosPhi0)); const float sinPhi = sinPhi0*norm; const float cosPhi = cosPhi0*norm; const float n = This->nx*sqr(cosPhi)+This->ny*sqr(sinPhi); const float cosTheta = powf(sy,rcp(n+1)); const float sinTheta = cos2sin(cosTheta); const float pdf = This->norm1*powf(cosTheta,n); const Vec3fa h = Vec3fa(cosPhi * sinTheta, sinPhi * sinTheta, cosTheta); const Vec3fa wh = h.x*This->dx + h.y*This->dy + h.z*This->dz; return Vec3fa(wh,pdf); } inline Vec3fa AnisotropicBlinn__eval(const AnisotropicBlinn* This, const Vec3fa& wo, const Vec3fa& wi) { const float cosThetaI = dot(wi,This->dz); /* reflection */ if (cosThetaI > 0.0f) { const Vec3fa wh = normalize(wi + wo); return This->Kr * AnisotropicBlinn__eval(This,wh) * abs(cosThetaI); } /* transmission */ else { const Vec3fa wh = normalize(reflect(wi,This->dz) + wo); return This->Kt * AnisotropicBlinn__eval(This,wh) * abs(cosThetaI); } } inline Vec3fa AnisotropicBlinn__sample(const AnisotropicBlinn* This, const Vec3fa& wo, Vec3fa& wi, const float sx, const float sy, const float sz) { //wi = Vec3fa(reflect(normalize(wo),normalize(dz)),1.0f); return Kr; //wi = Vec3fa(neg(wo),1.0f); return Kt; const Vec3fa wh = AnisotropicBlinn__sample(This,sx,sy); //if (dot(wo,wh) < 0.0f) return Vec3fa(0.0f,0.0f); /* reflection */ if (sz < This->side) { wi = Vec3fa(reflect(wo,Vec3fa(wh)),wh.w*This->side); const float cosThetaI = dot(Vec3fa(wi),This->dz); return This->Kr * AnisotropicBlinn__eval(This,Vec3fa(wh)) * abs(cosThetaI); } /* transmission */ else { wi = Vec3fa(reflect(reflect(wo,Vec3fa(wh)),This->dz),wh.w*(1-This->side)); const float cosThetaI = dot(Vec3fa(wi),This->dz); return This->Kt * AnisotropicBlinn__eval(This,Vec3fa(wh)) * abs(cosThetaI); } } typedef Vec3fa*_Vec3fa_ptr; inline Vec3fa evalBezier(const int geomID, const int primID, const float t) { const float t0 = 1.0f - t, t1 = t; const ISPCHairSet* hair = g_ispc_scene->hairs[geomID]; const Vec3fa* vertices = hair->v; const ISPCHair* hairs = hair->hairs; const int i = hairs[primID].vertex; const Vec3fa p00 = vertices[i+0]; const Vec3fa p01 = vertices[i+1]; const Vec3fa p02 = vertices[i+2]; const Vec3fa p03 = vertices[i+3]; const Vec3fa p10 = p00 * t0 + p01 * t1; const Vec3fa p11 = p01 * t0 + p02 * t1; const Vec3fa p12 = p02 * t0 + p03 * t1; const Vec3fa p20 = p10 * t0 + p11 * t1; const Vec3fa p21 = p11 * t0 + p12 * t1; const Vec3fa p30 = p20 * t0 + p21 * t1; return p30; //tangent = p21-p20; } #endif /* extended ray structure that includes total transparency along the ray */ struct RTCRay2 { Vec3fa org; //!< Ray origin Vec3fa dir; //!< Ray direction float tnear; //!< Start of ray segment float tfar; //!< End of ray segment float time; //!< Time of this ray for motion blur. int mask; //!< used to mask out objects during traversal Vec3fa Ng; //!< Geometric normal. float u; //!< Barycentric u coordinate of hit float v; //!< Barycentric v coordinate of hit int geomID; //!< geometry ID int primID; //!< primitive ID int instID; //!< instance ID // ray extensions RTCFilterFunc filter; Vec3fa transparency; //!< accumulated transparency value }; bool enableFilterDispatch = false; /* filter dispatch function */ void filterDispatch(void* ptr, RTCRay2& ray) { if (!enableFilterDispatch) return; if (ray.filter) ray.filter(ptr,*((RTCRay*)&ray)); // FIXME: use RTCRay& cast } #if !defined(__XEON_PHI__) /* occlusion filter function */ void occlusionFilter(void* ptr, RTCRay2& ray) { /* make all surfaces opaque */ if (ray.geomID >= g_ispc_scene->numHairSets) { ray.transparency = Vec3fa(0.0f); return; } Vec3fa T = hair_Kt; T = T * ray.transparency; // FIXME: use *= operator ray.transparency = T; if (ne(T,Vec3fa(0.0f))) ray.geomID = RTC_INVALID_GEOMETRY_ID; // FIXME: use != operator } Vec3fa occluded(RTCScene scene, RTCRay2& ray) { ray.geomID = RTC_INVALID_GEOMETRY_ID; ray.primID = RTC_INVALID_GEOMETRY_ID; ray.mask = -1; ray.filter = (RTCFilterFunc) &occlusionFilter; ray.transparency = Vec3fa(1.0f); rtcOccluded(scene,*((RTCRay*)&ray)); // FIXME: use (RTCRay&) cast return ray.transparency; } /* task that renders a single screen tile */ Vec3fa renderPixelPathTrace(float x, float y, const Vec3fa& vx, const Vec3fa& vy, const Vec3fa& vz, const Vec3fa& p) { int seed = 21344*x+121233*y+234532*g_accu_count; float time = frand(seed); /* initialize ray */ RTCRay2 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.mask = -1; ray.time = time; ray.filter = NULL; Vec3fa color = Vec3fa(0.0f); Vec3fa weight = Vec3fa(1.0f); size_t depth = 0; while (true) { /* terminate ray path */ if (reduce_max(weight) < 0.01 || depth > 20) return color; /* intersect ray with scene and gather all hits */ rtcIntersect(g_scene,*((RTCRay*)&ray)); // FIXME: use (RTCRay&) cast /* exit if we hit environment */ if (ray.geomID == RTC_INVALID_GEOMETRY_ID) return color + weight*Vec3fa(g_ambient_intensity); /* calculate transmissivity of hair */ AnisotropicBlinn brdf; float tnear_eps = 0.0001f; if (ray.geomID < g_ispc_scene->numHairSets) { /* calculate tangent space */ const Vec3fa dx = normalize(ray.Ng); const Vec3fa dy = normalize(cross(ray.dir,dx)); const Vec3fa dz = normalize(cross(dy,dx)); /* generate anisotropic BRDF */ AnisotropicBlinn__Constructor(&brdf,hair_Kr,hair_Kt,dx,20.0f,dy,2.0f,dz); brdf.Kr = hair_Kr; Vec3fa p = evalBezier(ray.geomID,ray.primID,ray.u); tnear_eps = 1.1f*p.w; } else { int meshID = ray.geomID-g_ispc_scene->numHairSets; ISPCMesh* mesh = g_ispc_scene->meshes[meshID]; ISPCTriangle* triangle = &mesh->triangles[ray.primID]; OBJMaterial* material = (OBJMaterial*) &g_ispc_scene->materials[triangle->materialID]; if (material->illum == 1) { /* calculate tangent space */ const Vec3fa dx = normalize(Vec3fa(mesh->normals[triangle->v0])); const Vec3fa dy = normalize(cross(ray.dir,dx)); const Vec3fa dz = normalize(cross(dy,dx)); /* generate anisotropic BRDF */ AnisotropicBlinn__Constructor(&brdf,hair_Kr,hair_Kt,dx,20.0f,dy,2.0f,dz); brdf.Kr = hair_Kr; tnear_eps = 1.1f*mesh->texcoords[triangle->v0].x; } else { if (dot(ray.dir,ray.Ng) > 0) ray.Ng = neg(ray.Ng); /* calculate tangent space */ const Vec3fa dz = normalize(ray.Ng); const Vec3fa dx = normalize(cross(dz,ray.dir)); const Vec3fa dy = normalize(cross(dz,dx)); /* generate isotropic BRDF */ AnisotropicBlinn__Constructor(&brdf,Vec3fa(1.0f),Vec3fa(0.0f),dx,1.0f,dy,1.0f,dz); } } /* sample directional light */ RTCRay2 shadow; shadow.org = ray.org + ray.tfar*ray.dir; shadow.dir = neg(Vec3fa(g_dirlight_direction)); shadow.tnear = tnear_eps; shadow.tfar = inf; shadow.time = time; Vec3fa T = occluded(g_scene,shadow); Vec3fa c = AnisotropicBlinn__eval(&brdf,neg(ray.dir),neg(Vec3fa(g_dirlight_direction))); color = color + weight*c*T*Vec3fa(g_dirlight_intensity); // FIXME: use += operator #if 1 /* sample BRDF */ Vec3fa wi; c = AnisotropicBlinn__sample(&brdf,neg(ray.dir),wi,frand(seed),frand(seed),frand(seed)); if (wi.w <= 0.0f) return color; /* calculate secondary ray and offset it out of the hair */ float sign = dot(Vec3fa(wi),brdf.dz) < 0.0f ? -1.0f : 1.0f; ray.org = ray.org + ray.tfar*ray.dir + sign*tnear_eps*brdf.dz; ray.dir = Vec3fa(wi); ray.tnear = 0.001f; ray.tfar = inf; ray.geomID = RTC_INVALID_GEOMETRY_ID; ray.primID = RTC_INVALID_GEOMETRY_ID; ray.mask = -1; ray.time = time; ray.filter = NULL; weight = weight * c/wi.w; // FIXME: use *= operator #else /* continue with transparency ray */ ray.geomID = RTC_INVALID_GEOMETRY_ID; ray.tnear = 1.001f*ray.tfar; ray.tfar = inf; weight *= brdf.Kt; #endif depth++; } return color; } #endif Vec3fa renderPixelTestEyeLight(float x, float y, const Vec3fa& vx, const Vec3fa& vy, const Vec3fa& vz, const Vec3fa& p) { /* initialize ray */ RTCRay2 ray; ray.org = p; ray.dir = normalize(x*vx + y*vy + vz); Vec3fa dir1 = normalize((x+1)*vx + (y+1)*vy + vz); ray.tnear = 0.0f; ray.tfar = inf; ray.geomID = RTC_INVALID_GEOMETRY_ID; ray.primID = RTC_INVALID_GEOMETRY_ID; ray.mask = -1; ray.time = 0; Vec3fa color = Vec3fa(0.0f); float weight = 1.0f; rtcIntersect(g_scene,*((RTCRay*)&ray)); // FIXME: use (RTCRay&) cast ray.filter = NULL; if (ray.primID == -1) return Vec3fa(0.0f); Vec3fa Ng; if (ray.geomID < g_ispc_scene->numHairSets) { const Vec3fa dx = normalize(ray.Ng); const Vec3fa dy = normalize(cross(ray.dir,dx)); const Vec3fa dz = normalize(cross(dy,dx)); Ng = dz; } else { if (dot(ray.dir,ray.Ng) > 0) ray.Ng = neg(ray.Ng); const Vec3fa dz = normalize(ray.Ng); const Vec3fa dx = normalize(cross(dz,ray.dir)); const Vec3fa dy = normalize(cross(dz,dx)); Ng = dz; } color = color + Vec3fa(0.2f + 0.5f * abs(dot(ray.dir,Ng))); // FIXME: use += operator return color; } /* task that renders a single screen tile */ void renderTile(int taskIndex, int* pixels, const int width, const int height, const float time, const Vec3fa& vx, const Vec3fa& vy, const Vec3fa& vz, const Vec3fa& p, const int numTilesX, const int numTilesY) { const int tileY = taskIndex / numTilesX; const int tileX = taskIndex - tileY * numTilesX; const int x0 = tileX * TILE_SIZE_X; const int x1 = min(x0+TILE_SIZE_X,width); const int y0 = tileY * TILE_SIZE_Y; const int y1 = min(y0+TILE_SIZE_Y,height); //int seed = tileY*numTilesX+tileX+0 + g_accu_count; int seed = (tileY*numTilesX+tileX+0) * g_accu_count; for (int y = y0; yw)); unsigned int r = (unsigned int) (255.0f * clamp(dst->x*f,0.0f,1.0f)); unsigned int g = (unsigned int) (255.0f * clamp(dst->y*f,0.0f,1.0f)); unsigned int b = (unsigned int) (255.0f * clamp(dst->z*f,0.0f,1.0f)); pixels[y*width+x] = (b << 16) + (g << 8) + r; } } /* called by the C++ code to render */ extern "C" void device_render (int* pixels, const int width, const int height, const float time, const Vec3fa& vx, const Vec3fa& vy, const Vec3fa& vz, const Vec3fa& p) { /* create scene */ if (g_scene == NULL) g_scene = convertScene(g_ispc_scene); /* create accumulator */ if (g_accu_width != width || g_accu_height != height) { g_accu = (Vec3fa*) alignedMalloc(width*height*sizeof(Vec3fa)); g_accu_width = width; g_accu_height = height; memset(g_accu,0,width*height*sizeof(Vec3fa)); } /* reset accumulator */ bool camera_changed = g_changed; g_changed = false; camera_changed |= ne(g_accu_vx,vx); g_accu_vx = vx; // FIXME: use != operator camera_changed |= ne(g_accu_vy,vy); g_accu_vy = vy; // FIXME: use != operator camera_changed |= ne(g_accu_vz,vz); g_accu_vz = vz; // FIXME: use != operator camera_changed |= ne(g_accu_p, p); g_accu_p = p; // FIXME: use != operator g_accu_count++; if (camera_changed) { g_accu_count=0; memset(g_accu,0,width*height*sizeof(Vec3fa)); } /* render frame */ const int numTilesX = (width +TILE_SIZE_X-1)/TILE_SIZE_X; const int numTilesY = (height+TILE_SIZE_Y-1)/TILE_SIZE_Y; enableFilterDispatch = renderPixel == renderPixelStandard; launch_renderTile(numTilesX*numTilesY,pixels,width,height,time,vx,vy,vz,p,numTilesX,numTilesY); enableFilterDispatch = false; rtcDebug(); } /* called by the C++ code for cleanup */ extern "C" void device_cleanup () { rtcDeleteScene (g_scene); rtcExit(); }