// ======================================================================== // // Copyright 2009-2013 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. // // ======================================================================== // #ifndef __EMBREE_TUTORIALS_H__ #define __EMBREE_TUTORIALS_H__ /* size of screen tiles */ #define TILE_SIZE_X 16 #define TILE_SIZE_Y 16 /* include optional vector library */ #include "../../embree_ispc/math/math.isph" #include "../../embree_ispc/math/vec.isph" #include "../../embree_ispc/math/affinespace.isph" /* include embree API and ray layout */ #include "../../embree_ispc/include/embree.isph" #include "../../embree_ispc/include/ray.isph" /* draws pixels to the screen */ extern "C" void DrawPixelsRGBA8 (uniform int* uniform pixels, uniform int width, uniform int height); struct Triangle { int v0; /*< first triangle vertex */ int v1; /*< second triangle vertex */ int v2; /*< third triangle vertex */ int triangleID; /*< ID of triangle */ int materialID; /*< material of triangle */ }; struct Material { int illum; /*< illumination model */ float d; /*< dissolve factor, 1=opaque, 0=transparent */ float Ns; /*< specular exponent */ float Ni; /*< optical density for the surface (index of refraction) */ vec3f Ka; /*< ambient reflectivity */ vec3f Kd; /*< diffuse reflectivity */ vec3f Ks; /*< specular reflectivity */ vec3f Tf; /*< transmission filter */ }; struct Scene { uniform Material* materials; //!< material list uniform vec3fa* positions; //!< vertex position array uniform vec3f* normals; //!< vertex normal array uniform vec2f* texcoords; //!< vertex texcoord array uniform Triangle* triangles; //!< list of triangles int numMaterials; int numVertices; int numTriangles; vec3f pointLightPosition; vec3f pointLightIntensity; vec3f ambientLightIntensity; }; /* returns pointer to scene */ extern "C" void* uniform getScene(); #endif