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igl/external/embree/tutorials/tutorial00/tutorial00_device.cpp
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C++
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// ======================================================================== //
// 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"
/* scene data */
RTCScene g_scene = NULL;
Vec3fa* colors = NULL;
/* render function to use */
renderPixelFunc renderPixel;
/* 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
/* adds a cube to the scene */
unsigned int addCube (RTCScene scene_i)
{
/* create a triangulated cube with 12 triangles and 8 vertices */
unsigned int mesh = rtcNewTriangleMesh (scene_i, RTC_GEOMETRY_STATIC, 12, 8);
/* set vertices */
Vertex* vertices = (Vertex*) rtcMapBuffer(scene_i,mesh,RTC_VERTEX_BUFFER);
vertices[0].x = -1; vertices[0].y = -1; vertices[0].z = -1;
vertices[1].x = -1; vertices[1].y = -1; vertices[1].z = +1;
vertices[2].x = -1; vertices[2].y = +1; vertices[2].z = -1;
vertices[3].x = -1; vertices[3].y = +1; vertices[3].z = +1;
vertices[4].x = +1; vertices[4].y = -1; vertices[4].z = -1;
vertices[5].x = +1; vertices[5].y = -1; vertices[5].z = +1;
vertices[6].x = +1; vertices[6].y = +1; vertices[6].z = -1;
vertices[7].x = +1; vertices[7].y = +1; vertices[7].z = +1;
rtcUnmapBuffer(scene_i,mesh,RTC_VERTEX_BUFFER);
/* create triangle color array */
colors = (Vec3fa*) alignedMalloc(12*sizeof(Vec3fa));
/* set triangles and colors */
int tri = 0;
Triangle* triangles = (Triangle*) rtcMapBuffer(scene_i,mesh,RTC_INDEX_BUFFER);
// left side
colors[tri] = Vec3fa(1,0,0); triangles[tri].v0 = 0; triangles[tri].v1 = 2; triangles[tri].v2 = 1; tri++;
colors[tri] = Vec3fa(1,0,0); triangles[tri].v0 = 1; triangles[tri].v1 = 2; triangles[tri].v2 = 3; tri++;
// right side
colors[tri] = Vec3fa(0,1,0); triangles[tri].v0 = 4; triangles[tri].v1 = 5; triangles[tri].v2 = 6; tri++;
colors[tri] = Vec3fa(0,1,0); triangles[tri].v0 = 5; triangles[tri].v1 = 7; triangles[tri].v2 = 6; tri++;
// bottom side
colors[tri] = Vec3fa(0.5f); triangles[tri].v0 = 0; triangles[tri].v1 = 1; triangles[tri].v2 = 4; tri++;
colors[tri] = Vec3fa(0.5f); triangles[tri].v0 = 1; triangles[tri].v1 = 5; triangles[tri].v2 = 4; tri++;
// top side
colors[tri] = Vec3fa(1.0f); triangles[tri].v0 = 2; triangles[tri].v1 = 6; triangles[tri].v2 = 3; tri++;
colors[tri] = Vec3fa(1.0f); triangles[tri].v0 = 3; triangles[tri].v1 = 6; triangles[tri].v2 = 7; tri++;
// front side
colors[tri] = Vec3fa(0,0,1); triangles[tri].v0 = 0; triangles[tri].v1 = 4; triangles[tri].v2 = 2; tri++;
colors[tri] = Vec3fa(0,0,1); triangles[tri].v0 = 2; triangles[tri].v1 = 4; triangles[tri].v2 = 6; tri++;
// back side
colors[tri] = Vec3fa(1,1,0); triangles[tri].v0 = 1; triangles[tri].v1 = 3; triangles[tri].v2 = 5; tri++;
colors[tri] = Vec3fa(1,1,0); triangles[tri].v0 = 3; triangles[tri].v1 = 7; triangles[tri].v2 = 5; tri++;
rtcUnmapBuffer(scene_i,mesh,RTC_INDEX_BUFFER);
return mesh;
}
/* adds a ground plane to the scene */
unsigned int addGroundPlane (RTCScene scene_i)
{
/* create a triangulated plane with 2 triangles and 4 vertices */
unsigned int mesh = rtcNewTriangleMesh (scene_i, RTC_GEOMETRY_STATIC, 2, 4);
/* set vertices */
Vertex* vertices = (Vertex*) rtcMapBuffer(scene_i,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_i,mesh,RTC_VERTEX_BUFFER);
/* set triangles */
Triangle* triangles = (Triangle*) rtcMapBuffer(scene_i,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_i,mesh,RTC_INDEX_BUFFER);
return mesh;
}
/* called by the C++ code for initialization */
extern "C" void device_init (int8* cfg)
{
/* initialize ray tracing core */
rtcInit(cfg);
/* set error handler */
rtcSetErrorFunction(error_handler);
/* create scene */
g_scene = rtcNewScene(RTC_SCENE_STATIC,RTC_INTERSECT1);
/* add cube */
addCube(g_scene);
/* add ground plane */
addGroundPlane(g_scene);
/* commit changes to scene */
#if !defined(PARALLEL_COMMIT)
rtcCommit (g_scene);
#else
launch[ getNumHWThreads() ] parallelCommit(g_scene);
#endif
/* set start render mode */
renderPixel = renderPixelStandard;
}
/* task that renders a single screen tile */
Vec3fa renderPixelStandard(float x, float y, const Vec3fa& vx, const Vec3fa& vy, const Vec3fa& vz, const Vec3fa& 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.mask = -1;
ray.time = 0;
/* intersect ray with scene */
rtcIntersect(g_scene,ray);
/* shade pixels */
Vec3fa color = Vec3fa(0.0f);
if (ray.geomID != RTC_INVALID_GEOMETRY_ID)
{
Vec3fa diffuse = colors[ray.primID];
color = color + diffuse*0.5f; // FIXME: +=
Vec3fa lightDir = normalize(Vec3fa(-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;
}
unsigned int rand_lcg(unsigned int &rng_state)
{
// LCG values from Numerical Recipes
rng_state = 1664525 * rng_state + 1013904223;
return rng_state;
}
unsigned int rand_xorshift(unsigned int &rng_state)
{
// Xorshift algorithm from George Marsaglia's paper
rng_state ^= (rng_state << 13);
rng_state ^= (rng_state >> 17);
rng_state ^= (rng_state << 5);
return rng_state;
}
unsigned int wang_hash(unsigned int &seed)
{
seed = (seed ^ 61) ^ (seed >> 16);
seed *= 9;
seed = seed ^ (seed >> 4);
seed *= 0x27d4eb2d;
seed = seed ^ (seed >> 15);
return seed;
}
/* 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);
//unsigned int seed = tileY*numTilesX+tileX+0;
//seed = wang_hash( seed );
for (int y = y0; y<y1; y++) for (int x = x0; x<x1; x++)
{
unsigned int seed = y * width + x + 0;
rand_xorshift(seed);
rand_xorshift(seed);
/* calculate pixel color */
Vec3fa color = renderPixel(x,y,vx,vy,vz,p);
//float f = ((float)rand_xorshift(seed)) * (1.0f / 4294967296.0f);
//float f = ((float)wang_hash(seed)) * (1.0f / 4294967296.0f);
//Vec3fa color = Vec3fa(f);
/* 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 */
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)
{
const int numTilesX = (width +TILE_SIZE_X-1)/TILE_SIZE_X;
const int numTilesY = (height+TILE_SIZE_Y-1)/TILE_SIZE_Y;
launch_renderTile(numTilesX*numTilesY,pixels,width,height,time,vx,vy,vz,p,numTilesX,numTilesY);
rtcDebug();
}
/* called by the C++ code for cleanup */
extern "C" void device_cleanup ()
{
rtcDeleteScene (g_scene);
alignedFree(colors);
rtcExit();
}