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igl/external/embree/tutorials/tutorial04/tutorial04_device.cpp
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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"
/* 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();
}
const int numPhi = 5;
const int numTheta = 2*numPhi;
unsigned int createTriangulatedSphere (RTCScene scene, const Vec3fa& p, float r)
{
/* create triangle mesh */
unsigned int mesh = rtcNewTriangleMesh (scene, RTC_GEOMETRY_STATIC, 2*numTheta*(numPhi-1), numTheta*(numPhi+1));
/* map triangle and vertex buffers */
Vertex* vertices = (Vertex*) rtcMapBuffer(scene,mesh,RTC_VERTEX_BUFFER);
Triangle* triangles = (Triangle*) rtcMapBuffer(scene,mesh,RTC_INDEX_BUFFER);
/* create sphere */
int tri = 0;
const float rcpNumTheta = rcp((float)numTheta);
const float rcpNumPhi = rcp((float)numPhi);
for (int phi=0; phi<=numPhi; phi++)
{
for (int theta=0; theta<numTheta; theta++)
{
const float phif = phi*float(pi)*rcpNumPhi;
const float thetaf = theta*2.0f*float(pi)*rcpNumTheta;
Vertex& v = vertices[phi*numTheta+theta];
v.x = p.x + r*sin(phif)*sin(thetaf);
v.y = p.y + r*cos(phif);
v.z = p.z + r*sin(phif)*cos(thetaf);
}
if (phi == 0) continue;
for (int theta=1; theta<=numTheta; theta++)
{
int p00 = (phi-1)*numTheta+theta-1;
int p01 = (phi-1)*numTheta+theta%numTheta;
int p10 = phi*numTheta+theta-1;
int p11 = phi*numTheta+theta%numTheta;
if (phi > 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 */
unsigned int createGroundPlane (RTCScene scene)
{
/* create a triangulated plane with 2 triangles and 4 vertices */
unsigned int mesh = rtcNewTriangleMesh (scene, RTC_GEOMETRY_STATIC, 2, 4);
/* set vertices */
Vertex* vertices = (Vertex*) 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 */
Triangle* triangles = (Triangle*) 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;
unsigned int g_instance0 = -1;
unsigned int g_instance1 = -1;
unsigned int g_instance2 = -1;
unsigned int g_instance3 = -1;
Vec3fa 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 */
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_DYNAMIC,RTC_INTERSECT1);
/* create scene with 4 triangulated spheres */
g_scene1 = rtcNewScene(RTC_SCENE_STATIC,RTC_INTERSECT1);
createTriangulatedSphere(g_scene1,Vec3fa( 0, 0,+1),0.5);
createTriangulatedSphere(g_scene1,Vec3fa(+1, 0, 0),0.5);
createTriangulatedSphere(g_scene1,Vec3fa( 0, 0,-1),0.5);
createTriangulatedSphere(g_scene1,Vec3fa(-1, 0, 0),0.5);
#if !defined(PARALLEL_COMMIT)
rtcCommit (g_scene1);
#else
launch[ getNumHWThreads() ] parallelCommit(g_scene1);
#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] = Vec3fa(0.25,0,0);
colors[0][1] = Vec3fa(0.50,0,0);
colors[0][2] = Vec3fa(0.75,0,0);
colors[0][3] = Vec3fa(1.00,0,0);
colors[1][0] = Vec3fa(0,0.25,0);
colors[1][1] = Vec3fa(0,0.50,0);
colors[1][2] = Vec3fa(0,0.75,0);
colors[1][3] = Vec3fa(0,1.00,0);
colors[2][0] = Vec3fa(0,0,0.25);
colors[2][1] = Vec3fa(0,0,0.50);
colors[2][2] = Vec3fa(0,0,0.75);
colors[2][3] = Vec3fa(0,0,1.00);
colors[3][0] = Vec3fa(0.25,0.25,0);
colors[3][1] = Vec3fa(0.50,0.50,0);
colors[3][2] = Vec3fa(0.75,0.75,0);
colors[3][3] = Vec3fa(1.00,1.00,0);
/* 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.instID = -1;
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 = Vec3fa(1,1,1);
if (ray.instID != -1)
diffuse = colors[ray.instID][ray.geomID];
color = color + diffuse*0.5; // 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;
}
/* 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);
for (int y = y0; y<y1; y++) for (int x = x0; x<x1; x++)
{
/* calculate pixel color */
Vec3fa 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 */
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 identity matrix */
AffineSpace3f xfm;
xfm.l.vx = Vec3fa(1,0,0);
xfm.l.vy = Vec3fa(0,1,0);
xfm.l.vz = Vec3fa(0,0,1);
xfm.p = Vec3fa(0,0,0);
float t = 0.7f*time;
/* move instances */
xfm.p = 2.0f*Vec3fa(+cos(t),0.0f,+sin(t));
rtcSetTransform(g_scene,g_instance0,RTC_MATRIX_COLUMN_MAJOR,(float*)&xfm);
xfm.p = 2.0f*Vec3fa(-cos(t),0.0f,-sin(t));
rtcSetTransform(g_scene,g_instance1,RTC_MATRIX_COLUMN_MAJOR,(float*)&xfm);
xfm.p = 2.0f*Vec3fa(-sin(t),0.0f,+cos(t));
rtcSetTransform(g_scene,g_instance2,RTC_MATRIX_COLUMN_MAJOR,(float*)&xfm);
xfm.p = 2.0f*Vec3fa(+sin(t),0.0f,-cos(t));
rtcSetTransform(g_scene,g_instance3,RTC_MATRIX_COLUMN_MAJOR,(float*)&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);
#endif
/* render all pixels */
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);
rtcDeleteScene (g_scene1);
rtcExit();
}