163 lines
7.0 KiB
Plaintext
163 lines
7.0 KiB
Plaintext
// ======================================================================== //
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// Copyright 2009-2013 Intel Corporation //
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// //
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// Licensed under the Apache License, Version 2.0 (the "License"); //
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// you may not use this file except in compliance with the License. //
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// You may obtain a copy of the License at //
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// //
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// http://www.apache.org/licenses/LICENSE-2.0 //
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// //
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// Unless required by applicable law or agreed to in writing, software //
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// distributed under the License is distributed on an "AS IS" BASIS, //
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. //
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// See the License for the specific language governing permissions and //
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// limitations under the License. //
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// ======================================================================== //
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#include "../tutorials/tutorials.isph"
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/* scene data */
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uniform RTCGeometry* uniform mesh = NULL;
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uniform vec3f* uniform colors = NULL;
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uniform RTCIntersector* uniform intersector = NULL;
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/* called by the C++ code for initialization */
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export void init (uniform int verbose)
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{
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/* initialize ray tracing core */
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rtcInit();
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rtcStartThreads();
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rtcSetVerbose(verbose);
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/* create a triangulated cube with 12 triangles and 8 vertices */
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mesh = rtcNewTriangleMesh (12, 8);
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/* set vertices */
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uniform RTCVertex* uniform vertices = rtcMapPositionBuffer(mesh);
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vertices[0].x = -1; vertices[0].y = -1; vertices[0].z = -1;
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vertices[1].x = -1; vertices[1].y = -1; vertices[1].z = +1;
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vertices[2].x = -1; vertices[2].y = +1; vertices[2].z = -1;
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vertices[3].x = -1; vertices[3].y = +1; vertices[3].z = +1;
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vertices[4].x = +1; vertices[4].y = -1; vertices[4].z = -1;
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vertices[5].x = +1; vertices[5].y = -1; vertices[5].z = +1;
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vertices[6].x = +1; vertices[6].y = +1; vertices[6].z = -1;
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vertices[7].x = +1; vertices[7].y = +1; vertices[7].z = +1;
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rtcUnmapPositionBuffer(mesh);
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/* create triangle color array */
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colors = uniform new uniform vec3f[12];
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/* set triangles and colors */
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uniform int tri = 0;
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uniform RTCTriangle* uniform triangles = rtcMapTriangleBuffer(mesh);
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// left side
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colors[tri] = make_vec3f(1,0,0); triangles[tri].v0 = 0; triangles[tri].v1 = 2; triangles[tri].v2 = 1; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
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colors[tri] = make_vec3f(1,0,0); triangles[tri].v0 = 1; triangles[tri].v1 = 2; triangles[tri].v2 = 3; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
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// right side
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colors[tri] = make_vec3f(0,1,0); triangles[tri].v0 = 4; triangles[tri].v1 = 5; triangles[tri].v2 = 6; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
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colors[tri] = make_vec3f(0,1,0); triangles[tri].v0 = 5; triangles[tri].v1 = 7; triangles[tri].v2 = 6; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
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// bottom side
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colors[tri] = make_vec3f(0.5f); triangles[tri].v0 = 0; triangles[tri].v1 = 1; triangles[tri].v2 = 4; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
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colors[tri] = make_vec3f(0.5f); triangles[tri].v0 = 1; triangles[tri].v1 = 5; triangles[tri].v2 = 4; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
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// top side
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colors[tri] = make_vec3f(1.0f); triangles[tri].v0 = 2; triangles[tri].v1 = 6; triangles[tri].v2 = 3; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
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colors[tri] = make_vec3f(1.0f); triangles[tri].v0 = 3; triangles[tri].v1 = 6; triangles[tri].v2 = 7; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
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// front side
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colors[tri] = make_vec3f(0,0,1); triangles[tri].v0 = 0; triangles[tri].v1 = 4; triangles[tri].v2 = 2; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
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colors[tri] = make_vec3f(0,0,1); triangles[tri].v0 = 2; triangles[tri].v1 = 4; triangles[tri].v2 = 6; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
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// back side
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colors[tri] = make_vec3f(1,1,0); triangles[tri].v0 = 1; triangles[tri].v1 = 3; triangles[tri].v2 = 5; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
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colors[tri] = make_vec3f(1,1,0); triangles[tri].v0 = 3; triangles[tri].v1 = 7; triangles[tri].v2 = 5; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
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rtcUnmapTriangleBuffer(mesh);
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/* build spatial index structure and mark as static */
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launch rtcBuildAccel (mesh); sync;
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rtcCleanupGeometry (mesh);
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/* get intersector for the mesh */
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intersector = rtcQueryIntersector (mesh);
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}
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/* called by the C++ code to set scene */
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export void set_scene (uniform Scene* uniform scene) {
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}
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/* task that renders a single screen tile */
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task void renderTile(uniform int* uniform pixels,
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const uniform int width,
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const uniform int height,
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const uniform float time,
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const uniform vec3f& vx,
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const uniform vec3f& vy,
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const uniform vec3f& vz,
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const uniform vec3f& p,
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const uniform int numTilesX,
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const uniform int numTilesY)
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{
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const uniform int tileY = taskIndex / numTilesX;
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const uniform int tileX = taskIndex - tileY * numTilesX;
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const uniform int x0 = tileX * TILE_SIZE_X;
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const uniform int x1 = min(x0+TILE_SIZE_X,width);
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const uniform int y0 = tileY * TILE_SIZE_Y;
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const uniform int y1 = min(y0+TILE_SIZE_Y,height);
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foreach (y = y0 ... y1, x = x0 ... x1)
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{
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/* initialize ray */
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Ray ray;
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ray.org = p;
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ray.dir = normalize(add(mul(x,vx), mul(y,vy), vz));
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ray.tnear = 0.0f;
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ray.tfar = inf;
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ray.id0 = -1;
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ray.id1 = -1;
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ray.mask = -1;
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ray.time = 0;
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/* intersect ray with scene */
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intersector->intersect(intersector,ray);
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/* shade pixels */
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if (ray.id0 != -1) {
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vec3f c = colors[ray.id1];
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unsigned int r = (unsigned int) (255.0f * c.x);
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unsigned int g = (unsigned int) (255.0f * c.y);
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unsigned int b = (unsigned int) (255.0f * c.z);
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pixels[y*width+x] = (b << 16) + (g << 8) + r;
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}
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else pixels[y*width+x] = 0;
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}
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}
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/* called by the C++ code to render */
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export void render (uniform int* uniform pixels,
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const uniform int width,
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const uniform int height,
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const uniform float time,
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const uniform vec3f& vx,
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const uniform vec3f& vy,
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const uniform vec3f& vz,
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const uniform vec3f& p)
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{
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const uniform int numTilesX = (width +TILE_SIZE_X-1)/TILE_SIZE_X;
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const uniform int numTilesY = (height+TILE_SIZE_Y-1)/TILE_SIZE_Y;
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launch[numTilesX*numTilesY] renderTile(pixels,width,height,time,vx,vy,vz,p,numTilesX,numTilesY); sync;
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}
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/* called by the C++ code for cleanup */
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export void cleanup ()
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{
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rtcDeleteIntersector (intersector);
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rtcDeleteGeometry (mesh);
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delete[] colors;
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rtcStopThreads();
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rtcExit();
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}
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