301 lines
11 KiB
Plaintext
Executable File
301 lines
11 KiB
Plaintext
Executable File
// ======================================================================== //
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// Copyright 2009-2014 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 "../common/tutorial/tutorial_device.isph"
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#define PARALLEL_COMMIT
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/* scene data */
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RTCScene g_scene = NULL;
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uniform Vec3f* uniform colors = NULL;
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/* render function to use */
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renderPixelFunc renderPixel;
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/* error reporting function */
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void error_handler(const uniform RTCError code, const uniform int8* uniform str)
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{
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print("Embree: ");
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switch (code) {
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case RTC_UNKNOWN_ERROR : print("RTC_UNKNOWN_ERROR"); break;
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case RTC_INVALID_ARGUMENT : print("RTC_INVALID_ARGUMENT"); break;
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case RTC_INVALID_OPERATION: print("RTC_INVALID_OPERATION"); break;
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case RTC_OUT_OF_MEMORY : print("RTC_OUT_OF_MEMORY"); break;
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case RTC_UNSUPPORTED_CPU : print("RTC_UNSUPPORTED_CPU"); break;
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default : print("invalid error code"); break;
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}
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if (str) {
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print(" (");
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while (*str) putchar(*str++);
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print(")\n");
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}
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abort();
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}
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/* rtcCommitThread called by all ISPC worker threads to enable parallel build */
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#if defined(PARALLEL_COMMIT)
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task void parallelCommit(RTCScene scene) {
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rtcCommitThread (scene,threadIndex,threadCount);
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}
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#endif
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/* adds a cube to the scene */
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uniform unsigned int addCube (RTCScene scene_i)
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{
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/* create a triangulated cube with 12 triangles and 8 vertices */
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uniform unsigned int mesh = rtcNewTriangleMesh (scene_i, RTC_GEOMETRY_STATIC, 12, 8);
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/* set vertices */
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uniform Vertex* uniform vertices = (uniform Vertex* uniform) rtcMapBuffer(scene_i,mesh,RTC_VERTEX_BUFFER);
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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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rtcUnmapBuffer(scene_i,mesh,RTC_VERTEX_BUFFER);
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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 Triangle* uniform triangles = (uniform Triangle* uniform) rtcMapBuffer(scene_i,mesh,RTC_INDEX_BUFFER);
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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; tri++;
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colors[tri] = make_Vec3f(1,0,0); triangles[tri].v0 = 1; triangles[tri].v1 = 2; triangles[tri].v2 = 3; 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; tri++;
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colors[tri] = make_Vec3f(0,1,0); triangles[tri].v0 = 5; triangles[tri].v1 = 7; triangles[tri].v2 = 6; 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; tri++;
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colors[tri] = make_Vec3f(0.5f); triangles[tri].v0 = 1; triangles[tri].v1 = 5; triangles[tri].v2 = 4; 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; tri++;
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colors[tri] = make_Vec3f(1.0f); triangles[tri].v0 = 3; triangles[tri].v1 = 6; triangles[tri].v2 = 7; 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; tri++;
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colors[tri] = make_Vec3f(0,0,1); triangles[tri].v0 = 2; triangles[tri].v1 = 4; triangles[tri].v2 = 6; 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; tri++;
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colors[tri] = make_Vec3f(1,1,0); triangles[tri].v0 = 3; triangles[tri].v1 = 7; triangles[tri].v2 = 5; tri++;
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rtcUnmapBuffer(scene_i,mesh,RTC_INDEX_BUFFER);
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return mesh;
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}
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/* adds a ground plane to the scene */
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uniform unsigned int addGroundPlane (RTCScene scene_i)
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{
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/* create a triangulated plane with 2 triangles and 4 vertices */
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uniform unsigned int mesh = rtcNewTriangleMesh (scene_i, RTC_GEOMETRY_STATIC, 2, 4);
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/* set vertices */
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uniform Vertex* uniform vertices = (uniform Vertex* uniform) rtcMapBuffer(scene_i,mesh,RTC_VERTEX_BUFFER);
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vertices[0].x = -10; vertices[0].y = -2; vertices[0].z = -10;
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vertices[1].x = -10; vertices[1].y = -2; vertices[1].z = +10;
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vertices[2].x = +10; vertices[2].y = -2; vertices[2].z = -10;
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vertices[3].x = +10; vertices[3].y = -2; vertices[3].z = +10;
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rtcUnmapBuffer(scene_i,mesh,RTC_VERTEX_BUFFER);
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/* set triangles */
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uniform Triangle* uniform triangles = (uniform Triangle* uniform) rtcMapBuffer(scene_i,mesh,RTC_INDEX_BUFFER);
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triangles[0].v0 = 0; triangles[0].v1 = 2; triangles[0].v2 = 1;
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triangles[1].v0 = 1; triangles[1].v1 = 2; triangles[1].v2 = 3;
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rtcUnmapBuffer(scene_i,mesh,RTC_INDEX_BUFFER);
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return mesh;
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}
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/* called by the C++ code for initialization */
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export void device_init (uniform int8* uniform cfg)
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{
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/* initialize ray tracing core */
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rtcInit(cfg);
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/* set error handler */
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rtcSetErrorFunction(error_handler);
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/* create scene */
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g_scene = rtcNewScene(RTC_SCENE_STATIC,RTC_INTERSECT_UNIFORM | RTC_INTERSECT_VARYING);
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/* add cube */
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addCube(g_scene);
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/* add ground plane */
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addGroundPlane(g_scene);
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/* commit changes to scene */
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#if !defined(PARALLEL_COMMIT)
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rtcCommit (g_scene);
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#else
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launch[ getNumHWThreads() ] parallelCommit(g_scene); sync;
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#endif
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/* set start render mode */
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renderPixel = renderPixelStandard;
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}
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/* task that renders a single screen tile */
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Vec3f renderPixelStandard(float x, float y, const uniform Vec3f& vx, const uniform Vec3f& vy, const uniform Vec3f& vz, const uniform Vec3f& p)
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{
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/* initialize ray */
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RTCRay ray;
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ray.org = p;
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ray.dir = normalize(x*vx + y*vy + vz);
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ray.tnear = 0.0f;
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ray.tfar = inf;
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ray.geomID = RTC_INVALID_GEOMETRY_ID;
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ray.primID = RTC_INVALID_GEOMETRY_ID;
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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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rtcIntersect(g_scene,ray);
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/* shade pixels */
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Vec3f color = make_Vec3f(0.0f);
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if (ray.geomID != RTC_INVALID_GEOMETRY_ID)
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{
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Vec3f diffuse = colors[ray.primID];
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color = color + diffuse*0.5f; // FIXME: +=
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Vec3f lightDir = normalize(make_Vec3f(-1,-1,-1));
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/* initialize shadow ray */
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RTCRay shadow;
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shadow.org = ray.org + ray.tfar*ray.dir;
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shadow.dir = neg(lightDir);
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shadow.tnear = 0.001f;
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shadow.tfar = inf;
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shadow.geomID = 1;
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shadow.primID = 0;
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shadow.mask = -1;
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shadow.time = 0;
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/* trace shadow ray */
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rtcOccluded(g_scene,shadow);
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/* add light contribution */
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if (shadow.geomID)
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color = color + diffuse*clamp(-dot(lightDir,normalize(ray.Ng)),0.0f,1.0f); // FIXME: +=
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}
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return color;
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}
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unsigned int rand_lcg(unsigned int &rng_state)
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{
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// LCG values from Numerical Recipes
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rng_state = 1664525 * rng_state + 1013904223;
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return rng_state;
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}
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unsigned int rand_xorshift(unsigned int &rng_state)
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{
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// Xorshift algorithm from George Marsaglia's paper
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rng_state ^= (rng_state << 13);
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rng_state ^= (rng_state >> 17);
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rng_state ^= (rng_state << 5);
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return rng_state;
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}
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unsigned int wang_hash(unsigned int &seed)
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{
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seed = (seed ^ 61) ^ (seed >> 16);
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seed *= 9;
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seed = seed ^ (seed >> 4);
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seed *= 0x27d4eb2d;
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seed = seed ^ (seed >> 15);
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return seed;
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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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//unsigned int seed = tileY*numTilesX+tileX+programIndex;
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//seed = wang_hash( seed );
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foreach (y = y0 ... y1, x = x0 ... x1)
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{
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unsigned int seed = y * width + x + programIndex;
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rand_xorshift(seed);
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rand_xorshift(seed);
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/* calculate pixel color */
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Vec3f color = renderPixel(x,y,vx,vy,vz,p);
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//float f = ((float)rand_xorshift(seed)) * (1.0f / 4294967296.0f);
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//float f = ((float)wang_hash(seed)) * (1.0f / 4294967296.0f);
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//Vec3f color = make_Vec3f(f);
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/* write color to framebuffer */
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unsigned int r = (unsigned int) (255.0f * clamp(color.x,0.0f,1.0f));
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unsigned int g = (unsigned int) (255.0f * clamp(color.y,0.0f,1.0f));
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unsigned int b = (unsigned int) (255.0f * clamp(color.z,0.0f,1.0f));
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pixels[y*width+x] = (b << 16) + (g << 8) + r;
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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 device_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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rtcDebug();
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}
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/* called by the C++ code for cleanup */
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export void device_cleanup ()
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{
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rtcDeleteScene (g_scene);
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delete[] colors;
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rtcExit();
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}
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