Files
igl/external/embree/tutorials/tutorial01/tutorial01_device.ispc
T

355 lines
12 KiB
Plaintext
Executable File

// ======================================================================== //
// 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.isph"
#define PARALLEL_COMMIT
#if 0
const uniform int numSpheres = 1000;
const uniform int numPhi = 5;
#else
const uniform int numSpheres = 20;
const uniform int numPhi = 120;
//const uniform int numPhi = 400;
#endif
const uniform int numTheta = 2*numPhi;
/* scene data */
RTCScene g_scene = NULL;
uniform Vec3f position[numSpheres];
uniform Vec3f colors[numSpheres+1];
uniform float radius[numSpheres];
uniform int disabledID = -1;
/* render function to use */
renderPixelFunc renderPixel;
/* error reporting function */
void error_handler(const uniform RTCError code, const uniform int8* uniform str)
{
print("Embree: ");
switch (code) {
case RTC_UNKNOWN_ERROR : print("RTC_UNKNOWN_ERROR"); break;
case RTC_INVALID_ARGUMENT : print("RTC_INVALID_ARGUMENT"); break;
case RTC_INVALID_OPERATION: print("RTC_INVALID_OPERATION"); break;
case RTC_OUT_OF_MEMORY : print("RTC_OUT_OF_MEMORY"); break;
case RTC_UNSUPPORTED_CPU : print("RTC_UNSUPPORTED_CPU"); break;
default : print("invalid error code"); break;
}
if (str) {
print(" (");
while (*str) putchar(*str++);
print(")\n");
}
abort();
}
/* adds a sphere to the scene */
uniform unsigned int createSphere (uniform RTCGeometryFlags flags, const uniform Vec3f& pos, const uniform float r)
{
/* create a triangulated sphere */
uniform unsigned int mesh = rtcNewTriangleMesh (g_scene, flags, 2*numTheta*(numPhi-1), numTheta*(numPhi+1));
/* map triangle and vertex buffer */
uniform Vertex* uniform vertices = (uniform Vertex* uniform) rtcMapBuffer(g_scene,mesh,RTC_VERTEX_BUFFER);
uniform Triangle* uniform triangles = (uniform Triangle* uniform) rtcMapBuffer(g_scene,mesh,RTC_INDEX_BUFFER);
/* create sphere geometry */
uniform int tri = 0;
const uniform float rcpNumTheta = rcp((uniform float)numTheta);
const uniform float rcpNumPhi = rcp((uniform float)numPhi);
for (uniform int phi=0; phi<=numPhi; phi++)
{
for (uniform int theta=0; theta<numTheta; theta++)
{
const uniform float phif = phi*pi*rcpNumPhi;
const uniform float thetaf = theta*2.0f*pi*rcpNumTheta;
uniform Vertex& v = vertices[phi*numTheta+theta];
v.x = pos.x + r*sin(phif)*sin(thetaf);
v.y = pos.y + r*cos(phif);
v.z = pos.z + r*sin(phif)*cos(thetaf);
}
if (phi == 0) continue;
for (uniform int theta=1; theta<=numTheta; theta++)
{
uniform int p00 = (phi-1)*numTheta+theta-1;
uniform int p01 = (phi-1)*numTheta+theta%numTheta;
uniform int p10 = phi*numTheta+theta-1;
uniform 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(g_scene,mesh,RTC_VERTEX_BUFFER);
rtcUnmapBuffer(g_scene,mesh,RTC_INDEX_BUFFER);
return mesh;
}
/* 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 ground plane to the scene */
uniform unsigned int addGroundPlane (RTCScene scene_i)
{
/* create a triangulated plane with 2 triangles and 4 vertices */
uniform unsigned int mesh = rtcNewTriangleMesh (scene_i, RTC_GEOMETRY_STATIC, 2, 4);
/* set vertices */
uniform Vertex* uniform vertices = (uniform Vertex* uniform) 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 */
uniform Triangle* uniform triangles = (uniform Triangle* uniform) 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 */
export void device_init (uniform int8* uniform cfg)
{
/* initialize ray tracing core */
rtcInit(cfg);
/* set error handler */
rtcSetErrorFunction(error_handler);
/* create scene */
g_scene = rtcNewScene(RTC_SCENE_DYNAMIC,RTC_INTERSECT_UNIFORM | RTC_INTERSECT_VARYING);
/* create some triangulated spheres */
for (uniform int i=0; i<numSpheres; i++)
{
const uniform float phi = i*2.0f*pi/numSpheres;
const uniform float r = 2.0f*pi/numSpheres;
const uniform Vec3f p = 2.0f*make_Vec3f(sin(phi),0.0f,-cos(phi));
//uniform RTCGeometryFlags flags = i%3 == 0 ? RTC_GEOMETRY_STATIC : i%3 == 1 ? RTC_GEOMETRY_DEFORMABLE : RTC_GEOMETRY_DYNAMIC;
uniform RTCGeometryFlags flags = i%2 ? RTC_GEOMETRY_DEFORMABLE : RTC_GEOMETRY_DYNAMIC;
//uniform RTCGeometryFlags flags = RTC_GEOMETRY_DEFORMABLE;
uniform int id = createSphere(flags,p,r);
position[id] = p;
radius[id] = r;
colors[id].x = (i%16+1)/17.0f;
colors[id].y = (i%8+1)/9.0f;
colors[id].z = (i%4+1)/5.0f;
}
/* add ground plane to scene */
uniform int id = addGroundPlane(g_scene);
colors[id] = make_Vec3f(1.0f,1.0f,1.0f);
/* commit changes to scene */
#if !defined(PARALLEL_COMMIT)
rtcCommit (g_scene);
#else
launch[ getNumHWThreads() ] parallelCommit(g_scene); sync;
#endif
/* set start render mode */
renderPixel = renderPixelStandard;
}
/* animates the sphere */
task void animateSphere (uniform Vertex* uniform vertices,
const uniform float rcpNumTheta,
const uniform float rcpNumPhi,
const uniform Vec3f& pos,
const uniform float r,
const uniform float f)
{
uniform int phi = taskIndex;
foreach (theta = 0 ... numTheta)
{
uniform Vertex* v = &vertices[phi*numTheta+theta];
const float phif = phi*pi*rcpNumPhi;
const float thetaf = theta*2.0f*pi*rcpNumTheta;
v->x = pos.x + r*sin(f*phif)*sin(thetaf);
v->y = pos.y + r*cos(phif);
v->z = pos.z + r*sin(f*phif)*cos(thetaf);
}
}
/* task that renders a single screen tile */
Vec3f renderPixelStandard(float x, float y, const uniform Vec3f& vx, const uniform Vec3f& vy, const uniform Vec3f& vz, const uniform Vec3f& 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 */
Vec3f color = make_Vec3f(0.0f);
if (ray.geomID != RTC_INVALID_GEOMETRY_ID)
{
Vec3f diffuse = colors[ray.geomID];
color = color + diffuse*0.1f; // FIXME: +=
Vec3f lightDir = normalize(make_Vec3f(-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 */
task void renderTile(uniform int* uniform pixels,
const uniform int width,
const uniform int height,
const uniform float time,
const uniform Vec3f& vx,
const uniform Vec3f& vy,
const uniform Vec3f& vz,
const uniform Vec3f& p,
const uniform int numTilesX,
const uniform int numTilesY)
{
const uniform int tileY = taskIndex / numTilesX;
const uniform int tileX = taskIndex - tileY * numTilesX;
const uniform int x0 = tileX * TILE_SIZE_X;
const uniform int x1 = min(x0+TILE_SIZE_X,width);
const uniform int y0 = tileY * TILE_SIZE_Y;
const uniform int y1 = min(y0+TILE_SIZE_Y,height);
foreach (y = y0 ... y1, x = x0 ... x1)
{
/* calculate pixel color */
Vec3f 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;
}
}
/* animates a sphere */
void animateSphere (uniform int id, uniform float time)
{
/* animate vertices */
uniform Vertex* uniform vertices = (uniform Vertex* uniform) rtcMapBuffer(g_scene,id,RTC_VERTEX_BUFFER);
const uniform float rcpNumTheta = rcp((uniform float)numTheta);
const uniform float rcpNumPhi = rcp((uniform float)numPhi);
const uniform Vec3f pos = position[id];
const uniform float r = radius[id];
const uniform float f = 2.0f*(1.0f+0.5f*sin(time));
/* loop over all vertices */
#if 1 // enables parallel execution
launch[numPhi+1] animateSphere(vertices,rcpNumTheta,rcpNumPhi,pos,r,f); sync;
#else
foreach (phi = 0 ... numPhi+1, theta = 0 ... numTheta)
{
uniform Vertex* v = &vertices[phi*numTheta+theta];
const float phif = phi*pi*rcpNumPhi;
const float thetaf = theta*2.0f*pi*rcpNumTheta;
v->x = pos.x+r*sin(f*phif)*sin(thetaf);
v->y = pos.y+r*cos(phif);
v->z = pos.z+r*sin(f*phif)*cos(thetaf);
}
#endif
rtcUnmapBuffer(g_scene,id,RTC_VERTEX_BUFFER);
/* update mesh */
rtcUpdate (g_scene,id);
}
/* called by the C++ code to render */
export void device_render (uniform int* uniform pixels,
const uniform int width,
const uniform int height,
const uniform float time,
const uniform Vec3f& vx,
const uniform Vec3f& vy,
const uniform Vec3f& vz,
const uniform Vec3f& p)
{
/* animate sphere */
for (uniform int i=0; i<numSpheres; i++)
animateSphere(i,time+i);
/* commit changes to scene */
#if !defined(PARALLEL_COMMIT)
rtcCommit (g_scene);
#else
launch[ getNumHWThreads() ] parallelCommit(g_scene); sync;
#endif
/* render all pixels */
const uniform int numTilesX = (width +TILE_SIZE_X-1)/TILE_SIZE_X;
const uniform int numTilesY = (height+TILE_SIZE_Y-1)/TILE_SIZE_Y;
launch[numTilesX*numTilesY] renderTile(pixels,width,height,time,vx,vy,vz,p,numTilesX,numTilesY); sync;
rtcDebug();
}
/* called by the C++ code for cleanup */
export void device_cleanup ()
{
rtcDeleteScene (g_scene);
rtcExit();
}