548 lines
20 KiB
Plaintext
Executable File
548 lines
20 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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const uniform int numPhi = 5;
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const uniform int numTheta = 2*numPhi;
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//#define PARALLEL_COMMIT
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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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// ======================================================================== //
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// User defined instancing //
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// ======================================================================== //
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struct Instance
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{
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ALIGNED_STRUCT
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uniform unsigned int geometry;
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RTCScene object;
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uniform int userID;
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AffineSpace3f local2world;
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AffineSpace3f world2local;
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Vec3f lower;
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Vec3f upper;
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};
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void instanceBoundsFunc(const uniform Instance* uniform instance, uniform size_t item, uniform RTCBounds* uniform bounds_o)
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{
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uniform Vec3f l = instance->lower;
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uniform Vec3f u = instance->upper;
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uniform Vec3f p000 = xfmPoint(instance->local2world,make_Vec3f(l.x,l.y,l.z));
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uniform Vec3f p001 = xfmPoint(instance->local2world,make_Vec3f(l.x,l.y,u.z));
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uniform Vec3f p010 = xfmPoint(instance->local2world,make_Vec3f(l.x,u.y,l.z));
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uniform Vec3f p011 = xfmPoint(instance->local2world,make_Vec3f(l.x,u.y,u.z));
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uniform Vec3f p100 = xfmPoint(instance->local2world,make_Vec3f(u.x,l.y,l.z));
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uniform Vec3f p101 = xfmPoint(instance->local2world,make_Vec3f(u.x,l.y,u.z));
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uniform Vec3f p110 = xfmPoint(instance->local2world,make_Vec3f(u.x,u.y,l.z));
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uniform Vec3f p111 = xfmPoint(instance->local2world,make_Vec3f(u.x,u.y,u.z));
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uniform Vec3f lower = min(min(min(p000,p001),min(p010,p011)),min(min(p100,p101),min(p110,p111)));
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uniform Vec3f upper = max(max(max(p000,p001),max(p010,p011)),max(max(p100,p101),max(p110,p111)));
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bounds_o->lower_x = lower.x;
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bounds_o->lower_y = lower.y;
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bounds_o->lower_z = lower.z;
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bounds_o->upper_x = upper.x;
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bounds_o->upper_y = upper.y;
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bounds_o->upper_z = upper.z;
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}
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void instanceIntersectFunc(const uniform Instance* uniform instance, varying RTCRay& ray, uniform size_t item)
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{
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const Vec3f ray_org = ray.org;
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const Vec3f ray_dir = ray.dir;
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const int geomID = ray.geomID;
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ray.org = xfmPoint (instance->world2local,ray_org);
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ray.dir = xfmVector(instance->world2local,ray_dir);
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ray.geomID = RTC_INVALID_GEOMETRY_ID;
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rtcIntersect(instance->object,ray);
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ray.org = ray_org;
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ray.dir = ray_dir;
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if (ray.geomID == RTC_INVALID_GEOMETRY_ID) ray.geomID = geomID;
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else ray.instID = instance->userID;
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}
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void instanceOccludedFunc(const uniform Instance* uniform instance, varying RTCRay& ray, uniform size_t item)
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{
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const Vec3f ray_org = ray.org;
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const Vec3f ray_dir = ray.dir;
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ray.org = xfmPoint (instance->world2local,ray_org);
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ray.dir = xfmVector(instance->world2local,ray_dir);
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rtcOccluded(instance->object,ray);
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ray.org = ray_org;
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ray.dir = ray_dir;
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}
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uniform Instance* uniform createInstance (RTCScene scene, RTCScene object, uniform int userID, const uniform Vec3f& lower, const uniform Vec3f& upper)
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{
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uniform Instance* uniform instance = uniform new uniform Instance;
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instance->object = object;
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instance->userID = userID;
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instance->lower = lower;
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instance->upper = upper;
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instance->local2world.l.vx = make_Vec3f(1,0,0);
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instance->local2world.l.vy = make_Vec3f(0,1,0);
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instance->local2world.l.vz = make_Vec3f(0,0,1);
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instance->local2world.p = make_Vec3f(0,0,0);
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instance->geometry = rtcNewUserGeometry(scene,1);
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rtcSetUserData(scene,instance->geometry,instance);
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rtcSetBoundsFunction(scene,instance->geometry,(RTCBoundsFunc)&instanceBoundsFunc);
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rtcSetIntersectFunction(scene,instance->geometry,(RTCIntersectFuncVarying)&instanceIntersectFunc);
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rtcSetOccludedFunction (scene,instance->geometry,(RTCOccludedFuncVarying )&instanceOccludedFunc);
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return instance;
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}
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void updateInstance (RTCScene scene, uniform Instance* uniform instance)
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{
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uniform unsigned int geometry = instance->geometry;
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instance->world2local = rcp(instance->local2world);
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rtcUpdate(scene,instance->geometry);
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}
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// ======================================================================== //
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// User defined sphere geometry //
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// ======================================================================== //
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struct Sphere
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{
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ALIGNED_STRUCT
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Vec3f p; //!< position of the sphere
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float r; //!< radius of the sphere
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unsigned int geomID;
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};
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void sphereBoundsFunc(const uniform Sphere* uniform spheres, uniform size_t item, uniform RTCBounds* uniform bounds_o)
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{
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const uniform Sphere& sphere = spheres[item];
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bounds_o->lower_x = sphere.p.x-sphere.r;
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bounds_o->lower_y = sphere.p.y-sphere.r;
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bounds_o->lower_z = sphere.p.z-sphere.r;
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bounds_o->upper_x = sphere.p.x+sphere.r;
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bounds_o->upper_y = sphere.p.y+sphere.r;
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bounds_o->upper_z = sphere.p.z+sphere.r;
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}
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void sphereIntersectFunc(const uniform Sphere* uniform spheres, varying RTCRay& ray, uniform size_t item)
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{
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const uniform Sphere& sphere = spheres[item];
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const Vec3f v = ray.org-sphere.p;
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const float A = dot(ray.dir,ray.dir);
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const float B = 2.0f*dot(v,ray.dir);
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const float C = dot(v,v) - sqr(sphere.r);
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const float D = B*B - 4.0f*A*C;
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if (D < 0.0f) return;
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const float Q = sqrt(D);
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const float rcpA = rcp(A);
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const float t0 = 0.5f*rcpA*(-B-Q);
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const float t1 = 0.5f*rcpA*(-B+Q);
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if ((ray.tnear < t0) & (t0 < ray.tfar)) {
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ray.u = 0.0f;
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ray.v = 0.0f;
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ray.tfar = t0;
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ray.geomID = sphere.geomID;
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ray.primID = item;
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ray.Ng = ray.org+t0*ray.dir-sphere.p;
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}
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if ((ray.tnear < t1) & (t1 < ray.tfar)) {
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ray.u = 0.0f;
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ray.v = 0.0f;
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ray.tfar = t1;
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ray.geomID = sphere.geomID;
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ray.primID = item;
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ray.Ng = ray.org+t1*ray.dir-sphere.p;
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}
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}
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void sphereOccludedFunc(const uniform Sphere* uniform spheres, varying RTCRay& ray, uniform size_t item)
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{
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const uniform Sphere& sphere = spheres[item];
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const Vec3f v = ray.org-sphere.p;
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const float A = dot(ray.dir,ray.dir);
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const float B = 2.0f*dot(v,ray.dir);
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const float C = dot(v,v) - sqr(sphere.r);
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const float D = B*B - 4.0f*A*C;
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if (D < 0.0f) return;
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const float Q = sqrt(D);
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const float rcpA = rcp(A);
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const float t0 = 0.5f*rcpA*(-B-Q);
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const float t1 = 0.5f*rcpA*(-B+Q);
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if ((ray.tnear < t0) & (t0 < ray.tfar)) {
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ray.geomID = 0;
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}
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if ((ray.tnear < t1) & (t1 < ray.tfar)) {
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ray.geomID = 0;
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}
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}
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uniform Sphere* uniform createAnalyticalSphere (RTCScene scene, const uniform Vec3f& p, uniform float r)
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{
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uniform unsigned int geomID = rtcNewUserGeometry(scene,1);
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uniform Sphere* uniform sphere = uniform new uniform Sphere;
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sphere->p = p;
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sphere->r = r;
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sphere->geomID = geomID;
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rtcSetUserData(scene,geomID,sphere);
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rtcSetBoundsFunction(scene,geomID,(RTCBoundsFunc)&sphereBoundsFunc);
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rtcSetIntersectFunction(scene,geomID,(RTCIntersectFuncVarying)&sphereIntersectFunc);
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rtcSetOccludedFunction (scene,geomID,(RTCOccludedFuncVarying )&sphereOccludedFunc);
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return sphere;
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}
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uniform Sphere* uniform createAnalyticalSpheres (RTCScene scene, uniform size_t N)
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{
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uniform unsigned int geomID = rtcNewUserGeometry(scene,N);
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uniform Sphere* uniform spheres = uniform new uniform Sphere[N];
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for (uniform int i=0; i<N; i++) spheres[i].geomID = geomID;
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rtcSetUserData(scene,geomID,spheres);
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rtcSetBoundsFunction(scene,geomID,(RTCBoundsFunc)&sphereBoundsFunc);
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rtcSetIntersectFunction(scene,geomID,(RTCIntersectFuncVarying)&sphereIntersectFunc);
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rtcSetOccludedFunction (scene,geomID,(RTCOccludedFuncVarying )&sphereOccludedFunc);
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return spheres;
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}
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// ======================================================================== //
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// Triangular sphere geometry //
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// ======================================================================== //
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uniform unsigned int createTriangulatedSphere (RTCScene scene, const uniform Vec3f& p, uniform float r)
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{
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/* create triangle mesh */
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uniform unsigned int mesh = rtcNewTriangleMesh (scene, RTC_GEOMETRY_STATIC, 2*numTheta*(numPhi-1), numTheta*(numPhi+1));
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/* map triangle and vertex buffers */
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uniform Vertex* uniform vertices = (uniform Vertex* uniform) rtcMapBuffer(scene,mesh,RTC_VERTEX_BUFFER);
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uniform Triangle* uniform triangles = (uniform Triangle* uniform) rtcMapBuffer(scene,mesh,RTC_INDEX_BUFFER);
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/* create sphere */
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uniform int tri = 0;
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const uniform float rcpNumTheta = rcp((uniform float)numTheta);
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const uniform float rcpNumPhi = rcp((uniform float)numPhi);
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for (uniform int phi=0; phi<=numPhi; phi++)
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{
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for (uniform int theta=0; theta<numTheta; theta++)
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{
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const uniform float phif = phi*pi*rcpNumPhi;
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const uniform float thetaf = theta*2.0f*pi*rcpNumTheta;
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uniform Vertex& v = vertices[phi*numTheta+theta];
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v.x = p.x + r*sin(phif)*sin(thetaf);
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v.y = p.y + r*cos(phif);
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v.z = p.z + r*sin(phif)*cos(thetaf);
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}
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if (phi == 0) continue;
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for (uniform int theta=1; theta<=numTheta; theta++)
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{
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uniform int p00 = (phi-1)*numTheta+theta-1;
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uniform int p01 = (phi-1)*numTheta+theta%numTheta;
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uniform int p10 = phi*numTheta+theta-1;
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uniform int p11 = phi*numTheta+theta%numTheta;
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if (phi > 1) {
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triangles[tri].v0 = p10;
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triangles[tri].v1 = p00;
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triangles[tri].v2 = p01;
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tri++;
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}
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if (phi < numPhi) {
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triangles[tri].v0 = p11;
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triangles[tri].v1 = p10;
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triangles[tri].v2 = p01;
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tri++;
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}
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}
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}
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rtcUnmapBuffer(scene,mesh,RTC_VERTEX_BUFFER);
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rtcUnmapBuffer(scene,mesh,RTC_INDEX_BUFFER);
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return mesh;
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}
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/* creates a ground plane */
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uniform unsigned int createGroundPlane (RTCScene scene)
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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, RTC_GEOMETRY_STATIC, 2, 4);
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/* set vertices */
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uniform Vertex* uniform vertices = (uniform Vertex* uniform) rtcMapBuffer(scene,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,mesh,RTC_VERTEX_BUFFER);
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/* set triangles */
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uniform Triangle* uniform triangles = (uniform Triangle* uniform) rtcMapBuffer(scene,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,mesh,RTC_INDEX_BUFFER);
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return mesh;
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}
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/* scene data */
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RTCScene g_scene = NULL;
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RTCScene g_scene0 = NULL;
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RTCScene g_scene1 = NULL;
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RTCScene g_scene2 = NULL;
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uniform Instance* uniform g_instance0 = NULL;
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uniform Instance* uniform g_instance1 = NULL;
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uniform Instance* uniform g_instance2 = NULL;
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uniform Instance* uniform g_instance3 = NULL;
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uniform Vec3f colors[5][4];
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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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/* 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_DYNAMIC,RTC_INTERSECT_UNIFORM | RTC_INTERSECT_VARYING);
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/* create scene with 4 analytical spheres */
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g_scene0 = rtcNewScene(RTC_SCENE_STATIC,RTC_INTERSECT_UNIFORM | RTC_INTERSECT_VARYING);
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uniform Sphere* uniform spheres = createAnalyticalSpheres(g_scene0,4);
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spheres[0].p = make_Vec3f( 0, 0,+1); spheres[0].r = 0.5f;
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spheres[1].p = make_Vec3f(+1, 0, 0); spheres[1].r = 0.5f;
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spheres[2].p = make_Vec3f( 0, 0,-1); spheres[2].r = 0.5f;
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spheres[3].p = make_Vec3f(-1, 0, 0); spheres[3].r = 0.5f;
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#if !defined(PARALLEL_COMMIT)
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rtcCommit(g_scene0);
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#else
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launch[ getNumHWThreads() ] parallelCommit(g_scene0); sync;
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#endif
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/* create scene with 4 triangulated spheres */
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g_scene1 = rtcNewScene(RTC_SCENE_STATIC,RTC_INTERSECT_UNIFORM | RTC_INTERSECT_VARYING);
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createTriangulatedSphere(g_scene1,make_Vec3f( 0, 0,+1),0.5);
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createTriangulatedSphere(g_scene1,make_Vec3f(+1, 0, 0),0.5);
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createTriangulatedSphere(g_scene1,make_Vec3f( 0, 0,-1),0.5);
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createTriangulatedSphere(g_scene1,make_Vec3f(-1, 0, 0),0.5);
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#if !defined(PARALLEL_COMMIT)
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rtcCommit(g_scene1);
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#else
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launch[ getNumHWThreads() ] parallelCommit(g_scene1); sync;
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#endif
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/* create scene with 2 triangulated and 2 analytical spheres */
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g_scene2 = rtcNewScene(RTC_SCENE_STATIC,RTC_INTERSECT_UNIFORM | RTC_INTERSECT_VARYING);
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createTriangulatedSphere(g_scene2,make_Vec3f( 0, 0,+1),0.5);
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createAnalyticalSphere (g_scene2,make_Vec3f(+1, 0, 0),0.5);
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createTriangulatedSphere(g_scene2,make_Vec3f( 0, 0,-1),0.5);
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createAnalyticalSphere (g_scene2,make_Vec3f(-1, 0, 0),0.5);
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#if !defined(PARALLEL_COMMIT)
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rtcCommit(g_scene2);
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#else
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launch[ getNumHWThreads() ] parallelCommit(g_scene2); sync;
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#endif
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/* instantiate geometry */
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createGroundPlane(g_scene);
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g_instance0 = createInstance(g_scene,g_scene0,0,make_Vec3f(-2,-2,-2),make_Vec3f(+2,+2,+2));
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g_instance1 = createInstance(g_scene,g_scene1,1,make_Vec3f(-2,-2,-2),make_Vec3f(+2,+2,+2));
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g_instance2 = createInstance(g_scene,g_scene2,2,make_Vec3f(-2,-2,-2),make_Vec3f(+2,+2,+2));
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g_instance3 = createInstance(g_scene,g_scene2,3,make_Vec3f(-2,-2,-2),make_Vec3f(+2,+2,+2));
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/* set all colors */
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colors[0][0] = make_Vec3f(0.25,0,0);
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colors[0][1] = make_Vec3f(0.50,0,0);
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colors[0][2] = make_Vec3f(0.75,0,0);
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colors[0][3] = make_Vec3f(1.00,0,0);
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colors[1][0] = make_Vec3f(0,0.25,0);
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colors[1][1] = make_Vec3f(0,0.50,0);
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colors[1][2] = make_Vec3f(0,0.75,0);
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colors[1][3] = make_Vec3f(0,1.00,0);
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colors[2][0] = make_Vec3f(0,0,0.25);
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colors[2][1] = make_Vec3f(0,0,0.50);
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colors[2][2] = make_Vec3f(0,0,0.75);
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colors[2][3] = make_Vec3f(0,0,1.00);
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colors[3][0] = make_Vec3f(0.25,0.25,0);
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colors[3][1] = make_Vec3f(0.50,0.50,0);
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|
colors[3][2] = make_Vec3f(0.75,0.75,0);
|
|
colors[3][3] = make_Vec3f(1.00,1.00,0);
|
|
|
|
colors[4][0] = make_Vec3f(1.0,1.0,1.0);
|
|
colors[4][1] = make_Vec3f(1.0,1.0,1.0);
|
|
colors[4][2] = make_Vec3f(1.0,1.0,1.0);
|
|
colors[4][3] = make_Vec3f(1.0,1.0,1.0);
|
|
|
|
/* set start render mode */
|
|
renderPixel = renderPixelStandard;
|
|
}
|
|
|
|
/* 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.instID = 4; // set default instance 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 = make_Vec3f(0.0f);
|
|
if (ray.instID == 0) diffuse = colors[ray.instID][ray.primID];
|
|
else diffuse = colors[ray.instID][ray.geomID];
|
|
color = color + diffuse*0.5; // 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;
|
|
}
|
|
}
|
|
|
|
/* 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)
|
|
{
|
|
/* move instances */
|
|
uniform float t = 0.7f*time;
|
|
g_instance0->local2world.p = 2.0f*make_Vec3f(+cos(t),0.0f,+sin(t));
|
|
g_instance1->local2world.p = 2.0f*make_Vec3f(-cos(t),0.0f,-sin(t));
|
|
g_instance2->local2world.p = 2.0f*make_Vec3f(-sin(t),0.0f,+cos(t));
|
|
g_instance3->local2world.p = 2.0f*make_Vec3f(+sin(t),0.0f,-cos(t));
|
|
updateInstance(g_scene,g_instance0);
|
|
updateInstance(g_scene,g_instance1);
|
|
updateInstance(g_scene,g_instance2);
|
|
updateInstance(g_scene,g_instance3);
|
|
#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);
|
|
rtcDeleteScene (g_scene0);
|
|
rtcDeleteScene (g_scene1);
|
|
rtcDeleteScene (g_scene2);
|
|
rtcExit();
|
|
}
|