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igl/external/embree/tutorials/tutorial03/tutorial03_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"
#include "../common/tutorial/scene_device.h"
/* scene data */
extern "C" ISPCScene* g_ispc_scene;
RTCScene g_scene = NULL;
/* 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();
}
Vec3fa renderPixelEyeLight(float x, float y, const Vec3fa& vx, const Vec3fa& vy, const Vec3fa& vz, const Vec3fa& p);
/* 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);
/* set start render mode */
renderPixel = renderPixelStandard;
//renderPixel = renderPixelEyeLight;
}
RTCScene convertScene(ISPCScene* scene_in)
{
/* create scene */
RTCScene scene_out = rtcNewScene(RTC_SCENE_STATIC,RTC_INTERSECT1);
/* add all meshes to the scene */
for (int i=0; i<scene_in->numMeshes; i++)
{
/* get ith mesh */
ISPCMesh* mesh = scene_in->meshes[i];
/* create a triangle mesh */
unsigned int geometry = rtcNewTriangleMesh (scene_out, RTC_GEOMETRY_STATIC, mesh->numTriangles, mesh->numVertices);
/* share vertex buffer */
rtcSetBuffer(scene_out, geometry, RTC_VERTEX_BUFFER, mesh->positions, 0, sizeof(Vec3fa ));
rtcSetBuffer(scene_out, geometry, RTC_INDEX_BUFFER, mesh->triangles, 0, sizeof(ISPCTriangle));
}
/* commit changes to scene */
return scene_out;
}
/* 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.mask = -1;
ray.time = 0;
/* intersect ray with scene */
rtcIntersect(g_scene,ray);
/* shade background black */
if (ray.geomID == RTC_INVALID_GEOMETRY_ID) return Vec3fa(0.0f);
/* shade all rays that hit something */
Vec3fa color = Vec3fa(0.0f);
Vec3fa Ns = Vec3fa(0.0f);
#if 1 // FIXME: pointer gather not implemented on ISPC for Xeon Phi
ISPCMesh* mesh = g_ispc_scene->meshes[ray.geomID];
ISPCTriangle* tri = &mesh->triangles[ray.primID];
/* load material ID */
int materialID = tri->materialID;
/* interpolate shading normal */
if (mesh->normals) {
Vec3fa n0 = Vec3fa(mesh->normals[tri->v0]);
Vec3fa n1 = Vec3fa(mesh->normals[tri->v1]);
Vec3fa n2 = Vec3fa(mesh->normals[tri->v2]);
float u = ray.u, v = ray.v, w = 1.0f-ray.u-ray.v;
Ns = normalize(w*n0 + u*n1 + v*n2);
} else {
Ns = normalize(ray.Ng);
}
#else
int materialID = 0;
foreach_unique (geomID in ray.geomID)
{
ISPCMesh* mesh = g_ispc_scene->meshes[geomID];
foreach_unique (primID in ray.primID)
{
ISPCTriangle* tri = &mesh->triangles[primID];
/* load material ID */
materialID = tri->materialID;
/* interpolate shading normal */
if (mesh->normals) {
Vec3fa n0 = Vec3fa(mesh->normals[tri->v0]);
Vec3fa n1 = Vec3fa(mesh->normals[tri->v1]);
Vec3fa n2 = Vec3fa(mesh->normals[tri->v2]);
float u = ray.u, v = ray.v, w = 1.0f-ray.u-ray.v;
Ns = w*n0 + u*n1 + v*n2;
} else {
Ns = normalize(ray.Ng);
}
}
}
Ns = normalize(Ns);
#endif
OBJMaterial* material = (OBJMaterial*) &g_ispc_scene->materials[materialID];
color = Vec3fa(material->Kd);
/* apply ambient light */
Vec3fa Nf = faceforward(Ns,neg(ray.dir),Ns);
//Vec3fa Ng = normalize(ray.Ng);
//Vec3fa Nf = dot(ray.dir,Ng) < 0.0f ? Ng : neg(Ng);
color = color*dot(ray.dir,Nf); // 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;
}
}
/* 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 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 scene */
if (g_scene == NULL)
{
g_scene = convertScene(g_ispc_scene);
#if !defined(PARALLEL_COMMIT)
rtcCommit (g_scene);
#else
launch[ getNumHWThreads() ] parallelCommit(g_scene);
#endif
}
/* render image */
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);
rtcExit();
}