334 lines
11 KiB
C++
Executable File
334 lines
11 KiB
C++
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.h"
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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 RTCError code, const int8* str)
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{
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printf("Embree: ");
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switch (code) {
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case RTC_UNKNOWN_ERROR : printf("RTC_UNKNOWN_ERROR"); break;
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case RTC_INVALID_ARGUMENT : printf("RTC_INVALID_ARGUMENT"); break;
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case RTC_INVALID_OPERATION: printf("RTC_INVALID_OPERATION"); break;
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case RTC_OUT_OF_MEMORY : printf("RTC_OUT_OF_MEMORY"); break;
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case RTC_UNSUPPORTED_CPU : printf("RTC_UNSUPPORTED_CPU"); break;
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default : printf("invalid error code"); break;
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}
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if (str) {
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printf(" (");
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while (*str) putchar(*str++);
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printf(")\n");
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}
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abort();
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}
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const int numPhi = 5;
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const int numTheta = 2*numPhi;
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unsigned int createTriangulatedSphere (RTCScene scene, const Vec3fa& p, float r)
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{
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/* create triangle mesh */
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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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Vertex* vertices = (Vertex*) rtcMapBuffer(scene,mesh,RTC_VERTEX_BUFFER);
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Triangle* triangles = (Triangle*) rtcMapBuffer(scene,mesh,RTC_INDEX_BUFFER);
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/* create sphere */
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int tri = 0;
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const float rcpNumTheta = rcp((float)numTheta);
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const float rcpNumPhi = rcp((float)numPhi);
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for (int phi=0; phi<=numPhi; phi++)
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{
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for (int theta=0; theta<numTheta; theta++)
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{
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const float phif = phi*float(pi)*rcpNumPhi;
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const float thetaf = theta*2.0f*float(pi)*rcpNumTheta;
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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 (int theta=1; theta<=numTheta; theta++)
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{
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int p00 = (phi-1)*numTheta+theta-1;
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int p01 = (phi-1)*numTheta+theta%numTheta;
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int p10 = phi*numTheta+theta-1;
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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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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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unsigned int mesh = rtcNewTriangleMesh (scene, RTC_GEOMETRY_STATIC, 2, 4);
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/* set vertices */
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Vertex* vertices = (Vertex*) 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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Triangle* triangles = (Triangle*) 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_scene1 = NULL;
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unsigned int g_instance0 = -1;
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unsigned int g_instance1 = -1;
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unsigned int g_instance2 = -1;
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unsigned int g_instance3 = -1;
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Vec3fa colors[4][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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extern "C" void device_init (int8* 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_INTERSECT1);
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/* create scene with 4 triangulated spheres */
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g_scene1 = rtcNewScene(RTC_SCENE_STATIC,RTC_INTERSECT1);
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createTriangulatedSphere(g_scene1,Vec3fa( 0, 0,+1),0.5);
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createTriangulatedSphere(g_scene1,Vec3fa(+1, 0, 0),0.5);
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createTriangulatedSphere(g_scene1,Vec3fa( 0, 0,-1),0.5);
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createTriangulatedSphere(g_scene1,Vec3fa(-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);
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#endif
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/* instantiate geometry */
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g_instance0 = rtcNewInstance(g_scene,g_scene1);
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g_instance1 = rtcNewInstance(g_scene,g_scene1);
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g_instance2 = rtcNewInstance(g_scene,g_scene1);
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g_instance3 = rtcNewInstance(g_scene,g_scene1);
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createGroundPlane(g_scene);
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/* set all colors */
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colors[0][0] = Vec3fa(0.25,0,0);
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colors[0][1] = Vec3fa(0.50,0,0);
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colors[0][2] = Vec3fa(0.75,0,0);
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colors[0][3] = Vec3fa(1.00,0,0);
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colors[1][0] = Vec3fa(0,0.25,0);
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colors[1][1] = Vec3fa(0,0.50,0);
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colors[1][2] = Vec3fa(0,0.75,0);
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colors[1][3] = Vec3fa(0,1.00,0);
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colors[2][0] = Vec3fa(0,0,0.25);
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colors[2][1] = Vec3fa(0,0,0.50);
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colors[2][2] = Vec3fa(0,0,0.75);
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colors[2][3] = Vec3fa(0,0,1.00);
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colors[3][0] = Vec3fa(0.25,0.25,0);
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colors[3][1] = Vec3fa(0.50,0.50,0);
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colors[3][2] = Vec3fa(0.75,0.75,0);
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colors[3][3] = Vec3fa(1.00,1.00,0);
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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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Vec3fa renderPixelStandard(float x, float y, const Vec3fa& vx, const Vec3fa& vy, const Vec3fa& vz, const Vec3fa& 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.instID = -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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rtcIntersect(g_scene,ray);
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/* shade pixels */
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Vec3fa color = Vec3fa(0.0f);
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if (ray.geomID != RTC_INVALID_GEOMETRY_ID)
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{
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Vec3fa diffuse = Vec3fa(1,1,1);
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if (ray.instID != -1)
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diffuse = colors[ray.instID][ray.geomID];
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color = color + diffuse*0.5; // FIXME: +=
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Vec3fa lightDir = normalize(Vec3fa(-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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/* task that renders a single screen tile */
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void renderTile(int taskIndex, int* pixels,
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const int width,
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const int height,
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const float time,
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const Vec3fa& vx,
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const Vec3fa& vy,
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const Vec3fa& vz,
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const Vec3fa& p,
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const int numTilesX,
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const int numTilesY)
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{
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const int tileY = taskIndex / numTilesX;
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const int tileX = taskIndex - tileY * numTilesX;
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const int x0 = tileX * TILE_SIZE_X;
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const int x1 = min(x0+TILE_SIZE_X,width);
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const int y0 = tileY * TILE_SIZE_Y;
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const int y1 = min(y0+TILE_SIZE_Y,height);
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for (int y = y0; y<y1; y++) for (int x = x0; x<x1; x++)
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{
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/* calculate pixel color */
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Vec3fa color = renderPixel(x,y,vx,vy,vz,p);
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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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extern "C" void device_render (int* pixels,
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const int width,
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const int height,
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const float time,
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const Vec3fa& vx,
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const Vec3fa& vy,
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const Vec3fa& vz,
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const Vec3fa& p)
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{
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/* create identity matrix */
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AffineSpace3f xfm;
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xfm.l.vx = Vec3fa(1,0,0);
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xfm.l.vy = Vec3fa(0,1,0);
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xfm.l.vz = Vec3fa(0,0,1);
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xfm.p = Vec3fa(0,0,0);
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float t = 0.7f*time;
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/* move instances */
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xfm.p = 2.0f*Vec3fa(+cos(t),0.0f,+sin(t));
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rtcSetTransform(g_scene,g_instance0,RTC_MATRIX_COLUMN_MAJOR,(float*)&xfm);
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xfm.p = 2.0f*Vec3fa(-cos(t),0.0f,-sin(t));
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rtcSetTransform(g_scene,g_instance1,RTC_MATRIX_COLUMN_MAJOR,(float*)&xfm);
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xfm.p = 2.0f*Vec3fa(-sin(t),0.0f,+cos(t));
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rtcSetTransform(g_scene,g_instance2,RTC_MATRIX_COLUMN_MAJOR,(float*)&xfm);
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xfm.p = 2.0f*Vec3fa(+sin(t),0.0f,-cos(t));
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rtcSetTransform(g_scene,g_instance3,RTC_MATRIX_COLUMN_MAJOR,(float*)&xfm);
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/* update scene */
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rtcUpdate(g_scene,g_instance0);
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rtcUpdate(g_scene,g_instance1);
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rtcUpdate(g_scene,g_instance2);
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rtcUpdate(g_scene,g_instance3);
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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);
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#endif
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/* render all pixels */
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const int numTilesX = (width +TILE_SIZE_X-1)/TILE_SIZE_X;
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const int numTilesY = (height+TILE_SIZE_Y-1)/TILE_SIZE_Y;
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launch_renderTile(numTilesX*numTilesY,pixels,width,height,time,vx,vy,vz,p,numTilesX,numTilesY);
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rtcDebug();
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}
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/* called by the C++ code for cleanup */
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extern "C" void device_cleanup ()
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{
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rtcDeleteScene (g_scene);
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rtcDeleteScene (g_scene1);
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rtcExit();
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}
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