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igl/external/embree/tutorials/tutorial05/tutorial05_device.ispc
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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.isph"
#define PARALLEL_COMMIT
/* scene data */
RTCScene g_scene = NULL;
uniform Vec3f* uniform colors = NULL;
/* 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();
}
/* 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
/* extended ray structure that includes total transparency along the ray */
struct RTCRay2
{
Vec3f org; //!< Ray origin
Vec3f dir; //!< Ray direction
float tnear; //!< Start of ray segment
float tfar; //!< End of ray segment
float time; //!< Time of this ray for motion blur.
int mask; //!< used to mask out objects during traversal
Vec3f Ng; //!< Geometric normal.
float u; //!< Barycentric u coordinate of hit
float v; //!< Barycentric v coordinate of hit
int geomID; //!< geometry ID
int primID; //!< primitive ID
int instID; //!< instance ID
// ray extensions
float transparency; //!< accumulated transparency value
};
/* 3D procedural transparency */
inline float transparencyFunction(RTCRay2& ray)
{
Vec3f h = ray.org + ray.dir*ray.tfar;
float v = abs(sin(4.0f*h.x)*cos(4.0f*h.y)*sin(4.0f*h.z));
float T = clamp((v-0.1f)*3.0f,0.0f,1.0f);
return T;
}
/* intersection filter function */
void intersectionFilter(void* uniform ptr, RTCRay2& ray)
{
float T = transparencyFunction(ray);
if (T >= 1.0f) ray.geomID = RTC_INVALID_GEOMETRY_ID;
else ray.transparency = T;
}
/* occlusion filter function */
void occlusionFilter(void* uniform ptr, RTCRay2& ray)
{
float T = transparencyFunction(ray);
T *= ray.transparency;
ray.transparency = T;
if (T != 0.0f) ray.geomID = RTC_INVALID_GEOMETRY_ID;
}
/* adds a cube to the scene */
uniform unsigned int addCube (RTCScene scene_i)
{
/* create a triangulated cube with 12 triangles and 8 vertices */
uniform unsigned int mesh = rtcNewTriangleMesh (scene_i, RTC_GEOMETRY_STATIC, 12, 8);
/* set vertices */
uniform Vertex* uniform vertices = (uniform Vertex* uniform) rtcMapBuffer(scene_i,mesh,RTC_VERTEX_BUFFER);
vertices[0].x = -1; vertices[0].y = -1; vertices[0].z = -1;
vertices[1].x = -1; vertices[1].y = -1; vertices[1].z = +1;
vertices[2].x = -1; vertices[2].y = +1; vertices[2].z = -1;
vertices[3].x = -1; vertices[3].y = +1; vertices[3].z = +1;
vertices[4].x = +1; vertices[4].y = -1; vertices[4].z = -1;
vertices[5].x = +1; vertices[5].y = -1; vertices[5].z = +1;
vertices[6].x = +1; vertices[6].y = +1; vertices[6].z = -1;
vertices[7].x = +1; vertices[7].y = +1; vertices[7].z = +1;
rtcUnmapBuffer(scene_i,mesh,RTC_VERTEX_BUFFER);
/* create triangle color array */
colors = uniform new uniform Vec3f[12];
/* set triangles and colors */
uniform int tri = 0;
uniform Triangle* uniform triangles = (uniform Triangle* uniform) rtcMapBuffer(scene_i,mesh,RTC_INDEX_BUFFER);
// left side
colors[tri] = make_Vec3f(1,0,0); triangles[tri].v0 = 0; triangles[tri].v1 = 2; triangles[tri].v2 = 1; tri++;
colors[tri] = make_Vec3f(1,0,0); triangles[tri].v0 = 1; triangles[tri].v1 = 2; triangles[tri].v2 = 3; tri++;
// right side
colors[tri] = make_Vec3f(0,1,0); triangles[tri].v0 = 4; triangles[tri].v1 = 5; triangles[tri].v2 = 6; tri++;
colors[tri] = make_Vec3f(0,1,0); triangles[tri].v0 = 5; triangles[tri].v1 = 7; triangles[tri].v2 = 6; tri++;
// bottom side
colors[tri] = make_Vec3f(0.5f); triangles[tri].v0 = 0; triangles[tri].v1 = 1; triangles[tri].v2 = 4; tri++;
colors[tri] = make_Vec3f(0.5f); triangles[tri].v0 = 1; triangles[tri].v1 = 5; triangles[tri].v2 = 4; tri++;
// top side
colors[tri] = make_Vec3f(1.0f); triangles[tri].v0 = 2; triangles[tri].v1 = 6; triangles[tri].v2 = 3; tri++;
colors[tri] = make_Vec3f(1.0f); triangles[tri].v0 = 3; triangles[tri].v1 = 6; triangles[tri].v2 = 7; tri++;
// front side
colors[tri] = make_Vec3f(0,0,1); triangles[tri].v0 = 0; triangles[tri].v1 = 4; triangles[tri].v2 = 2; tri++;
colors[tri] = make_Vec3f(0,0,1); triangles[tri].v0 = 2; triangles[tri].v1 = 4; triangles[tri].v2 = 6; tri++;
// back side
colors[tri] = make_Vec3f(1,1,0); triangles[tri].v0 = 1; triangles[tri].v1 = 3; triangles[tri].v2 = 5; tri++;
colors[tri] = make_Vec3f(1,1,0); triangles[tri].v0 = 3; triangles[tri].v1 = 7; triangles[tri].v2 = 5; tri++;
rtcUnmapBuffer(scene_i,mesh,RTC_INDEX_BUFFER);
/* set intersection filter for the cube */
rtcSetIntersectionFilterFunction(scene_i,mesh,(RTCFilterFuncVarying)&intersectionFilter);
rtcSetOcclusionFilterFunction (scene_i,mesh,(RTCFilterFuncVarying)&occlusionFilter);
return mesh;
}
/* 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_STATIC,RTC_INTERSECT_UNIFORM | RTC_INTERSECT_VARYING);
/* add cube */
addCube(g_scene);
/* add ground plane */
addGroundPlane(g_scene);
/* 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;
}
/* 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)
{
float weight = 1.0f;
Vec3f color = make_Vec3f(0.0f);
/* initialize ray */
RTCRay2 primary;
primary.org = p;
primary.dir = normalize(x*vx + y*vy + vz);
primary.tnear = 0.0f;
primary.tfar = inf;
primary.geomID = RTC_INVALID_GEOMETRY_ID;
primary.primID = RTC_INVALID_GEOMETRY_ID;
primary.mask = -1;
primary.time = 0;
primary.transparency = 0.0f;
while (true)
{
/* intersect ray with scene */
rtcIntersect(g_scene,*((varying RTCRay*)&primary)); // FIXME: use (RTCRay&) cast
/* shade pixels */
if (primary.geomID == RTC_INVALID_GEOMETRY_ID)
break;
float opacity = 1.0f-primary.transparency;
Vec3f diffuse = colors[primary.primID];
Vec3f La = diffuse*0.5f;
color = color + weight*opacity*La; // FIXME: +=
Vec3f lightDir = normalize(make_Vec3f(-1,-1,-1));
/* initialize shadow ray */
RTCRay2 shadow;
shadow.org = primary.org + primary.tfar*primary.dir;
shadow.dir = neg(lightDir);
shadow.tnear = 0.001f;
shadow.tfar = inf;
shadow.geomID = RTC_INVALID_GEOMETRY_ID;
shadow.primID = RTC_INVALID_GEOMETRY_ID;
shadow.mask = -1;
shadow.time = 0;
shadow.transparency = 1.0f;
/* trace shadow ray */
rtcOccluded(g_scene,*((varying RTCRay*)&shadow)); // FIXME: use (RTCRay&) cast
/* add light contribution */
if (shadow.geomID) {
Vec3f Ll = diffuse*shadow.transparency*clamp(-dot(lightDir,normalize(primary.Ng)),0.0f,1.0f);
color = color + weight*opacity*Ll; // FIXME: +=
}
/* shoot transmission ray */
weight *= primary.transparency;
primary.tnear = 1.001f*primary.tfar;
primary.tfar = inf;
primary.geomID = RTC_INVALID_GEOMETRY_ID;
primary.primID = RTC_INVALID_GEOMETRY_ID;
primary.transparency = 0.0f;
}
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)
{
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);
delete[] colors;
rtcExit();
}