631 lines
21 KiB
C++
Executable File
631 lines
21 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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#include "../common/tutorial/scene_device.h"
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#if defined(__XEON_PHI__) // FIXME: gather of pointers not working in ISPC for Xeon Phi
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#define renderPixelTestEyeLight renderPixelStandard
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#else
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#define renderPixelPathTrace renderPixelStandard
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#endif
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/* accumulation buffer */
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Vec3fa* g_accu = NULL;
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size_t g_accu_width = 0;
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size_t g_accu_height = 0;
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size_t g_accu_count = 0;
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Vec3fa g_accu_vx;
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Vec3fa g_accu_vy;
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Vec3fa g_accu_vz;
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Vec3fa g_accu_p;
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extern "C" bool g_changed;
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/* light settings */
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extern "C" Vec3fa g_dirlight_direction;
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extern "C" Vec3fa g_dirlight_intensity;
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extern "C" Vec3fa g_ambient_intensity;
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/* hair material */
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Vec3fa hair_K;
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Vec3fa hair_dK;
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Vec3fa hair_Kr; //!< reflectivity of hair
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Vec3fa hair_Kt; //!< transparency of hair
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void filterDispatch(void* ptr, struct RTCRay2& ray);
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/* scene data */
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extern "C" ISPCScene* g_ispc_scene;
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RTCScene g_scene = NULL;
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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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/* 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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/* render function to use */
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renderPixelFunc renderPixel;
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Vec3fa renderPixelTestEyeLight(float x, float y, const Vec3fa& vx, const Vec3fa& vy, const Vec3fa& vz, const Vec3fa& p);
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/*! random number generator for floating point numbers in range [0,1] */
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inline float frand(int& seed) {
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seed = 7 * seed + 5;
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return (seed & 0xFFFF)/(float)0xFFFF;
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}
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/*! Uniform hemisphere sampling. Up direction is the z direction. */
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Vec3fa sampleSphere(const float u, const float v)
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{
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const float phi = 2.0f*(float)pi * u;
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const float cosTheta = 1.0f - 2.0f * v, sinTheta = 2.0f * sqrt(v * (1.0f - v));
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return Vec3fa(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta, float(one_over_four_pi));
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}
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RTCScene convertScene(ISPCScene* scene_in)
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{
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//scene_in->numHairSets = 0;
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//scene_in->numMeshes = 0;
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/* create scene */
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RTCScene scene_out = rtcNewScene(RTC_SCENE_STATIC | RTC_SCENE_INCOHERENT, RTC_INTERSECT1);
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/* add all hair sets to the scene */
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for (int i=0; i<scene_in->numHairSets; i++)
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{
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ISPCHairSet* hair = scene_in->hairs[i];
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unsigned int geomID = rtcNewHairGeometry (scene_out, RTC_GEOMETRY_STATIC, hair->numHairs, hair->numVertices, hair->v2 ? 2 : 1);
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rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER,hair->v,0,sizeof(Vertex));
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if (hair->v2) rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER1,hair->v2,0,sizeof(Vertex));
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rtcSetBuffer(scene_out,geomID,RTC_INDEX_BUFFER,hair->hairs,0,sizeof(ISPCHair));
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rtcSetOcclusionFilterFunction(scene_out,geomID,(RTCFilterFunc)&filterDispatch);
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}
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/* add all triangle meshes to the scene */
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for (int i=0; i<scene_in->numMeshes; i++)
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{
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ISPCMesh* mesh = scene_in->meshes[i];
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unsigned int geomID = rtcNewTriangleMesh (scene_out, RTC_GEOMETRY_STATIC, mesh->numTriangles, mesh->numVertices, mesh->positions2 ? 2 : 1);
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rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER,mesh->positions,0,sizeof(Vertex));
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if (mesh->positions2) rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER1,mesh->positions2,0,sizeof(Vertex));
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rtcSetBuffer(scene_out,geomID,RTC_INDEX_BUFFER,mesh->triangles,0,sizeof(ISPCTriangle));
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rtcSetOcclusionFilterFunction(scene_out,geomID,(RTCFilterFunc)&filterDispatch);
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}
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/* commit changes to scene */
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#if !defined(PARALLEL_COMMIT)
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rtcCommit (scene_out);
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#else
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launch[ getNumHWThreads() ] parallelCommit(scene_out);
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#endif
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return scene_out;
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}
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//////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////
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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 last seen camera */
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g_accu_vx = Vec3fa(0.0f);
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g_accu_vy = Vec3fa(0.0f);
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g_accu_vz = Vec3fa(0.0f);
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g_accu_p = Vec3fa(0.0f);
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/* initialize hair colors */
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hair_K = Vec3fa(0.8f,0.57f,0.32f);
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hair_dK = Vec3fa(0.1f,0.12f,0.08f);
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hair_Kr = 0.2f*hair_K; //!< reflectivity of hair
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hair_Kt = 0.8f*hair_K; //!< transparency of hair
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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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/* set start render mode */
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renderPixel = renderPixelStandard;
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}
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#if !defined(__XEON_PHI__)
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/*! Anisotropic power cosine microfacet distribution. */
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struct AnisotropicBlinn {
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Vec3fa dx; //!< x-direction of the distribution.
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float nx; //!< Glossiness in x direction with range [0,infinity[ where 0 is a diffuse surface.
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Vec3fa dy; //!< y-direction of the distribution.
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float ny; //!< Exponent that determines the glossiness in y direction.
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Vec3fa dz; //!< z-direction of the distribution.
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float norm1; //!< Normalization constant for calculating the pdf for sampling.
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float norm2; //!< Normalization constant for calculating the distribution.
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Vec3fa Kr,Kt;
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float side;
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};
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/*! Anisotropic power cosine distribution constructor. */
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inline void AnisotropicBlinn__Constructor(AnisotropicBlinn* This, const Vec3fa& Kr, const Vec3fa& Kt,
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const Vec3fa& dx, float nx, const Vec3fa& dy, float ny, const Vec3fa& dz)
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{
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This->Kr = Kr;
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This->Kt = Kt;
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This->dx = dx;
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This->nx = nx;
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This->dy = dy;
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This->ny = ny;
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This->dz = dz;
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This->norm1 = sqrtf((nx+1)*(ny+1)) * float(one_over_two_pi);
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This->norm2 = sqrtf((nx+2)*(ny+2)) * float(one_over_two_pi);
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This->side = reduce_max(Kr)/(reduce_max(Kr)+reduce_max(Kt));
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}
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/*! Evaluates the power cosine distribution. \param wh is the half
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* vector */
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inline float AnisotropicBlinn__eval(const AnisotropicBlinn* This, const Vec3fa& wh)
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{
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const float cosPhiH = dot(wh, This->dx);
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const float sinPhiH = dot(wh, This->dy);
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const float cosThetaH = dot(wh, This->dz);
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const float R = sqr(cosPhiH)+sqr(sinPhiH);
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if (R == 0.0f) return This->norm2;
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const float n = (This->nx*sqr(cosPhiH)+This->ny*sqr(sinPhiH))*rcp(R);
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return This->norm2 * pow(abs(cosThetaH), n);
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}
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/*! Samples the distribution. \param s is the sample location
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* provided by the caller. */
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inline Vec3fa AnisotropicBlinn__sample(const AnisotropicBlinn* This, const float sx, const float sy)
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{
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const float phi =float(two_pi)*sx;
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const float sinPhi0 = sqrtf(This->nx+1)*sinf(phi);
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const float cosPhi0 = sqrtf(This->ny+1)*cosf(phi);
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const float norm = rsqrt(sqr(sinPhi0)+sqr(cosPhi0));
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const float sinPhi = sinPhi0*norm;
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const float cosPhi = cosPhi0*norm;
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const float n = This->nx*sqr(cosPhi)+This->ny*sqr(sinPhi);
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const float cosTheta = powf(sy,rcp(n+1));
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const float sinTheta = cos2sin(cosTheta);
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const float pdf = This->norm1*powf(cosTheta,n);
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const Vec3fa h = Vec3fa(cosPhi * sinTheta, sinPhi * sinTheta, cosTheta);
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const Vec3fa wh = h.x*This->dx + h.y*This->dy + h.z*This->dz;
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return Vec3fa(wh,pdf);
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}
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inline Vec3fa AnisotropicBlinn__eval(const AnisotropicBlinn* This, const Vec3fa& wo, const Vec3fa& wi)
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{
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const float cosThetaI = dot(wi,This->dz);
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/* reflection */
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if (cosThetaI > 0.0f) {
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const Vec3fa wh = normalize(wi + wo);
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return This->Kr * AnisotropicBlinn__eval(This,wh) * abs(cosThetaI);
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}
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/* transmission */
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else {
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const Vec3fa wh = normalize(reflect(wi,This->dz) + wo);
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return This->Kt * AnisotropicBlinn__eval(This,wh) * abs(cosThetaI);
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}
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}
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inline Vec3fa AnisotropicBlinn__sample(const AnisotropicBlinn* This, const Vec3fa& wo, Vec3fa& wi, const float sx, const float sy, const float sz)
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{
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//wi = Vec3fa(reflect(normalize(wo),normalize(dz)),1.0f); return Kr;
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//wi = Vec3fa(neg(wo),1.0f); return Kt;
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const Vec3fa wh = AnisotropicBlinn__sample(This,sx,sy);
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//if (dot(wo,wh) < 0.0f) return Vec3fa(0.0f,0.0f);
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/* reflection */
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if (sz < This->side) {
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wi = Vec3fa(reflect(wo,Vec3fa(wh)),wh.w*This->side);
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const float cosThetaI = dot(Vec3fa(wi),This->dz);
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return This->Kr * AnisotropicBlinn__eval(This,Vec3fa(wh)) * abs(cosThetaI);
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}
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/* transmission */
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else {
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wi = Vec3fa(reflect(reflect(wo,Vec3fa(wh)),This->dz),wh.w*(1-This->side));
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const float cosThetaI = dot(Vec3fa(wi),This->dz);
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return This->Kt * AnisotropicBlinn__eval(This,Vec3fa(wh)) * abs(cosThetaI);
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}
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}
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typedef Vec3fa*_Vec3fa_ptr;
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inline Vec3fa evalBezier(const int geomID, const int primID, const float t)
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{
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const float t0 = 1.0f - t, t1 = t;
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const ISPCHairSet* hair = g_ispc_scene->hairs[geomID];
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const Vec3fa* vertices = hair->v;
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const ISPCHair* hairs = hair->hairs;
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const int i = hairs[primID].vertex;
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const Vec3fa p00 = vertices[i+0];
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const Vec3fa p01 = vertices[i+1];
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const Vec3fa p02 = vertices[i+2];
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const Vec3fa p03 = vertices[i+3];
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const Vec3fa p10 = p00 * t0 + p01 * t1;
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const Vec3fa p11 = p01 * t0 + p02 * t1;
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const Vec3fa p12 = p02 * t0 + p03 * t1;
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const Vec3fa p20 = p10 * t0 + p11 * t1;
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const Vec3fa p21 = p11 * t0 + p12 * t1;
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const Vec3fa p30 = p20 * t0 + p21 * t1;
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return p30;
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//tangent = p21-p20;
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}
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#endif
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/* extended ray structure that includes total transparency along the ray */
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struct RTCRay2
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{
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Vec3fa org; //!< Ray origin
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Vec3fa dir; //!< Ray direction
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float tnear; //!< Start of ray segment
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float tfar; //!< End of ray segment
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float time; //!< Time of this ray for motion blur.
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int mask; //!< used to mask out objects during traversal
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Vec3fa Ng; //!< Geometric normal.
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float u; //!< Barycentric u coordinate of hit
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float v; //!< Barycentric v coordinate of hit
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int geomID; //!< geometry ID
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int primID; //!< primitive ID
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int instID; //!< instance ID
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// ray extensions
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RTCFilterFunc filter;
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Vec3fa transparency; //!< accumulated transparency value
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};
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bool enableFilterDispatch = false;
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/* filter dispatch function */
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void filterDispatch(void* ptr, RTCRay2& ray) {
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if (!enableFilterDispatch) return;
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if (ray.filter) ray.filter(ptr,*((RTCRay*)&ray)); // FIXME: use RTCRay& cast
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}
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#if !defined(__XEON_PHI__)
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/* occlusion filter function */
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void occlusionFilter(void* ptr, RTCRay2& ray)
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{
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/* make all surfaces opaque */
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if (ray.geomID >= g_ispc_scene->numHairSets) {
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ray.transparency = Vec3fa(0.0f);
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return;
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}
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Vec3fa T = hair_Kt;
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T = T * ray.transparency; // FIXME: use *= operator
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ray.transparency = T;
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if (ne(T,Vec3fa(0.0f))) ray.geomID = RTC_INVALID_GEOMETRY_ID; // FIXME: use != operator
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}
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Vec3fa occluded(RTCScene scene, RTCRay2& ray)
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{
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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.mask = -1;
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ray.filter = (RTCFilterFunc) &occlusionFilter;
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ray.transparency = Vec3fa(1.0f);
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rtcOccluded(scene,*((RTCRay*)&ray)); // FIXME: use (RTCRay&) cast
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return ray.transparency;
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}
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/* task that renders a single screen tile */
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Vec3fa renderPixelPathTrace(float x, float y, const Vec3fa& vx, const Vec3fa& vy, const Vec3fa& vz, const Vec3fa& p)
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{
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int seed = 21344*x+121233*y+234532*g_accu_count;
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float time = frand(seed);
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/* initialize ray */
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RTCRay2 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.mask = -1;
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ray.time = time;
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ray.filter = NULL;
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Vec3fa color = Vec3fa(0.0f);
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Vec3fa weight = Vec3fa(1.0f);
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size_t depth = 0;
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while (true)
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{
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/* terminate ray path */
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if (reduce_max(weight) < 0.01 || depth > 20)
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return color;
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/* intersect ray with scene and gather all hits */
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rtcIntersect(g_scene,*((RTCRay*)&ray)); // FIXME: use (RTCRay&) cast
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/* exit if we hit environment */
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if (ray.geomID == RTC_INVALID_GEOMETRY_ID)
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return color + weight*Vec3fa(g_ambient_intensity);
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/* calculate transmissivity of hair */
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AnisotropicBlinn brdf;
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float tnear_eps = 0.0001f;
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if (ray.geomID < g_ispc_scene->numHairSets)
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{
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/* calculate tangent space */
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const Vec3fa dx = normalize(ray.Ng);
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const Vec3fa dy = normalize(cross(ray.dir,dx));
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const Vec3fa dz = normalize(cross(dy,dx));
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/* generate anisotropic BRDF */
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AnisotropicBlinn__Constructor(&brdf,hair_Kr,hair_Kt,dx,20.0f,dy,2.0f,dz);
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brdf.Kr = hair_Kr;
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Vec3fa p = evalBezier(ray.geomID,ray.primID,ray.u);
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tnear_eps = 1.1f*p.w;
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}
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else
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{
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int meshID = ray.geomID-g_ispc_scene->numHairSets;
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ISPCMesh* mesh = g_ispc_scene->meshes[meshID];
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ISPCTriangle* triangle = &mesh->triangles[ray.primID];
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OBJMaterial* material = (OBJMaterial*) &g_ispc_scene->materials[triangle->materialID];
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if (material->illum == 1)
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{
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/* calculate tangent space */
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const Vec3fa dx = normalize(Vec3fa(mesh->normals[triangle->v0]));
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const Vec3fa dy = normalize(cross(ray.dir,dx));
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const Vec3fa dz = normalize(cross(dy,dx));
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/* generate anisotropic BRDF */
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AnisotropicBlinn__Constructor(&brdf,hair_Kr,hair_Kt,dx,20.0f,dy,2.0f,dz);
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brdf.Kr = hair_Kr;
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tnear_eps = 1.1f*mesh->texcoords[triangle->v0].x;
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}
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else
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{
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if (dot(ray.dir,ray.Ng) > 0) ray.Ng = neg(ray.Ng);
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/* calculate tangent space */
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const Vec3fa dz = normalize(ray.Ng);
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const Vec3fa dx = normalize(cross(dz,ray.dir));
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const Vec3fa dy = normalize(cross(dz,dx));
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/* generate isotropic BRDF */
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AnisotropicBlinn__Constructor(&brdf,Vec3fa(1.0f),Vec3fa(0.0f),dx,1.0f,dy,1.0f,dz);
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}
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}
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/* sample directional light */
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RTCRay2 shadow;
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shadow.org = ray.org + ray.tfar*ray.dir;
|
|
shadow.dir = neg(Vec3fa(g_dirlight_direction));
|
|
shadow.tnear = tnear_eps;
|
|
shadow.tfar = inf;
|
|
shadow.time = time;
|
|
Vec3fa T = occluded(g_scene,shadow);
|
|
Vec3fa c = AnisotropicBlinn__eval(&brdf,neg(ray.dir),neg(Vec3fa(g_dirlight_direction)));
|
|
color = color + weight*c*T*Vec3fa(g_dirlight_intensity); // FIXME: use += operator
|
|
|
|
#if 1
|
|
/* sample BRDF */
|
|
Vec3fa wi;
|
|
c = AnisotropicBlinn__sample(&brdf,neg(ray.dir),wi,frand(seed),frand(seed),frand(seed));
|
|
if (wi.w <= 0.0f) return color;
|
|
|
|
/* calculate secondary ray and offset it out of the hair */
|
|
float sign = dot(Vec3fa(wi),brdf.dz) < 0.0f ? -1.0f : 1.0f;
|
|
ray.org = ray.org + ray.tfar*ray.dir + sign*tnear_eps*brdf.dz;
|
|
ray.dir = Vec3fa(wi);
|
|
ray.tnear = 0.001f;
|
|
ray.tfar = inf;
|
|
ray.geomID = RTC_INVALID_GEOMETRY_ID;
|
|
ray.primID = RTC_INVALID_GEOMETRY_ID;
|
|
ray.mask = -1;
|
|
ray.time = time;
|
|
ray.filter = NULL;
|
|
weight = weight * c/wi.w; // FIXME: use *= operator
|
|
|
|
#else
|
|
|
|
/* continue with transparency ray */
|
|
ray.geomID = RTC_INVALID_GEOMETRY_ID;
|
|
ray.tnear = 1.001f*ray.tfar;
|
|
ray.tfar = inf;
|
|
weight *= brdf.Kt;
|
|
|
|
#endif
|
|
|
|
depth++;
|
|
}
|
|
return color;
|
|
}
|
|
|
|
#endif
|
|
|
|
Vec3fa renderPixelTestEyeLight(float x, float y, const Vec3fa& vx, const Vec3fa& vy, const Vec3fa& vz, const Vec3fa& p)
|
|
{
|
|
/* initialize ray */
|
|
RTCRay2 ray;
|
|
ray.org = p;
|
|
ray.dir = normalize(x*vx + y*vy + vz);
|
|
Vec3fa dir1 = normalize((x+1)*vx + (y+1)*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;
|
|
|
|
Vec3fa color = Vec3fa(0.0f);
|
|
float weight = 1.0f;
|
|
|
|
rtcIntersect(g_scene,*((RTCRay*)&ray)); // FIXME: use (RTCRay&) cast
|
|
ray.filter = NULL;
|
|
|
|
if (ray.primID == -1)
|
|
return Vec3fa(0.0f);
|
|
|
|
Vec3fa Ng;
|
|
if (ray.geomID < g_ispc_scene->numHairSets)
|
|
{
|
|
const Vec3fa dx = normalize(ray.Ng);
|
|
const Vec3fa dy = normalize(cross(ray.dir,dx));
|
|
const Vec3fa dz = normalize(cross(dy,dx));
|
|
Ng = dz;
|
|
}
|
|
else
|
|
{
|
|
if (dot(ray.dir,ray.Ng) > 0) ray.Ng = neg(ray.Ng);
|
|
const Vec3fa dz = normalize(ray.Ng);
|
|
const Vec3fa dx = normalize(cross(dz,ray.dir));
|
|
const Vec3fa dy = normalize(cross(dz,dx));
|
|
Ng = dz;
|
|
}
|
|
|
|
color = color + Vec3fa(0.2f + 0.5f * abs(dot(ray.dir,Ng))); // FIXME: use += operator
|
|
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);
|
|
//int seed = tileY*numTilesX+tileX+0 + g_accu_count;
|
|
int seed = (tileY*numTilesX+tileX+0) * g_accu_count;
|
|
|
|
for (int y = y0; y<y1; y++) for (int x = x0; x<x1; x++)
|
|
{
|
|
int seed = (y*width+x+0) * g_accu_count;
|
|
|
|
/* calculate pixel color */
|
|
float subpixel_x = frand(seed);
|
|
float subpixel_y = frand(seed);
|
|
float fx = x + subpixel_x;
|
|
float fy = y + subpixel_y;
|
|
Vec3fa color = renderPixel(fx,fy,vx,vy,vz,p);
|
|
|
|
//Vec3fa color = renderPixelTestEyeLight(fx,fy,vx,vy,vz,p);
|
|
|
|
/* write color to framebuffer */
|
|
Vec3fa* dst = &g_accu[y*width+x];
|
|
*dst = *dst + Vec3fa(color.x,color.y,color.z,1.0f); // FIXME: use += operator
|
|
float f = rcp(max(0.001f,dst->w));
|
|
unsigned int r = (unsigned int) (255.0f * clamp(dst->x*f,0.0f,1.0f));
|
|
unsigned int g = (unsigned int) (255.0f * clamp(dst->y*f,0.0f,1.0f));
|
|
unsigned int b = (unsigned int) (255.0f * clamp(dst->z*f,0.0f,1.0f));
|
|
pixels[y*width+x] = (b << 16) + (g << 8) + r;
|
|
}
|
|
}
|
|
|
|
/* 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);
|
|
|
|
/* create accumulator */
|
|
if (g_accu_width != width || g_accu_height != height) {
|
|
g_accu = (Vec3fa*) alignedMalloc(width*height*sizeof(Vec3fa));
|
|
g_accu_width = width;
|
|
g_accu_height = height;
|
|
memset(g_accu,0,width*height*sizeof(Vec3fa));
|
|
}
|
|
|
|
/* reset accumulator */
|
|
bool camera_changed = g_changed; g_changed = false;
|
|
camera_changed |= ne(g_accu_vx,vx); g_accu_vx = vx; // FIXME: use != operator
|
|
camera_changed |= ne(g_accu_vy,vy); g_accu_vy = vy; // FIXME: use != operator
|
|
camera_changed |= ne(g_accu_vz,vz); g_accu_vz = vz; // FIXME: use != operator
|
|
camera_changed |= ne(g_accu_p, p); g_accu_p = p; // FIXME: use != operator
|
|
g_accu_count++;
|
|
if (camera_changed) {
|
|
g_accu_count=0;
|
|
memset(g_accu,0,width*height*sizeof(Vec3fa));
|
|
}
|
|
|
|
/* render frame */
|
|
const int numTilesX = (width +TILE_SIZE_X-1)/TILE_SIZE_X;
|
|
const int numTilesY = (height+TILE_SIZE_Y-1)/TILE_SIZE_Y;
|
|
enableFilterDispatch = renderPixel == renderPixelStandard;
|
|
launch_renderTile(numTilesX*numTilesY,pixels,width,height,time,vx,vy,vz,p,numTilesX,numTilesY);
|
|
enableFilterDispatch = false;
|
|
rtcDebug();
|
|
}
|
|
|
|
/* called by the C++ code for cleanup */
|
|
extern "C" void device_cleanup ()
|
|
{
|
|
rtcDeleteScene (g_scene);
|
|
rtcExit();
|
|
}
|