Files
igl/external/embree/tutorials/tutorial07/tutorial07_device.cpp
T

631 lines
21 KiB
C++
Executable File

// ======================================================================== //
// 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"
#if defined(__XEON_PHI__) // FIXME: gather of pointers not working in ISPC for Xeon Phi
#define renderPixelTestEyeLight renderPixelStandard
#else
#define renderPixelPathTrace renderPixelStandard
#endif
/* accumulation buffer */
Vec3fa* g_accu = NULL;
size_t g_accu_width = 0;
size_t g_accu_height = 0;
size_t g_accu_count = 0;
Vec3fa g_accu_vx;
Vec3fa g_accu_vy;
Vec3fa g_accu_vz;
Vec3fa g_accu_p;
extern "C" bool g_changed;
/* light settings */
extern "C" Vec3fa g_dirlight_direction;
extern "C" Vec3fa g_dirlight_intensity;
extern "C" Vec3fa g_ambient_intensity;
/* hair material */
Vec3fa hair_K;
Vec3fa hair_dK;
Vec3fa hair_Kr; //!< reflectivity of hair
Vec3fa hair_Kt; //!< transparency of hair
void filterDispatch(void* ptr, struct RTCRay2& ray);
/* scene data */
extern "C" ISPCScene* g_ispc_scene;
RTCScene g_scene = NULL;
/* 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();
}
/* 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
/* render function to use */
renderPixelFunc renderPixel;
Vec3fa renderPixelTestEyeLight(float x, float y, const Vec3fa& vx, const Vec3fa& vy, const Vec3fa& vz, const Vec3fa& p);
/*! random number generator for floating point numbers in range [0,1] */
inline float frand(int& seed) {
seed = 7 * seed + 5;
return (seed & 0xFFFF)/(float)0xFFFF;
}
/*! Uniform hemisphere sampling. Up direction is the z direction. */
Vec3fa sampleSphere(const float u, const float v)
{
const float phi = 2.0f*(float)pi * u;
const float cosTheta = 1.0f - 2.0f * v, sinTheta = 2.0f * sqrt(v * (1.0f - v));
return Vec3fa(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta, float(one_over_four_pi));
}
RTCScene convertScene(ISPCScene* scene_in)
{
//scene_in->numHairSets = 0;
//scene_in->numMeshes = 0;
/* create scene */
RTCScene scene_out = rtcNewScene(RTC_SCENE_STATIC | RTC_SCENE_INCOHERENT, RTC_INTERSECT1);
/* add all hair sets to the scene */
for (int i=0; i<scene_in->numHairSets; i++)
{
ISPCHairSet* hair = scene_in->hairs[i];
unsigned int geomID = rtcNewHairGeometry (scene_out, RTC_GEOMETRY_STATIC, hair->numHairs, hair->numVertices, hair->v2 ? 2 : 1);
rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER,hair->v,0,sizeof(Vertex));
if (hair->v2) rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER1,hair->v2,0,sizeof(Vertex));
rtcSetBuffer(scene_out,geomID,RTC_INDEX_BUFFER,hair->hairs,0,sizeof(ISPCHair));
rtcSetOcclusionFilterFunction(scene_out,geomID,(RTCFilterFunc)&filterDispatch);
}
/* add all triangle meshes to the scene */
for (int i=0; i<scene_in->numMeshes; i++)
{
ISPCMesh* mesh = scene_in->meshes[i];
unsigned int geomID = rtcNewTriangleMesh (scene_out, RTC_GEOMETRY_STATIC, mesh->numTriangles, mesh->numVertices, mesh->positions2 ? 2 : 1);
rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER,mesh->positions,0,sizeof(Vertex));
if (mesh->positions2) rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER1,mesh->positions2,0,sizeof(Vertex));
rtcSetBuffer(scene_out,geomID,RTC_INDEX_BUFFER,mesh->triangles,0,sizeof(ISPCTriangle));
rtcSetOcclusionFilterFunction(scene_out,geomID,(RTCFilterFunc)&filterDispatch);
}
/* commit changes to scene */
#if !defined(PARALLEL_COMMIT)
rtcCommit (scene_out);
#else
launch[ getNumHWThreads() ] parallelCommit(scene_out);
#endif
return scene_out;
}
//////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////
/* called by the C++ code for initialization */
extern "C" void device_init (int8* cfg)
{
/* initialize last seen camera */
g_accu_vx = Vec3fa(0.0f);
g_accu_vy = Vec3fa(0.0f);
g_accu_vz = Vec3fa(0.0f);
g_accu_p = Vec3fa(0.0f);
/* initialize hair colors */
hair_K = Vec3fa(0.8f,0.57f,0.32f);
hair_dK = Vec3fa(0.1f,0.12f,0.08f);
hair_Kr = 0.2f*hair_K; //!< reflectivity of hair
hair_Kt = 0.8f*hair_K; //!< transparency of hair
/* initialize ray tracing core */
rtcInit(cfg);
/* set error handler */
rtcSetErrorFunction(error_handler);
/* set start render mode */
renderPixel = renderPixelStandard;
}
#if !defined(__XEON_PHI__)
/*! Anisotropic power cosine microfacet distribution. */
struct AnisotropicBlinn {
Vec3fa dx; //!< x-direction of the distribution.
float nx; //!< Glossiness in x direction with range [0,infinity[ where 0 is a diffuse surface.
Vec3fa dy; //!< y-direction of the distribution.
float ny; //!< Exponent that determines the glossiness in y direction.
Vec3fa dz; //!< z-direction of the distribution.
float norm1; //!< Normalization constant for calculating the pdf for sampling.
float norm2; //!< Normalization constant for calculating the distribution.
Vec3fa Kr,Kt;
float side;
};
/*! Anisotropic power cosine distribution constructor. */
inline void AnisotropicBlinn__Constructor(AnisotropicBlinn* This, const Vec3fa& Kr, const Vec3fa& Kt,
const Vec3fa& dx, float nx, const Vec3fa& dy, float ny, const Vec3fa& dz)
{
This->Kr = Kr;
This->Kt = Kt;
This->dx = dx;
This->nx = nx;
This->dy = dy;
This->ny = ny;
This->dz = dz;
This->norm1 = sqrtf((nx+1)*(ny+1)) * float(one_over_two_pi);
This->norm2 = sqrtf((nx+2)*(ny+2)) * float(one_over_two_pi);
This->side = reduce_max(Kr)/(reduce_max(Kr)+reduce_max(Kt));
}
/*! Evaluates the power cosine distribution. \param wh is the half
* vector */
inline float AnisotropicBlinn__eval(const AnisotropicBlinn* This, const Vec3fa& wh)
{
const float cosPhiH = dot(wh, This->dx);
const float sinPhiH = dot(wh, This->dy);
const float cosThetaH = dot(wh, This->dz);
const float R = sqr(cosPhiH)+sqr(sinPhiH);
if (R == 0.0f) return This->norm2;
const float n = (This->nx*sqr(cosPhiH)+This->ny*sqr(sinPhiH))*rcp(R);
return This->norm2 * pow(abs(cosThetaH), n);
}
/*! Samples the distribution. \param s is the sample location
* provided by the caller. */
inline Vec3fa AnisotropicBlinn__sample(const AnisotropicBlinn* This, const float sx, const float sy)
{
const float phi =float(two_pi)*sx;
const float sinPhi0 = sqrtf(This->nx+1)*sinf(phi);
const float cosPhi0 = sqrtf(This->ny+1)*cosf(phi);
const float norm = rsqrt(sqr(sinPhi0)+sqr(cosPhi0));
const float sinPhi = sinPhi0*norm;
const float cosPhi = cosPhi0*norm;
const float n = This->nx*sqr(cosPhi)+This->ny*sqr(sinPhi);
const float cosTheta = powf(sy,rcp(n+1));
const float sinTheta = cos2sin(cosTheta);
const float pdf = This->norm1*powf(cosTheta,n);
const Vec3fa h = Vec3fa(cosPhi * sinTheta, sinPhi * sinTheta, cosTheta);
const Vec3fa wh = h.x*This->dx + h.y*This->dy + h.z*This->dz;
return Vec3fa(wh,pdf);
}
inline Vec3fa AnisotropicBlinn__eval(const AnisotropicBlinn* This, const Vec3fa& wo, const Vec3fa& wi)
{
const float cosThetaI = dot(wi,This->dz);
/* reflection */
if (cosThetaI > 0.0f) {
const Vec3fa wh = normalize(wi + wo);
return This->Kr * AnisotropicBlinn__eval(This,wh) * abs(cosThetaI);
}
/* transmission */
else {
const Vec3fa wh = normalize(reflect(wi,This->dz) + wo);
return This->Kt * AnisotropicBlinn__eval(This,wh) * abs(cosThetaI);
}
}
inline Vec3fa AnisotropicBlinn__sample(const AnisotropicBlinn* This, const Vec3fa& wo, Vec3fa& wi, const float sx, const float sy, const float sz)
{
//wi = Vec3fa(reflect(normalize(wo),normalize(dz)),1.0f); return Kr;
//wi = Vec3fa(neg(wo),1.0f); return Kt;
const Vec3fa wh = AnisotropicBlinn__sample(This,sx,sy);
//if (dot(wo,wh) < 0.0f) return Vec3fa(0.0f,0.0f);
/* reflection */
if (sz < This->side) {
wi = Vec3fa(reflect(wo,Vec3fa(wh)),wh.w*This->side);
const float cosThetaI = dot(Vec3fa(wi),This->dz);
return This->Kr * AnisotropicBlinn__eval(This,Vec3fa(wh)) * abs(cosThetaI);
}
/* transmission */
else {
wi = Vec3fa(reflect(reflect(wo,Vec3fa(wh)),This->dz),wh.w*(1-This->side));
const float cosThetaI = dot(Vec3fa(wi),This->dz);
return This->Kt * AnisotropicBlinn__eval(This,Vec3fa(wh)) * abs(cosThetaI);
}
}
typedef Vec3fa*_Vec3fa_ptr;
inline Vec3fa evalBezier(const int geomID, const int primID, const float t)
{
const float t0 = 1.0f - t, t1 = t;
const ISPCHairSet* hair = g_ispc_scene->hairs[geomID];
const Vec3fa* vertices = hair->v;
const ISPCHair* hairs = hair->hairs;
const int i = hairs[primID].vertex;
const Vec3fa p00 = vertices[i+0];
const Vec3fa p01 = vertices[i+1];
const Vec3fa p02 = vertices[i+2];
const Vec3fa p03 = vertices[i+3];
const Vec3fa p10 = p00 * t0 + p01 * t1;
const Vec3fa p11 = p01 * t0 + p02 * t1;
const Vec3fa p12 = p02 * t0 + p03 * t1;
const Vec3fa p20 = p10 * t0 + p11 * t1;
const Vec3fa p21 = p11 * t0 + p12 * t1;
const Vec3fa p30 = p20 * t0 + p21 * t1;
return p30;
//tangent = p21-p20;
}
#endif
/* extended ray structure that includes total transparency along the ray */
struct RTCRay2
{
Vec3fa org; //!< Ray origin
Vec3fa 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
Vec3fa 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
RTCFilterFunc filter;
Vec3fa transparency; //!< accumulated transparency value
};
bool enableFilterDispatch = false;
/* filter dispatch function */
void filterDispatch(void* ptr, RTCRay2& ray) {
if (!enableFilterDispatch) return;
if (ray.filter) ray.filter(ptr,*((RTCRay*)&ray)); // FIXME: use RTCRay& cast
}
#if !defined(__XEON_PHI__)
/* occlusion filter function */
void occlusionFilter(void* ptr, RTCRay2& ray)
{
/* make all surfaces opaque */
if (ray.geomID >= g_ispc_scene->numHairSets) {
ray.transparency = Vec3fa(0.0f);
return;
}
Vec3fa T = hair_Kt;
T = T * ray.transparency; // FIXME: use *= operator
ray.transparency = T;
if (ne(T,Vec3fa(0.0f))) ray.geomID = RTC_INVALID_GEOMETRY_ID; // FIXME: use != operator
}
Vec3fa occluded(RTCScene scene, RTCRay2& ray)
{
ray.geomID = RTC_INVALID_GEOMETRY_ID;
ray.primID = RTC_INVALID_GEOMETRY_ID;
ray.mask = -1;
ray.filter = (RTCFilterFunc) &occlusionFilter;
ray.transparency = Vec3fa(1.0f);
rtcOccluded(scene,*((RTCRay*)&ray)); // FIXME: use (RTCRay&) cast
return ray.transparency;
}
/* task that renders a single screen tile */
Vec3fa renderPixelPathTrace(float x, float y, const Vec3fa& vx, const Vec3fa& vy, const Vec3fa& vz, const Vec3fa& p)
{
int seed = 21344*x+121233*y+234532*g_accu_count;
float time = frand(seed);
/* initialize ray */
RTCRay2 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 = time;
ray.filter = NULL;
Vec3fa color = Vec3fa(0.0f);
Vec3fa weight = Vec3fa(1.0f);
size_t depth = 0;
while (true)
{
/* terminate ray path */
if (reduce_max(weight) < 0.01 || depth > 20)
return color;
/* intersect ray with scene and gather all hits */
rtcIntersect(g_scene,*((RTCRay*)&ray)); // FIXME: use (RTCRay&) cast
/* exit if we hit environment */
if (ray.geomID == RTC_INVALID_GEOMETRY_ID)
return color + weight*Vec3fa(g_ambient_intensity);
/* calculate transmissivity of hair */
AnisotropicBlinn brdf;
float tnear_eps = 0.0001f;
if (ray.geomID < g_ispc_scene->numHairSets)
{
/* calculate tangent space */
const Vec3fa dx = normalize(ray.Ng);
const Vec3fa dy = normalize(cross(ray.dir,dx));
const Vec3fa dz = normalize(cross(dy,dx));
/* generate anisotropic BRDF */
AnisotropicBlinn__Constructor(&brdf,hair_Kr,hair_Kt,dx,20.0f,dy,2.0f,dz);
brdf.Kr = hair_Kr;
Vec3fa p = evalBezier(ray.geomID,ray.primID,ray.u);
tnear_eps = 1.1f*p.w;
}
else
{
int meshID = ray.geomID-g_ispc_scene->numHairSets;
ISPCMesh* mesh = g_ispc_scene->meshes[meshID];
ISPCTriangle* triangle = &mesh->triangles[ray.primID];
OBJMaterial* material = (OBJMaterial*) &g_ispc_scene->materials[triangle->materialID];
if (material->illum == 1)
{
/* calculate tangent space */
const Vec3fa dx = normalize(Vec3fa(mesh->normals[triangle->v0]));
const Vec3fa dy = normalize(cross(ray.dir,dx));
const Vec3fa dz = normalize(cross(dy,dx));
/* generate anisotropic BRDF */
AnisotropicBlinn__Constructor(&brdf,hair_Kr,hair_Kt,dx,20.0f,dy,2.0f,dz);
brdf.Kr = hair_Kr;
tnear_eps = 1.1f*mesh->texcoords[triangle->v0].x;
}
else
{
if (dot(ray.dir,ray.Ng) > 0) ray.Ng = neg(ray.Ng);
/* calculate tangent space */
const Vec3fa dz = normalize(ray.Ng);
const Vec3fa dx = normalize(cross(dz,ray.dir));
const Vec3fa dy = normalize(cross(dz,dx));
/* generate isotropic BRDF */
AnisotropicBlinn__Constructor(&brdf,Vec3fa(1.0f),Vec3fa(0.0f),dx,1.0f,dy,1.0f,dz);
}
}
/* sample directional light */
RTCRay2 shadow;
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();
}