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igl/external/embree/examples/tutorial00/tutorial00.ispc
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// ======================================================================== //
// Copyright 2009-2013 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 "../tutorials/tutorials.isph"
/* scene data */
uniform RTCGeometry* uniform mesh = NULL;
uniform vec3f* uniform colors = NULL;
uniform RTCIntersector* uniform intersector = NULL;
/* called by the C++ code for initialization */
export void init (uniform int verbose)
{
/* initialize ray tracing core */
rtcInit();
rtcStartThreads();
rtcSetVerbose(verbose);
/* create a triangulated cube with 12 triangles and 8 vertices */
mesh = rtcNewTriangleMesh (12, 8);
/* set vertices */
uniform RTCVertex* uniform vertices = rtcMapPositionBuffer(mesh);
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;
rtcUnmapPositionBuffer(mesh);
/* create triangle color array */
colors = uniform new uniform vec3f[12];
/* set triangles and colors */
uniform int tri = 0;
uniform RTCTriangle* uniform triangles = rtcMapTriangleBuffer(mesh);
// left side
colors[tri] = make_vec3f(1,0,0); triangles[tri].v0 = 0; triangles[tri].v1 = 2; triangles[tri].v2 = 1; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
colors[tri] = make_vec3f(1,0,0); triangles[tri].v0 = 1; triangles[tri].v1 = 2; triangles[tri].v2 = 3; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
// right side
colors[tri] = make_vec3f(0,1,0); triangles[tri].v0 = 4; triangles[tri].v1 = 5; triangles[tri].v2 = 6; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
colors[tri] = make_vec3f(0,1,0); triangles[tri].v0 = 5; triangles[tri].v1 = 7; triangles[tri].v2 = 6; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
// bottom side
colors[tri] = make_vec3f(0.5f); triangles[tri].v0 = 0; triangles[tri].v1 = 1; triangles[tri].v2 = 4; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
colors[tri] = make_vec3f(0.5f); triangles[tri].v0 = 1; triangles[tri].v1 = 5; triangles[tri].v2 = 4; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
// top side
colors[tri] = make_vec3f(1.0f); triangles[tri].v0 = 2; triangles[tri].v1 = 6; triangles[tri].v2 = 3; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
colors[tri] = make_vec3f(1.0f); triangles[tri].v0 = 3; triangles[tri].v1 = 6; triangles[tri].v2 = 7; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
// front side
colors[tri] = make_vec3f(0,0,1); triangles[tri].v0 = 0; triangles[tri].v1 = 4; triangles[tri].v2 = 2; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
colors[tri] = make_vec3f(0,0,1); triangles[tri].v0 = 2; triangles[tri].v1 = 4; triangles[tri].v2 = 6; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
// back side
colors[tri] = make_vec3f(1,1,0); triangles[tri].v0 = 1; triangles[tri].v1 = 3; triangles[tri].v2 = 5; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
colors[tri] = make_vec3f(1,1,0); triangles[tri].v0 = 3; triangles[tri].v1 = 7; triangles[tri].v2 = 5; triangles[tri].id0 = 0; triangles[tri].id1 = tri++;
rtcUnmapTriangleBuffer(mesh);
/* build spatial index structure and mark as static */
launch rtcBuildAccel (mesh); sync;
rtcCleanupGeometry (mesh);
/* get intersector for the mesh */
intersector = rtcQueryIntersector (mesh);
}
/* called by the C++ code to set scene */
export void set_scene (uniform Scene* uniform scene) {
}
/* 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)
{
/* initialize ray */
Ray ray;
ray.org = p;
ray.dir = normalize(add(mul(x,vx), mul(y,vy), vz));
ray.tnear = 0.0f;
ray.tfar = inf;
ray.id0 = -1;
ray.id1 = -1;
ray.mask = -1;
ray.time = 0;
/* intersect ray with scene */
intersector->intersect(intersector,ray);
/* shade pixels */
if (ray.id0 != -1) {
vec3f c = colors[ray.id1];
unsigned int r = (unsigned int) (255.0f * c.x);
unsigned int g = (unsigned int) (255.0f * c.y);
unsigned int b = (unsigned int) (255.0f * c.z);
pixels[y*width+x] = (b << 16) + (g << 8) + r;
}
else pixels[y*width+x] = 0;
}
}
/* called by the C++ code to render */
export void 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;
}
/* called by the C++ code for cleanup */
export void cleanup ()
{
rtcDeleteIntersector (intersector);
rtcDeleteGeometry (mesh);
delete[] colors;
rtcStopThreads();
rtcExit();
}