210 lines
7.1 KiB
Plaintext
210 lines
7.1 KiB
Plaintext
// ======================================================================== //
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// Copyright 2009-2013 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 "../tutorials/tutorials.isph"
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const uniform int numPhi = 120;
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//const uniform int numPhi = 400;
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const uniform int numTheta = 2*numPhi;
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/* scene data */
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uniform RTCGeometry* uniform mesh = NULL;
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uniform RTCIntersector* uniform intersector = NULL;
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/* called by the C++ code for initialization */
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export void init (uniform int verbose)
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{
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/* initialize ray tracing core */
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rtcInit();
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rtcStartThreads();
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rtcSetVerbose(verbose);
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/* create a triangulated sphere */
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mesh = rtcNewTriangleMesh (2*numTheta*(numPhi-1), numTheta*(numPhi+1));
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intersector = rtcQueryIntersector (mesh);
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/* set triangles and vertices */
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uniform RTCVertex* uniform vertices = rtcMapPositionBuffer(mesh);
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uniform RTCTriangle* uniform triangles = rtcMapTriangleBuffer(mesh);
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const uniform float rcpNumTheta = rcp(numTheta);
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const uniform float rcpNumPhi = rcp(numPhi);
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/* create sphere geometry */
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uniform int tri = 0;
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for (uniform int phi=0; phi<=numPhi; phi++)
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{
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for (uniform int theta=0; theta<numTheta; theta++)
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{
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const uniform float phif = phi*pi*rcpNumPhi;
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const uniform float thetaf = theta*2.0f*pi*rcpNumTheta;
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uniform RTCVertex& v = vertices[phi*numTheta+theta];
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v.x = sin(phif)*sin(thetaf);
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v.y = cos(phif);
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v.z = sin(phif)*cos(thetaf);
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}
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if (phi == 0) continue;
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for (uniform int theta=1; theta<=numTheta; theta++)
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{
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uniform int p00 = (phi-1)*numTheta+theta-1;
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uniform int p01 = (phi-1)*numTheta+theta%numTheta;
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uniform int p10 = phi*numTheta+theta-1;
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uniform 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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triangles[tri].id0 = 0;
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triangles[tri].id1 = 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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triangles[tri].id0 = 0;
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triangles[tri].id1 = tri++;
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}
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}
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}
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rtcUnmapPositionBuffer(mesh);
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rtcUnmapTriangleBuffer(mesh);
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/* build acceleration structure */
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launch rtcBuildAccel (mesh); sync;
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}
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/* called by the C++ code to set scene */
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export void set_scene (uniform Scene* uniform scene) {
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}
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/* animates the sphere */
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task void animateSphere (uniform RTCVertex* uniform vertices,
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const uniform float rcpNumTheta,
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const uniform float rcpNumPhi,
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const uniform float f)
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{
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uniform int phi = taskIndex;
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foreach (theta = 0 ... numTheta)
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{
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uniform RTCVertex* v = &vertices[phi*numTheta+theta];
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const float phif = phi*pi*rcpNumPhi;
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const float thetaf = theta*2.0f*pi*rcpNumTheta;
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v->x = sin(f*phif)*sin(thetaf);
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v->y = cos(phif);
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v->z = sin(f*phif)*cos(thetaf);
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}
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}
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/* task that renders a single screen tile */
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task void renderTile(uniform int* uniform pixels,
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const uniform int width,
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const uniform int height,
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const uniform float time,
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const uniform vec3f& vx,
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const uniform vec3f& vy,
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const uniform vec3f& vz,
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const uniform vec3f& p,
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const uniform int numTilesX,
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const uniform int numTilesY)
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{
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const uniform int tileY = taskIndex / numTilesX;
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const uniform int tileX = taskIndex - tileY * numTilesX;
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const uniform int x0 = tileX * TILE_SIZE_X;
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const uniform int x1 = min(x0+TILE_SIZE_X,width);
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const uniform int y0 = tileY * TILE_SIZE_Y;
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const uniform int y1 = min(y0+TILE_SIZE_Y,height);
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foreach (y = y0 ... y1, x = x0 ... x1)
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{
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/* initialize ray */
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Ray ray;
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ray.org = p;
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ray.dir = normalize(add(mul(x,vx), mul(y,vy), vz));
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ray.tnear = 0.0f;
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ray.tfar = inf;
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ray.id0 = -1;
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ray.id1 = -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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intersector->intersect(intersector,ray);
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/* shade pixels */
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if (ray.id0 != -1) {
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vec3f c = make_vec3f(abs(dot(normalize(ray.Ng),ray.dir)));
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unsigned int r = (unsigned int) (255.0f * c.x);
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unsigned int g = (unsigned int) (255.0f * c.y);
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unsigned int b = (unsigned int) (255.0f * c.z);
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pixels[y*width+x] = (b << 16) + (g << 8) + r;
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}
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else pixels[y*width+x] = 0;
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}
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}
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/* called by the C++ code to render */
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export void render (uniform int* uniform pixels,
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const uniform int width,
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const uniform int height,
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const uniform float time,
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const uniform vec3f& vx,
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const uniform vec3f& vy,
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const uniform vec3f& vz,
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const uniform vec3f& p)
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{
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/* animate vertices */
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uniform RTCVertex* uniform vertices = rtcMapPositionBuffer(mesh);
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const uniform float rcpNumTheta = rcp(numTheta);
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const uniform float rcpNumPhi = rcp(numPhi);
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const uniform float f = 2.0f*(1.0f+0.5f*sin(time));
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/* loop over all vertices */
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#if 1
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launch[numPhi+1] animateSphere(vertices,rcpNumTheta,rcpNumPhi,f); sync;
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#else
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foreach (phi = 0 ... numPhi+1, theta = 0 ... numTheta)
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{
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uniform RTCVertex* v = &vertices[phi*numTheta+theta];
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const float phif = phi*pi*rcpNumPhi;
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const float thetaf = theta*2.0f*pi*rcpNumTheta;
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v->x = sin(f*phif)*sin(thetaf);
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v->y = cos(phif);
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v->z = sin(f*phif)*cos(thetaf);
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}
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#endif
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rtcUnmapPositionBuffer(mesh);
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/* build spatial index structure and get intersector */
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launch rtcBuildAccel (mesh); sync;
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/* render all pixels */
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const uniform int numTilesX = (width +TILE_SIZE_X-1)/TILE_SIZE_X;
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const uniform int numTilesY = (height+TILE_SIZE_Y-1)/TILE_SIZE_Y;
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launch[numTilesX*numTilesY] renderTile(pixels,width,height,time,vx,vy,vz,p,numTilesX,numTilesY); sync;
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}
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/* called by the C++ code for cleanup */
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export void cleanup ()
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{
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rtcDeleteIntersector (intersector);
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rtcDeleteGeometry (mesh);
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rtcStopThreads();
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rtcExit();
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}
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