295 lines
9.9 KiB
Plaintext
295 lines
9.9 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 = 20;
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const uniform int numTheta = 2*numPhi;
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/* scene data */
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struct Instance
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{
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uniform RTCGeometry* geometry;
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uniform RTCIntersector* intersector;
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AffineSpace3f local2world;
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vec3f lower;
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vec3f upper;
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};
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typedef uniform Instance* uniform uniformInstancePtr;
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uniformInstancePtr* uniform g_instances = NULL;
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/* creates a triangulated sphere */
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uniform Instance* uniform createTriangulatedSphere ()
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{
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/* create instance */
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uniform Instance* uniform instance = uniform new uniform Instance;
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/* create triangle mesh */
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uniform RTCGeometry* uniform mesh = rtcNewTriangleMesh (2*numTheta*(numPhi-1), numTheta*(numPhi+1));
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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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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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launch rtcBuildAccel(mesh); sync;
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rtcCleanupGeometry(mesh);
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instance->geometry = mesh;
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instance->intersector = rtcQueryIntersector(mesh);
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rtcGetBounds (mesh, &instance->lower.x, &instance->upper.x);
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instance->local2world.l.vx = make_vec3f(1,0,0);
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instance->local2world.l.vy = make_vec3f(0,1,0);
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instance->local2world.l.vz = make_vec3f(0,0,1);
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instance->local2world.p = make_vec3f(-1.5f,0,0);
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return instance;
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}
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/* Sphere structure */
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struct Sphere
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{
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RTCIntersector intersector;
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vec3f p; //!< position of the sphere
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float r; //!< radius of the sphere
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};
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/* Intersects the ray with the sphere. */
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void intersectSphereFunc(const uniform Sphere* uniform sphere, varying Ray& ray)
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{
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const vec3f v = sub(ray.org,sphere->p);
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const float A = dot(ray.dir,ray.dir);
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const float B = 2.0f*dot(v,ray.dir);
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const float C = dot(v,v) - sqr(sphere->r);
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const float D = B*B - 4.0f*A*C;
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if (D < 0.0f) return;
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const float Q = sqrt(D);
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const float rcpA = rcp(A);
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const float t0 = 0.5f*rcpA*(-B-Q);
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const float t1 = 0.5f*rcpA*(-B+Q);
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if (ray.tnear < t0 & t0 < ray.tfar) {
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ray.u = 0.0f;
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ray.v = 0.0f;
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ray.tfar = t0;
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ray.id0 = 0;
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ray.id1 = 0;
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ray.Ng = sub(add(ray.org,mul(t0,ray.dir)),sphere->p);
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}
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if (ray.tnear < t1 & t1 < ray.tfar) {
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ray.u = 0.0f;
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ray.v = 0.0f;
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ray.tfar = t1;
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ray.id0 = 0;
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ray.id1 = 0;
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ray.Ng = sub(add(ray.org,mul(t1,ray.dir)),sphere->p);
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}
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}
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/* Tests the ray for occlusion with the sphere. */
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varying bool occludedSphereFunc(const uniform Sphere* uniform sphere, varying Ray& ray)
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{
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const vec3f v = sub(ray.org,sphere->p);
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const float A = dot(ray.dir,ray.dir);
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const float B = 2.0f*dot(v,ray.dir);
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const float C = dot(v,v) - sqr(sphere->r);
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const float discr = B*B - 4.0f*A*C;
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return discr >= 0.0f;
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}
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/* creates an analytical sphere */
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uniform Instance* uniform createAnalyticalSphere ()
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{
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uniform Sphere* uniform sphere = uniform new uniform Sphere;
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sphere->intersector.intersect = (intersectFunc) &intersectSphereFunc;
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sphere->intersector.occluded = (occludedFunc ) &occludedSphereFunc;
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sphere->p = make_vec3f(0,0,0);
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sphere->r = 1.0f;
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uniform Instance* uniform instance = uniform new uniform Instance;
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instance->geometry = NULL;
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instance->intersector = (uniform RTCIntersector* uniform) sphere;
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instance->lower = sub(sphere->p,make_vec3f(sphere->r));
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instance->upper = add(sphere->p,make_vec3f(sphere->r));
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instance->local2world.l.vx = make_vec3f(1,0,0);
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instance->local2world.l.vy = make_vec3f(0,1,0);
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instance->local2world.l.vz = make_vec3f(0,0,1);
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instance->local2world.p = make_vec3f(1.5f,0,0);
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return instance;
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}
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/* create top level scene */
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uniform RTCGeometry* uniform createScene (uniform Instance** uniform instances, uniform int numInstances)
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{
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uniform RTCGeometry* uniform scene = rtcNewVirtualGeometry (numInstances);
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for (uniform int i=0; i<numInstances; i++)
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{
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uniform int mask = i+1;
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uniform Instance* uniform instance = instances[i];
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rtcSetVirtualGeometryUserData (scene, i, 0, 0, mask);
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rtcSetVirtualGeometryBounds (scene, i, &instance->lower.x, &instance->upper.x, (uniform RTCTransformation* uniform) &instance->local2world);
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rtcSetVirtualGeometryIntersector (scene, i, instance->intersector);
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}
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launch rtcBuildAccel(scene); sync;
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return scene;
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}
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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 scene */
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g_instances = uniform new uniformInstancePtr [2];
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g_instances[0] = createTriangulatedSphere();
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g_instances[1] = createAnalyticalSphere();
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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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/* 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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uniform RTCIntersector* uniform intersector,
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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.mask = 2; // masks out first sphere
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//ray.mask = 1; // masks out second sphere
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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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/* move instances */
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uniform float t = 0.7f*time;
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g_instances[0]->local2world.p = mul(1.5f,make_vec3f(+cos(t),0.0f,+sin(t)));
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g_instances[1]->local2world.p = mul(1.5f,make_vec3f(-cos(t),0.0f,-sin(t)));
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/* create scene */
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uniform RTCGeometry* uniform scene = createScene(g_instances,2);
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uniform RTCIntersector* uniform intersector = rtcQueryIntersector(scene);
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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,intersector,numTilesX,numTilesY); sync;
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/* cleanup */
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rtcDeleteIntersector(intersector);
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rtcDeleteGeometry(scene);
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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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delete[] g_instances;
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rtcStopThreads();
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rtcExit();
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}
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