79 lines
3.0 KiB
Plaintext
79 lines
3.0 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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#ifndef __EMBREE_TUTORIALS_H__
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#define __EMBREE_TUTORIALS_H__
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/* size of screen tiles */
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#define TILE_SIZE_X 16
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#define TILE_SIZE_Y 16
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/* include optional vector library */
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#include "../../embree_ispc/math/math.isph"
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#include "../../embree_ispc/math/vec.isph"
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#include "../../embree_ispc/math/affinespace.isph"
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/* include embree API and ray layout */
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#include "../../embree_ispc/include/embree.isph"
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#include "../../embree_ispc/include/ray.isph"
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/* draws pixels to the screen */
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extern "C" void DrawPixelsRGBA8 (uniform int* uniform pixels, uniform int width, uniform int height);
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struct Triangle
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{
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int v0; /*< first triangle vertex */
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int v1; /*< second triangle vertex */
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int v2; /*< third triangle vertex */
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int triangleID; /*< ID of triangle */
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int materialID; /*< material of triangle */
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};
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struct Material
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{
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int illum; /*< illumination model */
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float d; /*< dissolve factor, 1=opaque, 0=transparent */
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float Ns; /*< specular exponent */
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float Ni; /*< optical density for the surface (index of refraction) */
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vec3f Ka; /*< ambient reflectivity */
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vec3f Kd; /*< diffuse reflectivity */
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vec3f Ks; /*< specular reflectivity */
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vec3f Tf; /*< transmission filter */
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};
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struct Scene
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{
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uniform Material* materials; //!< material list
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uniform vec3fa* positions; //!< vertex position array
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uniform vec3f* normals; //!< vertex normal array
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uniform vec2f* texcoords; //!< vertex texcoord array
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uniform Triangle* triangles; //!< list of triangles
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int numMaterials;
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int numVertices;
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int numTriangles;
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vec3f pointLightPosition;
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vec3f pointLightIntensity;
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vec3f ambientLightIntensity;
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};
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/* returns pointer to scene */
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extern "C" void* uniform getScene();
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#endif
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