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igl/external/embree/examples/tutorial03/tutorial03.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 Scene* uniform scene = NULL;
uniform RTCGeometry* uniform geometry = 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);
}
/* called by the C++ code to set scene */
export void set_scene (uniform Scene* uniform scene_i)
{
/* set scene */
scene = scene_i;
/* create a triangle mesh */
geometry = rtcNewTriangleMesh (scene->numTriangles, scene->numVertices);
/* set vertices */
uniform RTCVertex* uniform vertices = rtcMapPositionBuffer(geometry);
memcpy(vertices,scene->positions,scene->numVertices*sizeof(uniform RTCVertex));
rtcUnmapPositionBuffer(geometry);
/* set triangles and colors */
uniform RTCTriangle* uniform triangles = rtcMapTriangleBuffer(geometry);
memcpy(triangles,scene->triangles,scene->numTriangles*sizeof(uniform RTCTriangle));
rtcUnmapTriangleBuffer(geometry);
/* build spatial index structure and mark as static */
launch rtcBuildAccel (geometry); sync;
rtcCleanupGeometry (geometry);
/* get intersector for the geometry */
intersector = rtcQueryIntersector (geometry);
}
/* renders a single pixel */
inline vec3f renderPixel (const uniform vec3f& vx,
const uniform vec3f& vy,
const uniform vec3f& vz,
const uniform vec3f& p,
const varying int x,
const varying int y)
{
/* 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 background black */
if (ray.id0 == -1) return make_vec3f(0.0f);
/* shade all rays that hit something */
vec3f color = make_vec3f(0.0f);
foreach_unique(materialID in ray.id1) {
uniform Material* uniform material = &scene->materials[materialID];
color = material->Kd;
}
/* apply ambient light */
vec3f Ng = normalize(ray.Ng);
vec3f Nf = dot(ray.dir,Ng) < 0.0f ? Ng : neg(Ng);
color = mul(color,mul(scene->ambientLightIntensity,abs(dot(ray.dir,Ng))));
/* trace shadow ray */
uniform vec3f pointLightIntensity = scene->pointLightIntensity;
if (ne(pointLightIntensity,make_vec3f(0.0f)))
{
vec3f hitPosition = add(ray.org,mul(ray.tfar,ray.dir));
vec3f lightVector = sub(scene->pointLightPosition,hitPosition);
Ray shadow;
shadow.org = hitPosition;
shadow.dir = lightVector;
shadow.tnear = 0.001f;
shadow.tfar = 0.999f;
shadow.id0 = -1;
shadow.id1 = -1;
shadow.mask = -1;
shadow.time = 0;
/* intersect ray with scene */
if (!intersector->occluded(intersector,shadow))
{
lightVector = normalize(lightVector);
color = add(color,mul(clamp(dot(Nf,lightVector)),scene->pointLightIntensity));
}
}
return color;
}
/* 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)
{
/* render single pixel */
vec3f color = renderPixel(vx,vy,vz,p,x,y);
/* write color into framebuffer */
unsigned int r = (unsigned int) (255.0f * clamp(color.x));
unsigned int g = (unsigned int) (255.0f * clamp(color.y));
unsigned int b = (unsigned int) (255.0f * clamp(color.z));
pixels[y*width+x] = (b << 16) + (g << 8) + r;
}
}
/* 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 (geometry);
rtcStopThreads();
rtcExit();
}