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igl/external/embree/tutorials/tutorial03/tutorial03_device.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 "../common/tutorial/tutorial_device.isph"
struct ISPCTriangle
{
int v0; /*< first triangle vertex */
int v1; /*< second triangle vertex */
int v2; /*< third triangle vertex */
int materialID; /*< material of triangle */
};
struct ISPCMaterial
{
int illum; /*< illumination model */
float d; /*< dissolve factor, 1=opaque, 0=transparent */
float Ns; /*< specular exponent */
float Ni; /*< optical density for the surface (index of refraction) */
Vec3f Ka; /*< ambient reflectivity */
Vec3f Kd; /*< diffuse reflectivity */
Vec3f Ks; /*< specular reflectivity */
Vec3f Tf; /*< transmission filter */
};
struct ISPCMesh
{
uniform Vec3fa* positions; //!< vertex position array
uniform Vec3fa* normals; //!< vertex normal array
uniform Vec2f* texcoords; //!< vertex texcoord array
uniform ISPCTriangle* triangles; //!< list of triangles
int numVertices;
int numTriangles;
};
struct ISPCScene
{
uniform ISPCMesh* uniform* meshes; //!< list of meshes
uniform ISPCMaterial* materials; //!< material list
int numMeshes;
int numMaterials;
};
/* scene data */
extern uniform ISPCScene* uniform g_ispc_scene;
RTCScene g_scene = NULL;
/* render function to use */
renderPixelFunc renderPixel;
/* called by the C++ code for initialization */
export void device_init (uniform int8* uniform cfg)
{
/* initialize ray tracing core */
rtcInit(cfg);
/* set start render mode */
renderPixel = renderPixelStandard;
}
RTCScene convertScene(uniform ISPCScene* uniform scene_in)
{
/* create scene */
RTCScene scene_out = rtcNewScene(RTC_SCENE_STATIC,RTC_INTERSECT_UNIFORM | RTC_INTERSECT_VARYING);
/* add all meshes to the scene */
for (uniform int i=0; i<scene_in->numMeshes; i++)
{
/* get ith mesh */
uniform ISPCMesh* uniform mesh = scene_in->meshes[i];
/* create a triangle mesh */
uniform unsigned int geometry = rtcNewTriangleMesh (scene_out, RTC_GEOMETRY_STATIC, mesh->numTriangles, mesh->numVertices);
#if 1
/* share vertex buffer */
rtcSetBuffer(scene_out, geometry, RTC_VERTEX_BUFFER, mesh->positions, 0, sizeof(uniform Vec3fa ));
//rtcSetBuffer(scene_out, geometry, RTC_INDEX_BUFFER, mesh->triangles, 0, sizeof(uniform ISPCTriangle));
/* set triangles */
uniform Triangle* uniform triangles = (uniform Triangle* uniform) rtcMapBuffer(scene_out,geometry,RTC_INDEX_BUFFER);
for (uniform int j=0; j<mesh->numTriangles; j++) {
triangles[j].v0 = mesh->triangles[j].v0;
triangles[j].v1 = mesh->triangles[j].v1;
triangles[j].v2 = mesh->triangles[j].v2;
}
rtcUnmapBuffer(scene_out,geometry,RTC_INDEX_BUFFER);
#elif 0
uniform Vec3f* uniform positions = uniform new uniform Vec3f[mesh->numVertices+1];
for (uniform int j=0; j<mesh->numVertices; j++) {
positions[j].x = mesh->positions[j].x;
positions[j].y = mesh->positions[j].y;
positions[j].z = mesh->positions[j].z;
}
rtcSetBuffer(scene_out, geometry, RTC_VERTEX_BUFFER, positions, 0, sizeof(uniform Vec3f));
rtcSetBuffer(scene_out, geometry, RTC_INDEX_BUFFER, mesh->triangles, 0, sizeof(uniform ISPCTriangle));
#else
/* set vertices */
uniform Vertex* uniform vertices = (uniform Vertex* uniform) rtcMapBuffer(scene_out,geometry,RTC_VERTEX_BUFFER);
for (uniform int j=0; j<mesh->numVertices; j++) {
vertices[j].x = mesh->positions[j].x;
vertices[j].y = mesh->positions[j].y;
vertices[j].z = mesh->positions[j].z;
}
rtcUnmapBuffer(scene_out,geometry,RTC_VERTEX_BUFFER);
/* set triangles */
uniform Triangle* uniform triangles = (uniform Triangle* uniform) rtcMapBuffer(scene_out,geometry,RTC_INDEX_BUFFER);
for (uniform int j=0; j<mesh->numTriangles; j++) {
triangles[j].v0 = mesh->triangles[j].v0;
triangles[j].v1 = mesh->triangles[j].v1;
triangles[j].v2 = mesh->triangles[j].v2;
}
rtcUnmapBuffer(scene_out,geometry,RTC_INDEX_BUFFER);
#endif
}
/* commit changes to scene */
rtcCommit (scene_out);
return scene_out;
}
/* task that renders a single screen tile */
Vec3f renderPixelStandard(int x, int y, const uniform Vec3f& vx, const uniform Vec3f& vy, const uniform Vec3f& vz, const uniform Vec3f& p)
{
/* initialize ray */
RTCRay ray;
ray.org = p;
ray.dir = normalize(add(mul(x,vx), mul(y,vy), vz));
ray.tnear = 0.0f;
ray.tfar = inf;
ray.geomID = RTC_INVALID_GEOMETRY_ID;
ray.primID = RTC_INVALID_GEOMETRY_ID;
ray.mask = -1;
ray.time = 0;
/* intersect ray with scene */
rtcIntersect(g_scene,ray);
/* shade background black */
if (ray.geomID == RTC_INVALID_GEOMETRY_ID) return make_Vec3f(0.0f);
/* shade all rays that hit something */
Vec3f color = make_Vec3f(0.0f);
#if 0 // FIXME: pointer gather not implemented on ISPC for Xeon Phi
uniform ISPCMesh* varying mesh = g_ispc_scene->meshes[ray.geomID];
uniform ISPCTriangle* varying tri = &mesh->triangles[ray.primID];
/* load material ID */
int materialID = tri->materialID;
/* interpolate shading normal */
Vec3f n0 = make_Vec3f(mesh->normals[tri->v0]);
Vec3f n1 = make_Vec3f(mesh->normals[tri->v1]);
Vec3f n2 = make_Vec3f(mesh->normals[tri->v2]);
float u = ray.u, v = ray.v, w = 1.0f-ray.u-ray.v;
Vec3f Ns = add(add(mul(w,n0),mul(u,n1)),mul(v,n2));
Ns = normalize(Ns);
#else
int materialID = 0;
Vec3f Ns = make_Vec3f(0.0f);
foreach_unique (geomID in ray.geomID)
{
uniform ISPCMesh* uniform mesh = g_ispc_scene->meshes[geomID];
foreach_unique (primID in ray.primID)
{
uniform ISPCTriangle* uniform tri = &mesh->triangles[primID];
/* load material ID */
materialID = tri->materialID;
/* interpolate shading normal */
Vec3f n0 = make_Vec3f(mesh->normals[tri->v0]);
Vec3f n1 = make_Vec3f(mesh->normals[tri->v1]);
Vec3f n2 = make_Vec3f(mesh->normals[tri->v2]);
float u = ray.u, v = ray.v, w = 1.0f-ray.u-ray.v;
Ns = add(add(mul(w,n0),mul(u,n1)),mul(v,n2));
}
}
Ns = normalize(Ns);
#endif
uniform ISPCMaterial* material = &g_ispc_scene->materials[materialID];
color = material->Kd;
/* apply ambient light */
Vec3f Nf = faceforward(Ns,neg(ray.dir),ray.Ng);
//Vec3f Ng = normalize(ray.Ng);
//Vec3f Nf = dot(ray.dir,Ng) < 0.0f ? Ng : neg(Ng);
color = mul(color,dot(ray.dir,Nf));
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)
{
/* calculate pixel color */
Vec3f color = renderPixel(x,y,vx,vy,vz,p);
/* write color to framebuffer */
unsigned int r = (unsigned int) (255.0f * clamp(color.x,0.0f,1.0f));
unsigned int g = (unsigned int) (255.0f * clamp(color.y,0.0f,1.0f));
unsigned int b = (unsigned int) (255.0f * clamp(color.z,0.0f,1.0f));
pixels[y*width+x] = (b << 16) + (g << 8) + r;
}
}
/* called by the C++ code to render */
export void device_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)
{
/* create scene */
if (g_scene == NULL)
g_scene = convertScene(g_ispc_scene);
/* render image */
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;
rtcDebug();
}
/* called by the C++ code for cleanup */
export void device_cleanup ()
{
rtcDeleteScene (g_scene);
rtcExit();
}