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igl/external/embree/tutorials/tutorial05/tutorial05_device.cpp
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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.h"
/* scene data */
RTCScene g_scene = NULL;
Vec3f* colors = NULL;
/* render function to use */
renderPixelFunc renderPixel;
/* extended ray structure that includes total transparency along the ray */
struct RTCRay2
{
Vec3fa org; //!< Ray origin
Vec3fa dir; //!< Ray direction
float tnear; //!< Start of ray segment
float tfar; //!< End of ray segment
float time; //!< Time of this ray for motion blur.
int mask; //!< used to mask out objects during traversal
Vec3fa Ng; //!< Geometric normal.
float u; //!< Barycentric u coordinate of hit
float v; //!< Barycentric v coordinate of hit
int geomID; //!< geometry ID
int primID; //!< primitive ID
int instID; //!< instance ID
// ray extensions
float transparency; //!< accumulated transparency value
};
/* 3D procedural transparency */
inline float transparencyFunction(RTCRay2& ray)
{
Vec3f h = add(ray.org,mul(ray.dir,ray.tfar));
float v = abs(sin(4.0f*h.x)*cos(4.0f*h.y)*sin(4.0f*h.z));
float T = clamp((v-0.1f)*3.0f,0.0f,1.0f);
return T;
}
/* intersection filter function */
void intersectionFilter(void* ptr, RTCRay2& ray)
{
float T = transparencyFunction(ray);
if (T >= 1.0f) ray.geomID = RTC_INVALID_GEOMETRY_ID;
else ray.transparency = T;
}
/* occlusion filter function */
void occlusionFilter(void* ptr, RTCRay2& ray)
{
float T = transparencyFunction(ray);
T *= ray.transparency;
ray.transparency = T;
if (T != 0.0f) ray.geomID = RTC_INVALID_GEOMETRY_ID;
}
/* adds a cube to the scene */
unsigned int addCube (RTCScene scene_i)
{
/* create a triangulated cube with 12 triangles and 8 vertices */
unsigned int mesh = rtcNewTriangleMesh (scene_i, RTC_GEOMETRY_STATIC, 12, 8);
/* set vertices */
Vertex* vertices = (Vertex*) rtcMapBuffer(scene_i,mesh,RTC_VERTEX_BUFFER);
vertices[0].x = -1; vertices[0].y = -1; vertices[0].z = -1;
vertices[1].x = -1; vertices[1].y = -1; vertices[1].z = +1;
vertices[2].x = -1; vertices[2].y = +1; vertices[2].z = -1;
vertices[3].x = -1; vertices[3].y = +1; vertices[3].z = +1;
vertices[4].x = +1; vertices[4].y = -1; vertices[4].z = -1;
vertices[5].x = +1; vertices[5].y = -1; vertices[5].z = +1;
vertices[6].x = +1; vertices[6].y = +1; vertices[6].z = -1;
vertices[7].x = +1; vertices[7].y = +1; vertices[7].z = +1;
rtcUnmapBuffer(scene_i,mesh,RTC_VERTEX_BUFFER);
/* create triangle color array */
colors = new Vec3f[12];
/* set triangles and colors */
int tri = 0;
Triangle* triangles = (Triangle*) rtcMapBuffer(scene_i,mesh,RTC_INDEX_BUFFER);
// left side
colors[tri] = Vec3f(1,0,0); triangles[tri].v0 = 0; triangles[tri].v1 = 2; triangles[tri].v2 = 1; tri++;
colors[tri] = Vec3f(1,0,0); triangles[tri].v0 = 1; triangles[tri].v1 = 2; triangles[tri].v2 = 3; tri++;
// right side
colors[tri] = Vec3f(0,1,0); triangles[tri].v0 = 4; triangles[tri].v1 = 5; triangles[tri].v2 = 6; tri++;
colors[tri] = Vec3f(0,1,0); triangles[tri].v0 = 5; triangles[tri].v1 = 7; triangles[tri].v2 = 6; tri++;
// bottom side
colors[tri] = Vec3f(0.5f); triangles[tri].v0 = 0; triangles[tri].v1 = 1; triangles[tri].v2 = 4; tri++;
colors[tri] = Vec3f(0.5f); triangles[tri].v0 = 1; triangles[tri].v1 = 5; triangles[tri].v2 = 4; tri++;
// top side
colors[tri] = Vec3f(1.0f); triangles[tri].v0 = 2; triangles[tri].v1 = 6; triangles[tri].v2 = 3; tri++;
colors[tri] = Vec3f(1.0f); triangles[tri].v0 = 3; triangles[tri].v1 = 6; triangles[tri].v2 = 7; tri++;
// front side
colors[tri] = Vec3f(0,0,1); triangles[tri].v0 = 0; triangles[tri].v1 = 4; triangles[tri].v2 = 2; tri++;
colors[tri] = Vec3f(0,0,1); triangles[tri].v0 = 2; triangles[tri].v1 = 4; triangles[tri].v2 = 6; tri++;
// back side
colors[tri] = Vec3f(1,1,0); triangles[tri].v0 = 1; triangles[tri].v1 = 3; triangles[tri].v2 = 5; tri++;
colors[tri] = Vec3f(1,1,0); triangles[tri].v0 = 3; triangles[tri].v1 = 7; triangles[tri].v2 = 5; tri++;
rtcUnmapBuffer(scene_i,mesh,RTC_INDEX_BUFFER);
/* set intersection filter for the cube */
rtcSetIntersectionFilterFunction(scene_i,mesh,(RTCFilterFunc)&intersectionFilter);
rtcSetOcclusionFilterFunction (scene_i,mesh,(RTCFilterFunc)&occlusionFilter);
return mesh;
}
/* adds a ground plane to the scene */
unsigned int addGroundPlane (RTCScene scene_i)
{
/* create a triangulated plane with 2 triangles and 4 vertices */
unsigned int mesh = rtcNewTriangleMesh (scene_i, RTC_GEOMETRY_STATIC, 2, 4);
/* set vertices */
Vertex* vertices = (Vertex*) rtcMapBuffer(scene_i,mesh,RTC_VERTEX_BUFFER);
vertices[0].x = -10; vertices[0].y = -2; vertices[0].z = -10;
vertices[1].x = -10; vertices[1].y = -2; vertices[1].z = +10;
vertices[2].x = +10; vertices[2].y = -2; vertices[2].z = -10;
vertices[3].x = +10; vertices[3].y = -2; vertices[3].z = +10;
rtcUnmapBuffer(scene_i,mesh,RTC_VERTEX_BUFFER);
/* set triangles */
Triangle* triangles = (Triangle*) rtcMapBuffer(scene_i,mesh,RTC_INDEX_BUFFER);
triangles[0].v0 = 0; triangles[0].v1 = 2; triangles[0].v2 = 1;
triangles[1].v0 = 1; triangles[1].v1 = 2; triangles[1].v2 = 3;
rtcUnmapBuffer(scene_i,mesh,RTC_INDEX_BUFFER);
return mesh;
}
/* called by the C++ code for initialization */
extern "C" void device_init (int8* cfg)
{
/* initialize ray tracing core */
rtcInit(cfg);
/* create scene */
g_scene = rtcNewScene(RTC_SCENE_STATIC,RTC_INTERSECT1);
/* add cube */
addCube(g_scene);
/* add ground plane */
addGroundPlane(g_scene);
/* commit changes to scene */
rtcCommit (g_scene);
/* set start render mode */
renderPixel = renderPixelStandard;
}
/* task that renders a single screen tile */
Vec3fa renderPixelStandard(int x, int y, const Vec3fa& vx, const Vec3fa& vy, const Vec3fa& vz, const Vec3fa& p)
{
float weight = 1.0f;
Vec3f color = Vec3f(0.0f);
/* initialize ray */
RTCRay2 primary;
primary.org = p;
primary.dir = normalize(add(mul(x,vx), mul(y,vy), vz));
primary.tnear = 0.0f;
primary.tfar = inf;
primary.geomID = RTC_INVALID_GEOMETRY_ID;
primary.primID = RTC_INVALID_GEOMETRY_ID;
primary.mask = -1;
primary.time = 0;
primary.transparency = 0.0f;
while (true)
{
/* intersect ray with scene */
rtcIntersect(g_scene,*((RTCRay*)&primary));
/* shade pixels */
if (primary.geomID == RTC_INVALID_GEOMETRY_ID)
break;
float opacity = 1.0f-primary.transparency;
Vec3f diffuse = colors[primary.primID];
Vec3f La = mul(diffuse,0.5f);
color = add(color,mul(weight*opacity,La));
Vec3f lightDir = normalize(Vec3f(-1,-1,-1));
/* initialize shadow ray */
RTCRay2 shadow;
shadow.org = add(primary.org,mul(primary.tfar,primary.dir));
shadow.dir = neg(lightDir);
shadow.tnear = 0.001f;
shadow.tfar = inf;
shadow.geomID = RTC_INVALID_GEOMETRY_ID;
shadow.primID = RTC_INVALID_GEOMETRY_ID;
shadow.mask = -1;
shadow.time = 0;
shadow.transparency = 1.0f;
/* trace shadow ray */
rtcOccluded(g_scene,*((RTCRay*)&shadow));
/* add light contribution */
if (shadow.geomID) {
Vec3f Ll = mul(diffuse,shadow.transparency*clamp(-dot(lightDir,normalize(primary.Ng)),0.0f,1.0f));
color = add(color,mul(weight*opacity,Ll));
}
/* shoot transmission ray */
weight *= primary.transparency;
primary.tnear = 1.001f*primary.tfar;
primary.tfar = inf;
primary.geomID = RTC_INVALID_GEOMETRY_ID;
primary.primID = RTC_INVALID_GEOMETRY_ID;
primary.transparency = 0.0f;
}
return color;
}
/* task that renders a single screen tile */
void renderTile(int taskIndex, int* pixels,
const int width,
const int height,
const float time,
const Vec3f& vx,
const Vec3f& vy,
const Vec3f& vz,
const Vec3f& p,
const int numTilesX,
const int numTilesY)
{
const int tileY = taskIndex / numTilesX;
const int tileX = taskIndex - tileY * numTilesX;
const int x0 = tileX * TILE_SIZE_X;
const int x1 = min(x0+TILE_SIZE_X,width);
const int y0 = tileY * TILE_SIZE_Y;
const int y1 = min(y0+TILE_SIZE_Y,height);
for (int y = y0; y<y1; y++) for (int x = x0; x<x1; x++)
{
/* 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 */
extern "C" void device_render (int* pixels,
const int width,
const int height,
const float time,
const Vec3f& vx,
const Vec3f& vy,
const Vec3f& vz,
const Vec3f& p)
{
const int numTilesX = (width +TILE_SIZE_X-1)/TILE_SIZE_X;
const int numTilesY = (height+TILE_SIZE_Y-1)/TILE_SIZE_Y;
launch_renderTile(numTilesX*numTilesY,pixels,width,height,time,vx,vy,vz,p,numTilesX,numTilesY);
rtcDebug();
}
/* called by the C++ code for cleanup */
extern "C" void device_cleanup ()
{
rtcDeleteScene (g_scene);
delete[] colors;
rtcExit();
}