336 lines
11 KiB
Plaintext
336 lines
11 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 "../common/tutorial/tutorial_device.isph"
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struct ISPCTriangle
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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 materialID; /*< material of triangle */
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};
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struct ISPCMaterial
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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 ISPCMesh
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{
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uniform Vec3fa* positions; //!< vertex position array
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uniform Vec3fa* normals; //!< vertex normal array
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uniform Vec2f* texcoords; //!< vertex texcoord array
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uniform ISPCTriangle* triangles; //!< list of triangles
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int numVertices;
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int numTriangles;
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};
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struct ISPCScene
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{
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uniform ISPCMesh* uniform* meshes; //!< list of meshes
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uniform ISPCMaterial* materials; //!< material list
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int numMeshes;
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int numMaterials;
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};
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/* scene data */
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extern uniform ISPCScene* uniform g_ispc_scene;
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RTCScene g_scene = NULL;
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/* render function to use */
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renderPixelFunc renderPixel;
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/* light */
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uniform Vec3f AmbientLight__L;
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/* called by the C++ code for initialization */
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export void device_init (uniform int8* uniform cfg)
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{
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/* initialize ray tracing core */
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rtcInit(cfg);
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/* set start render mode */
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renderPixel = renderPixelStandard;
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/* set light */
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AmbientLight__L = make_Vec3f(1,1,1);
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}
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RTCScene convertScene(uniform ISPCScene* uniform scene_in)
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{
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/* create scene */
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RTCScene scene_out = rtcNewScene(RTC_SCENE_STATIC | RTC_SCENE_INCOHERENT,RTC_INTERSECT_UNIFORM | RTC_INTERSECT_VARYING);
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/* add all meshes to the scene */
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for (uniform int i=0; i<scene_in->numMeshes; i++)
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{
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/* get ith mesh */
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uniform ISPCMesh* uniform mesh = scene_in->meshes[i];
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/* create a triangle mesh */
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uniform unsigned int geometry = rtcNewTriangleMesh (scene_out, RTC_GEOMETRY_STATIC, mesh->numTriangles, mesh->numVertices);
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/* set vertices */
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uniform Vertex* uniform vertices = (uniform Vertex* uniform) rtcMapBuffer(scene_out,geometry,RTC_VERTEX_BUFFER);
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for (uniform int j=0; j<mesh->numVertices; j++) {
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vertices[j].x = mesh->positions[j].x;
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vertices[j].y = mesh->positions[j].y;
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vertices[j].z = mesh->positions[j].z;
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}
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/* set triangles */
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uniform Triangle* uniform triangles = (uniform Triangle* uniform) rtcMapBuffer(scene_out,geometry,RTC_INDEX_BUFFER);
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for (uniform int j=0; j<mesh->numTriangles; j++) {
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triangles[j].v0 = mesh->triangles[j].v0;
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triangles[j].v1 = mesh->triangles[j].v1;
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triangles[j].v2 = mesh->triangles[j].v2;
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}
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rtcUnmapBuffer(scene_out,geometry,RTC_VERTEX_BUFFER);
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rtcUnmapBuffer(scene_out,geometry,RTC_INDEX_BUFFER);
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}
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/* commit changes to scene */
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rtcCommit (scene_out);
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return scene_out;
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}
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/*! Cosine weighted hemisphere sampling. Up direction is the z direction. */
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inline Vec3f cosineSampleHemisphere(float& pdf, const float u, const float v)
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{
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const float phi = 2.0f * (float)pi * u;
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const float cosTheta = sqrt(v), sinTheta = sqrt(1.0f - v);
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pdf = cosTheta*(1.0f/(float)pi);
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return make_Vec3f(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
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}
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/*! Cosine weighted hemisphere sampling. Up direction is provided as argument. */
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inline Vec3f cosineSampleHemisphere(float& pdf, const float& u, const float& v, const Vec3f& N) {
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return mul(frame(N),cosineSampleHemisphere(pdf,u,v));
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}
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inline Vec3f AmbientLight__eval(const Vec3f& Ns, const Vec3f& wi) {
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return AmbientLight__L;
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}
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inline Vec3f AmbientLight__sample(const Vec3f& Ns,
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varying Vec3f& wi,
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varying float& tMax,
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varying const Vec2f& s)
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{
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float pdf; wi = cosineSampleHemisphere(pdf,s.x,s.y,Ns);
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tMax = 1e20f;
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return div(AmbientLight__L,pdf);
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}
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inline Vec3f Matte__eval(const int& materialID, const Vec3f& wo, const Vec3f& Ns, const Vec3f& wi)
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{
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uniform ISPCMaterial* material = &g_ispc_scene->materials[materialID];
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Vec3f diffuse = material->Kd;
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return mul(diffuse, (1.0f/(float)pi) * clamp(dot(wi,Ns),0.0f,1.0f));
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}
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inline Vec3f Matte__sample(const int& materialID, const Vec3f& wo, const Vec3f& Ns, Vec3f& wi, const Vec2f& s)
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{
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float pdf; wi = cosineSampleHemisphere(pdf,s.x,s.y,Ns);
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return div(Matte__eval(materialID, wo, Ns, wi),pdf);
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}
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inline float frand(int& seed) {
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seed = 1103515245 * seed + 12345;
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seed = 235543534 * seed + 2341233;
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seed = 43565 * seed + 2332443;
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return (seed & 0xFFFF)/(float)0xFFFF;
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}
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inline Vec3f face_forward(Vec3f dir, Vec3f Ng) {
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return dot(dir,Ng) < 0.0f ? Ng : neg(Ng);
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}
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Vec3f renderPixelSeed(int x, int y, int& seed, const uniform Vec3f& vx, const uniform Vec3f& vy, const uniform Vec3f& vz, const uniform Vec3f& p)
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{
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/* radiance accumulator and weight */
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Vec3f L = make_Vec3f(0.0f);
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Vec3f Lw = make_Vec3f(1.0f);
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/* initialize ray */
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RTCRay 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.geomID = RTC_INVALID_GEOMETRY_ID;
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ray.primID = RTC_INVALID_GEOMETRY_ID;
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ray.mask = -1;
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ray.time = 0;
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/* iterative path tracer loop */
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for (uniform int i=0; i<10; i++)
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{
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/* terminate if contribution too low */
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if (max(Lw.x,max(Lw.y,Lw.z)) < 0.01f)
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break;
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/* intersect ray with scene */
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rtcIntersect(g_scene,ray);
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Vec3f Ns = face_forward(ray.dir,normalize(ray.Ng));
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Vec3f Ph = add(ray.org,mul(ray.tfar,ray.dir));
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/* shade background with ambient light */
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if (ray.geomID == RTC_INVALID_GEOMETRY_ID) {
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Vec3f La = AmbientLight__eval(Ns,neg(ray.dir));
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L = add(L,mul(Lw,La));
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break;
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}
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/* shade all rays that hit something */
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#if 0 // FIXME: pointer gather not implemented on ISPC for Xeon Phi
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int materialID = g_ispc_scene->meshes[ray.geomID]->triangles[ray.primID].materialID;
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#else
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int materialID = 0;
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foreach_unique (geomID in ray.geomID) {
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if (geomID >= 0 && geomID < g_ispc_scene->numMeshes) { // FIXME: workaround for ISPC bug
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uniform ISPCMesh* uniform mesh = g_ispc_scene->meshes[geomID];
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materialID = mesh->triangles[ray.primID].materialID;
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}
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}
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#endif
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/* sample ambient light */
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Vec3f wi; float tMax;
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Vec2f s = make_Vec2f(frand(seed),frand(seed));
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Vec3f Ll = AmbientLight__sample(Ns,wi,tMax,s);
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/* initialize shadow ray */
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RTCRay shadow;
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shadow.org = Ph;
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shadow.dir = wi;
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shadow.tnear = 0.001f;
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shadow.tfar = inf;
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shadow.geomID = RTC_INVALID_GEOMETRY_ID;
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shadow.primID = RTC_INVALID_GEOMETRY_ID;
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shadow.mask = -1;
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shadow.time = 0;
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/* trace shadow ray */
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rtcOccluded(g_scene,shadow);
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/* add light contribution */
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if (shadow.geomID == RTC_INVALID_GEOMETRY_ID) {
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Vec3f Lm = Matte__eval(materialID,neg(ray.dir),Ns,wi);
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L = add(L,mul(Lw,mul(Ll,Lm)));
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}
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/* calculate diffuce bounce */
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s = make_Vec2f(frand(seed),frand(seed));
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Vec3f c = Matte__sample(materialID,neg(ray.dir), Ns, wi, s);
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Lw = mul(Lw,c);
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/* setup secondary ray */
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ray.org = Ph;
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ray.dir = normalize(wi);
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ray.tnear = 0.001f;
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ray.tfar = inf;
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ray.geomID = RTC_INVALID_GEOMETRY_ID;
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ray.primID = RTC_INVALID_GEOMETRY_ID;
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ray.mask = -1;
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ray.time = 0;
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}
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return L;
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}
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/* task that renders a single screen tile */
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Vec3f renderPixelStandard(int x, int y, const uniform Vec3f& vx, const uniform Vec3f& vy, const uniform Vec3f& vz, const uniform Vec3f& p)
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{
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int seed = x*233+y*234234+237;
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Vec3f L = make_Vec3f(0.0f,0.0f,0.0f);
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//for (uniform int i=0; i<16; i++) {
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L = add(L,renderPixelSeed(x,y,seed,vx,vy,vz,p));
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//}
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//L = mul(L,1.0f/16.0f);
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return L;
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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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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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/* calculate pixel color */
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Vec3f color = renderPixel(x,y,vx,vy,vz,p);
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//Vec3f color = make_Vec3f(0.0,0.0,0.0);
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/* write color to framebuffer */
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unsigned int r = (unsigned int) (255.0f * clamp(color.x,0.0f,1.0f));
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unsigned int g = (unsigned int) (255.0f * clamp(color.y,0.0f,1.0f));
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unsigned int b = (unsigned int) (255.0f * clamp(color.z,0.0f,1.0f));
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pixels[y*width+x] = (b << 16) + (g << 8) + r;
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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 device_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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/* create scene */
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if (g_scene == NULL)
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g_scene = convertScene(g_ispc_scene);
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/* render image */
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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,numTilesX,numTilesY); sync;
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rtcDebug();
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}
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/* called by the C++ code for cleanup */
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export void device_cleanup ()
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{
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rtcDeleteScene (g_scene);
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rtcExit();
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}
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