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// Copyright 2009-2020 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#include "tutorial_device.isph"
#include "../math/random_sampler.isph"
#include "../math/sampling.isph"
#include "scene_device.h"
/* the scene to render */
extern RTCScene g_scene;
extern ISPCScene* uniform g_ispc_scene;
/* intensity scaling for traversal cost visualization */
extern uniform float scale;
extern uniform bool g_changed;
extern uniform float g_debug;
extern uniform unsigned int render_texcoords_mode;
struct DebugShaderData
{
RTCScene scene;
ISPCScene* uniform ispc_scene;
/* intensity scaling for traversal cost visualization */
uniform float scale;
uniform float debug;
uniform unsigned int render_texcoords_mode;
};
void DebugShaderData_Constructor(uniform DebugShaderData* uniform This)
{
This->scene = g_scene;
This->ispc_scene = g_ispc_scene;
This->scale = scale;
This->debug = g_debug;
This->render_texcoords_mode = render_texcoords_mode;
}
#define RENDER_FRAME_FUNCTION_ISPC(Name) \
void renderTile##Name(uniform int taskIndex, \
uniform int threadIndex, \
const uniform DebugShaderData& data, \
uniform int* uniform pixels, \
const uniform unsigned int width, \
const uniform unsigned int height, \
const uniform float time, \
const uniform ISPCCamera& camera, \
const uniform int numTilesX, \
const uniform int numTilesY) \
{ \
const uniform int t = taskIndex; \
const uniform unsigned int tileY = t / numTilesX; \
const uniform unsigned int tileX = t - tileY * numTilesX; \
const uniform unsigned int x0 = tileX * TILE_SIZE_X; \
const uniform unsigned int x1 = min(x0+TILE_SIZE_X,width); \
const uniform unsigned int y0 = tileY * TILE_SIZE_Y; \
const uniform unsigned int y1 = min(y0+TILE_SIZE_Y,height); \
\
foreach_tiled (y = y0 ... y1, x = x0 ... x1) \
{ \
Vec3f color = renderPixel##Name(data,(float)x,(float)y,camera,g_stats[threadIndex]); \
\
/* 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; \
} \
} \
\
task void renderTileTask##Name(const uniform DebugShaderData& data, \
uniform int* uniform pixels, \
const uniform unsigned int width, \
const uniform unsigned int height, \
const uniform float time, \
const uniform ISPCCamera& camera, \
const uniform int numTilesX, \
const uniform int numTilesY) \
{ \
renderTile##Name(taskIndex,threadIndex,data,pixels,width,height,time,camera,numTilesX,numTilesY); \
} \
\
export void renderFrame##Name (uniform int* uniform pixels, \
const uniform unsigned int width, \
const uniform unsigned int height, \
const uniform float time, \
const uniform ISPCCamera& camera) \
{ \
uniform DebugShaderData data; \
DebugShaderData_Constructor(&data); \
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] renderTileTask##Name(data,pixels,width,height,time,camera,numTilesX,numTilesY); sync; \
}
#define RENDER_FRAME_FUNCTION_CPP(Name) \
void renderTile##Name(uniform int taskIndex, \
uniform int threadIndex, \
const DebugShaderData& data, \
uniform int* uniform pixels, \
const uniform unsigned int width, \
const uniform unsigned int height, \
const uniform float time, \
const uniform ISPCCamera& camera, \
const uniform int numTilesX, \
const uniform int numTilesY) \
{ \
const uniform int t = taskIndex; \
const uniform unsigned int tileY = t / numTilesX; \
const uniform unsigned int tileX = t - tileY * numTilesX; \
const uniform unsigned int x0 = tileX * TILE_SIZE_X; \
const uniform unsigned int x1 = min(x0+TILE_SIZE_X,width); \
const uniform unsigned int y0 = tileY * TILE_SIZE_Y; \
const uniform unsigned int y1 = min(y0+TILE_SIZE_Y,height); \
\
foreach_tiled (y = y0 ... y1, x = x0 ... x1) \
{ \
Vec3f color = renderPixel##Name(data,(float)x,(float)y,camera,g_stats[threadIndex]); \
\
/* 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; \
} \
} \
\
void renderTileTask##Name(int taskIndex, int threadIndex, \
const DebugShaderData& data, \
uniform int* uniform pixels, \
const uniform unsigned int width, \
const uniform unsigned int height, \
const uniform float time, \
const uniform ISPCCamera& camera, \
const uniform int numTilesX, \
const uniform int numTilesY) \
{ \
renderTile##Name(taskIndex,threadIndex,data,pixels,width,height,time,camera,numTilesX,numTilesY); \
} \
\
extern "C" void renderFrame##Name (uniform int* uniform pixels, \
const uniform unsigned int width, \
const uniform unsigned int height, \
const uniform float time, \
const uniform ISPCCamera& camera) \
{ \
DebugShaderData data; \
DebugShaderData_Constructor(&data); \
const uniform int numTilesX = (width +TILE_SIZE_X-1)/TILE_SIZE_X; \
const uniform int numTilesY = (height+TILE_SIZE_Y-1)/TILE_SIZE_Y; \
parallel_for(size_t(0),size_t(numTilesX*numTilesY),[&](const range<size_t>& range) { \
const int threadIndex = (int)TaskScheduler::threadIndex(); \
for (size_t i=range.begin(); i<range.end(); i++) \
renderTileTask##Name((int)i,threadIndex,data,pixels,width,height,time,camera,numTilesX,numTilesY); \
}); \
}
/* renders a single pixel with eyelight shading */
Vec3f renderPixelEyeLight(const uniform DebugShaderData& data, float x, float y, const uniform ISPCCamera& camera, uniform RayStats& stats)
{
/* initialize ray */
Ray ray;
ray.org = make_Vec3f_(camera.xfm.p);
ray.dir = make_Vec3f_(normalize(x*camera.xfm.l.vx + y*camera.xfm.l.vy + camera.xfm.l.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 = data.debug;
/* intersect ray with scene */
uniform IntersectContext context;
InitIntersectionContext(&context);
rtcIntersectV(data.scene,&context.context,RTCRayHit_(ray));
RayStats_addRay(stats);
/* shade pixel */
if (ray.geomID == RTC_INVALID_GEOMETRY_ID)
return make_Vec3f(0.0f);
else if (dot(ray.dir,ray.Ng) < 0.0f)
return make_Vec3f(0.0f,abs(dot(ray.dir,normalize(ray.Ng))),0.0f);
else
return make_Vec3f(abs(dot(ray.dir,normalize(ray.Ng))),0.0f,0.0f);
}
RENDER_FRAME_FUNCTION_ISPC(EyeLight)
/* renders a single pixel with occlusion shading */
Vec3f renderPixelOcclusion(const uniform DebugShaderData& data, float x, float y, const uniform ISPCCamera& camera, uniform RayStats& stats)
{
/* initialize ray */
Ray ray;
ray.org = make_Vec3f_(camera.xfm.p);
ray.dir = make_Vec3f_(normalize(x*camera.xfm.l.vx + y*camera.xfm.l.vy + camera.xfm.l.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 = data.debug;
/* intersect ray with scene */
uniform IntersectContext context;
InitIntersectionContext(&context);
rtcOccludedV(data.scene,&context.context,RTCRay_(ray));
RayStats_addRay(stats);
/* return black if nothing hit */
if (ray.tfar >= 0.0f)
return make_Vec3f(0.0f,0.0f,0.0f);
else
return make_Vec3f(1.0f,1.0f,1.0f);
}
RENDER_FRAME_FUNCTION_ISPC(Occlusion)
/* renders a single pixel with UV shading */
Vec3f renderPixelUV(const uniform DebugShaderData& data, float x, float y, const uniform ISPCCamera& camera, uniform RayStats& stats)
{
/* initialize ray */
Ray ray;
ray.org = make_Vec3f_(camera.xfm.p);
ray.dir = make_Vec3f_(normalize(x*camera.xfm.l.vx + y*camera.xfm.l.vy + camera.xfm.l.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 = data.debug;
/* intersect ray with scene */
uniform IntersectContext context;
InitIntersectionContext(&context);
rtcIntersectV(data.scene,&context.context,RTCRayHit_(ray));
RayStats_addRay(stats);
/* shade pixel */
if (ray.geomID == RTC_INVALID_GEOMETRY_ID) return make_Vec3f(0.0f,0.0f,1.0f);
else return make_Vec3f(ray.u,ray.v,1.0f-ray.u-ray.v);
}
RENDER_FRAME_FUNCTION_ISPC(UV)
/* renders a single pixel with TexCoords shading */
Vec3f renderPixelTexCoords(const uniform DebugShaderData& data, float x, float y, const uniform ISPCCamera& camera, uniform RayStats& stats)
{
/* initialize ray */
Ray ray;
ray.org = make_Vec3f_(camera.xfm.p);
ray.dir = make_Vec3f_(normalize(x*camera.xfm.l.vx + y*camera.xfm.l.vy + camera.xfm.l.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 = data.debug;
/* intersect ray with scene */
uniform IntersectContext context;
InitIntersectionContext(&context);
rtcIntersectV(data.scene,&context.context,RTCRayHit_(ray));
RayStats_addRay(stats);
/* shade pixel */
if (ray.geomID == RTC_INVALID_GEOMETRY_ID)
return make_Vec3f(0.0f,0.0f,1.0f);
else if (data.ispc_scene)
{
Vec2f st = make_Vec2f(0,0);
foreach_unique (geomID in ray.geomID) {
RTCGeometry geometry = rtcGetGeometry(data.scene,geomID);
rtcInterpolateV0(geometry,ray.primID,ray.u,ray.v,RTC_BUFFER_TYPE_VERTEX_ATTRIBUTE,2,&st.x,2);
}
if (data.render_texcoords_mode%2 == 0)
return make_Vec3f(st.x,st.y,0.0f);
else if (data.render_texcoords_mode%2 == 1)
return ((int)(10.0f*st.x)+(int)(10.0f*st.y)) % 2 == 0 ? make_Vec3f(1,0,0) : make_Vec3f(0,1,0);
}
return make_Vec3f(1.0f);
}
RENDER_FRAME_FUNCTION_ISPC(TexCoords)
/* renders a single pixel with geometry normal shading */
Vec3f renderPixelNg(const uniform DebugShaderData& data, float x, float y, const uniform ISPCCamera& camera, uniform RayStats& stats)
{
/* initialize ray */
Ray ray;
ray.org = make_Vec3f_(camera.xfm.p);
ray.dir = make_Vec3f_(normalize(x*camera.xfm.l.vx + y*camera.xfm.l.vy + camera.xfm.l.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 = data.debug;
/* intersect ray with scene */
uniform IntersectContext context;
InitIntersectionContext(&context);
rtcIntersectV(data.scene,&context.context,RTCRayHit_(ray));
RayStats_addRay(stats);
/* shade pixel */
if (ray.geomID == RTC_INVALID_GEOMETRY_ID) return make_Vec3f(0.0f,0.0f,1.0f);
else return abs(normalize(make_Vec3f(ray.Ng.x,ray.Ng.y,ray.Ng.z)));
//else return normalize(make_Vec3f(ray.Ng.x,ray.Ng.y,ray.Ng.z));
}
RENDER_FRAME_FUNCTION_ISPC(Ng)
Vec3f randomColor(const int ID)
{
int r = ((ID+13)*17*23) & 255;
int g = ((ID+15)*11*13) & 255;
int b = ((ID+17)* 7*19) & 255;
const float oneOver255f = 1.f/255.f;
return make_Vec3f(r*oneOver255f,g*oneOver255f,b*oneOver255f);
}
/* geometry ID shading */
Vec3f renderPixelGeomID(const uniform DebugShaderData& data, float x, float y, const uniform ISPCCamera& camera, uniform RayStats& stats)
{
/* initialize ray */
Ray ray;
ray.org = make_Vec3f_(camera.xfm.p);
ray.dir = make_Vec3f_(normalize(x*camera.xfm.l.vx + y*camera.xfm.l.vy + camera.xfm.l.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 = data.debug;
/* intersect ray with scene */
uniform IntersectContext context;
InitIntersectionContext(&context);
rtcIntersectV(data.scene,&context.context,RTCRayHit_(ray));
RayStats_addRay(stats);
/* shade pixel */
if (ray.geomID == RTC_INVALID_GEOMETRY_ID) return make_Vec3f(0.0f);
else return randomColor(ray.geomID);
}
RENDER_FRAME_FUNCTION_ISPC(GeomID)
/* geometry ID and primitive ID shading */
Vec3f renderPixelGeomIDPrimID(const uniform DebugShaderData& data, float x, float y, const uniform ISPCCamera& camera, uniform RayStats& stats)
{
/* initialize ray */
Ray ray;
ray.org = make_Vec3f_(camera.xfm.p);
ray.dir = make_Vec3f_(normalize(x*camera.xfm.l.vx + y*camera.xfm.l.vy + camera.xfm.l.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 = data.debug;
/* intersect ray with scene */
uniform IntersectContext context;
InitIntersectionContext(&context);
rtcIntersectV(data.scene,&context.context,RTCRayHit_(ray));
RayStats_addRay(stats);
/* shade pixel */
if (ray.geomID == RTC_INVALID_GEOMETRY_ID) return make_Vec3f(0.0f);
else return randomColor(ray.geomID ^ ray.primID)*make_Vec3f(abs(dot(ray.dir,normalize(ray.Ng))));
}
RENDER_FRAME_FUNCTION_ISPC(GeomIDPrimID)
/* vizualizes the traversal cost of a pixel */
Vec3f renderPixelCycles(const uniform DebugShaderData& data, float x, float y, const uniform ISPCCamera& camera, uniform RayStats& stats)
{
/* initialize ray */
Ray ray;
ray.org = make_Vec3f_(camera.xfm.p);
ray.dir = make_Vec3f_(normalize(x*camera.xfm.l.vx + y*camera.xfm.l.vy + camera.xfm.l.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 = data.debug;
/* intersect ray with scene */
uniform int64 c0 = get_tsc();
uniform IntersectContext context;
InitIntersectionContext(&context);
rtcIntersectV(data.scene,&context.context,RTCRayHit_(ray));
uniform int64 c1 = get_tsc();
RayStats_addRay(stats);
/* shade pixel */
return make_Vec3f((uniform float)(c1-c0)*data.scale,0.0f,0.0f);
}
RENDER_FRAME_FUNCTION_ISPC(Cycles)
/* renders a single pixel with ambient occlusion */
Vec3f renderPixelAmbientOcclusion(const uniform DebugShaderData& data, float x, float y, const uniform ISPCCamera& camera, uniform RayStats& stats)
{
/* initialize ray */
Ray ray;
ray.org = make_Vec3f_(camera.xfm.p);
ray.dir = make_Vec3f_(normalize(x*camera.xfm.l.vx + y*camera.xfm.l.vy + camera.xfm.l.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 = data.debug;
/* intersect ray with scene */
uniform IntersectContext context;
InitIntersectionContext(&context);
rtcIntersectV(data.scene,&context.context,RTCRayHit_(ray));
RayStats_addRay(stats);
/* shade pixel */
if (ray.geomID == RTC_INVALID_GEOMETRY_ID) return make_Vec3f(0.0f);
Vec3f Ng = normalize(ray.Ng);
Vec3f Nf = faceforward(Ng,ray.dir,Ng);
Vec3f col = make_Vec3f(min(1.f,.3f+.8f*abs(dot(Ng,normalize(ray.dir)))));
/* calculate hit point */
float intensity = 0;
Vec3f hitPos = ray.org + ray.tfar * ray.dir;
#define AMBIENT_OCCLUSION_SAMPLES 64
/* trace some ambient occlusion rays */
RandomSampler sampler;
RandomSampler_init(sampler, (int)x, (int)y, 0);
for (uniform int i=0; i<AMBIENT_OCCLUSION_SAMPLES; i++)
{
Vec2f sample = RandomSampler_get2D(sampler);
Sample3f dir = cosineSampleHemisphere(sample.x,sample.y,Nf);
/* initialize shadow ray */
Ray shadow;
shadow.org = make_Vec3f_(hitPos);
shadow.dir = make_Vec3f_(dir.v);
shadow.tnear = 0.001f;
shadow.tfar = inf;
shadow.geomID = RTC_INVALID_GEOMETRY_ID;
shadow.primID = RTC_INVALID_GEOMETRY_ID;
shadow.mask = -1;
shadow.time = data.debug;
/* trace shadow ray */
uniform IntersectContext context;
InitIntersectionContext(&context);
rtcOccludedV(data.scene,&context.context,RTCRay_(shadow));
RayStats_addShadowRay(stats);
/* add light contribution */
if (shadow.tfar >= 0.0f)
intensity += 1.0f;
}
intensity *= 1.0f/AMBIENT_OCCLUSION_SAMPLES;
/* shade pixel */
return col * intensity;
}
RENDER_FRAME_FUNCTION_ISPC(AmbientOcclusion)
/* differential visualization */
extern uniform int differentialMode;
Vec3f renderPixelDifferentials(const uniform DebugShaderData& data, float x, float y, const uniform ISPCCamera& camera, uniform RayStats& stats)
{
/* initialize ray */
Ray ray;
ray.org = make_Vec3f_(camera.xfm.p);
ray.dir = make_Vec3f_(normalize(x*camera.xfm.l.vx + y*camera.xfm.l.vy + camera.xfm.l.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 = data.debug;
/* intersect ray with scene */
uniform IntersectContext context;
InitIntersectionContext(&context);
rtcIntersectV(data.scene,&context.context,RTCRayHit_(ray));
RayStats_addRay(stats);
/* shade pixel */
if (ray.geomID == RTC_INVALID_GEOMETRY_ID) return make_Vec3f(0.0f);
/* calculate differentials */
float eps = 0.001f/16.0f;
Vec3f P00, P01, P10, P11;
Vec3f dP00du, dP01du, dP10du, dP11du;
Vec3f dP00dv, dP01dv, dP10dv, dP11dv;
Vec3f dPdu1, dPdv1, ddPdudu1, ddPdvdv1, ddPdudv1;
foreach_unique (geomID in ray.geomID) {
RTCGeometry geometry = rtcGetGeometry(data.scene,geomID);
rtcInterpolateV1(geometry,ray.primID,ray.u+0.f,ray.v+0.f,RTC_BUFFER_TYPE_VERTEX,0,&P00.x,&dP00du.x,&dP00dv.x,3);
rtcInterpolateV1(geometry,ray.primID,ray.u+0.f,ray.v+eps,RTC_BUFFER_TYPE_VERTEX,0,&P01.x,&dP01du.x,&dP01dv.x,3);
rtcInterpolateV1(geometry,ray.primID,ray.u+eps,ray.v+0.f,RTC_BUFFER_TYPE_VERTEX,0,&P10.x,&dP10du.x,&dP10dv.x,3);
rtcInterpolateV1(geometry,ray.primID,ray.u+eps,ray.v+eps,RTC_BUFFER_TYPE_VERTEX,0,&P11.x,&dP11du.x,&dP11dv.x,3);
rtcInterpolateV2(geometry,ray.primID,ray.u,ray.v,RTC_BUFFER_TYPE_VERTEX,0,NULL,&dPdu1.x,&dPdv1.x,&ddPdudu1.x,&ddPdvdv1.x,&ddPdudv1.x,3);
}
Vec3f dPdu0 = (P10-P00)/eps;
Vec3f dPdv0 = (P01-P00)/eps;
Vec3f ddPdudu0 = (dP10du-dP00du)/eps;
Vec3f ddPdvdv0 = (dP01dv-dP00dv)/eps;
Vec3f ddPdudv0 = (dP01du-dP00du)/eps;
Vec3f color = make_Vec3f(0.0f);
switch (differentialMode)
{
case 0: color = dPdu0; break;
case 1: color = dPdu1; break;
case 2: color = 10.0f*(dPdu1-dPdu0); break;
case 3: color = dPdv0; break;
case 4: color = dPdv1; break;
case 5: color = 10.0f*(dPdv1-dPdv0); break;
case 6: color = ddPdudu0; break;
case 7: color = ddPdudu1; break;
case 8: color = 10.0f*(ddPdudu1-ddPdudu0); break;
case 9: color = ddPdvdv0; break;
case 10: color = ddPdvdv1; break;
case 11: color = 10.0f*(ddPdvdv1-ddPdvdv0); break;
case 12: color = ddPdudv0; break;
case 13: color = ddPdudv1; break;
case 14: color = 10.0f*(ddPdudv1-ddPdudv0); break;
case 15: {
color.x = length(dnormalize(cross(dPdu1,dPdv1),cross(ddPdudu1,dPdv1)+cross(dPdu1,ddPdudv1)))/length(dPdu1);
color.y = length(dnormalize(cross(dPdu1,dPdv1),cross(ddPdudv1,dPdv1)+cross(dPdu1,ddPdvdv1)))/length(dPdv1);
color.z = 0.0f;
break;
}
case 16: {
float Cu = length(dnormalize(cross(dPdu1,dPdv1),cross(ddPdudu1,dPdv1)+cross(dPdu1,ddPdudv1)))/length(dPdu1);
float Cv = length(dnormalize(cross(dPdu1,dPdv1),cross(ddPdudv1,dPdv1)+cross(dPdu1,ddPdvdv1)))/length(dPdv1);
color = make_Vec3f(sqrt(Cu*Cu + Cv*Cv));
break;
}
}
return clamp(color,make_Vec3f(0.0f),make_Vec3f(1.0f));
}
RENDER_FRAME_FUNCTION_ISPC(Differentials)
/* returns the point seen through specified pixel */
export uniform bool device_pick(const uniform float x,
const uniform float y,
const uniform ISPCCamera& camera,
uniform Vec3f& hitPos)
{
/* initialize ray */
uniform Ray1 ray;
ray.org = make_Vec3f_(camera.xfm.p);
ray.dir = make_Vec3f_(normalize(x*camera.xfm.l.vx + y*camera.xfm.l.vy + camera.xfm.l.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 = g_debug;
/* intersect ray with scene */
uniform IntersectContext context;
InitIntersectionContext(&context);
rtcIntersect1(g_scene,&context.context,RTCRayHit1_(ray));
/* shade pixel */
if (ray.geomID == RTC_INVALID_GEOMETRY_ID) {
hitPos = make_Vec3f(0.0f,0.0f,0.0f);
return false;
}
else {
hitPos = ray.org + ray.tfar*ray.dir;
return true;
}
}
Vec2f getTextureCoordinatesSubdivMesh(void* uniform _mesh, const unsigned int primID, const float u, const float v)
{
uniform ISPCSubdivMesh *uniform mesh = (uniform ISPCSubdivMesh *uniform )_mesh;
Vec2f st;
st.x = u;
st.y = v;
if (mesh && mesh->texcoord_indices)
{
assert(primID < mesh->numFaces);
const unsigned int face_offset = mesh->face_offsets[primID];
if (mesh->verticesPerFace[primID] == 3)
{
const unsigned int t0 = mesh->texcoord_indices[face_offset+0];
const unsigned int t1 = mesh->texcoord_indices[face_offset+1];
const unsigned int t2 = mesh->texcoord_indices[face_offset+2];
const Vec2f txt0 = mesh->texcoords[t0];
const Vec2f txt1 = mesh->texcoords[t1];
const Vec2f txt2 = mesh->texcoords[t2];
const float w = 1.0f - u - v;
st = w * txt0 + u * txt1 + v * txt2;
}
else if (mesh->verticesPerFace[primID] == 4)
{
const unsigned int t0 = mesh->texcoord_indices[face_offset+0];
const unsigned int t1 = mesh->texcoord_indices[face_offset+1];
const unsigned int t2 = mesh->texcoord_indices[face_offset+2];
const unsigned int t3 = mesh->texcoord_indices[face_offset+3];
const Vec2f txt0 = mesh->texcoords[t0];
const Vec2f txt1 = mesh->texcoords[t1];
const Vec2f txt2 = mesh->texcoords[t2];
const Vec2f txt3 = mesh->texcoords[t3];
const float u0 = u;
const float v0 = v;
const float u1 = 1.0f - u;
const float v1 = 1.0f - v;
st = u1*v1 * txt0 + u0*v1* txt1 + u0*v0 * txt2 + u1*v0* txt3;
}
#if defined(_DEBUG)
else
PRINT("not supported");
#endif
}
return st;
}
float getTextureTexel1f(const uniform Texture* uniform texture, float s, float t)
{
if (!texture) return 0.0f;
int iu = (int)floor(s * (float)(texture->width));
iu = iu % texture->width; if (iu < 0) iu += texture->width;
int iv = (int)floor(t * (float)(texture->height));
iv = iv % texture->height; if (iv < 0) iv += texture->height;
if (texture->format == Texture_FLOAT32)
{
uniform float *uniform data = (uniform float *uniform)texture->data;
return data[iv*texture->width + iu];
}
else if (texture->format == Texture_RGBA8)
{
const int offset = (iv * texture->width + iu) * 4;
uniform unsigned int8 * uniform t = (uniform unsigned int8* uniform)texture->data;
return t[offset+0]*(1.0f/255.0f);
}
return 0.0f;
}
Vec3f getTextureTexel3f(const uniform Texture* uniform texture, float s, float t)
{
if (!texture) return make_Vec3f(0.0f,0.0f,0.0f);
int iu = (int)floor(s * (float)(texture->width));
iu = iu % texture->width; if (iu < 0) iu += texture->width;
int iv = (int)floor(t * (float)(texture->height));
iv = iv % texture->height; if (iv < 0) iv += texture->height;
if (texture->format == Texture_RGBA8)
{
const int offset = (iv * texture->width + iu) * 4;
uniform unsigned int8 * uniform t = (uniform unsigned int8* uniform)texture->data;
const unsigned int8 r = t[offset+0];
const unsigned int8 g = t[offset+1];
const unsigned int8 b = t[offset+2];
return make_Vec3f( (float)r * 1.0f/255.0f, (float)g * 1.0f/255.0f, (float)b * 1.0f/255.0f );
}
return make_Vec3f(0.0f,0.0f,0.0f);
}
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