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// Copyright 2009-2020 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#include "../common/tutorial/tutorial_device.isph"
/* configuration */
#define EDGE_LEVEL 256.0f
#define ENABLE_SMOOTH_NORMALS 0
/* scene data */
RTCScene g_scene = NULL;
/* previous camera position */
uniform Vec3f old_p;
__aligned(16) uniform float cube_vertices[8][4] =
{
{ -1.0f, -1.0f, -1.0f, 0.0f },
{ 1.0f, -1.0f, -1.0f, 0.0f },
{ 1.0f, -1.0f, 1.0f, 0.0f },
{ -1.0f, -1.0f, 1.0f, 0.0f },
{ -1.0f, 1.0f, -1.0f, 0.0f },
{ 1.0f, 1.0f, -1.0f, 0.0f },
{ 1.0f, 1.0f, 1.0f, 0.0f },
{ -1.0f, 1.0f, 1.0f, 0.0f }
};
#if 1
#define NUM_INDICES 24
#define NUM_FACES 6
#define FACE_SIZE 4
uniform unsigned int cube_indices[24] = {
0, 4, 5, 1,
1, 5, 6, 2,
2, 6, 7, 3,
0, 3, 7, 4,
4, 7, 6, 5,
0, 1, 2, 3,
};
uniform unsigned int cube_faces[6] = {
4, 4, 4, 4, 4, 4
};
#else
#define NUM_INDICES 36
#define NUM_FACES 12
#define FACE_SIZE 3
uniform unsigned int cube_indices[36] = {
1, 4, 5, 0, 4, 1,
2, 5, 6, 1, 5, 2,
3, 6, 7, 2, 6, 3,
4, 3, 7, 0, 3, 4,
5, 7, 6, 4, 7, 5,
3, 1, 2, 0, 1, 3
};
uniform unsigned int cube_faces[12] = {
3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3
};
#endif
float displacement(const Vec3f& P)
{
float dN = 0.0f;
for (float freq = 1.0f; freq<40.0f; freq*= 2) {
float n = abs(noise(freq*P));
dN += 1.4f*n*n/freq;
}
return dN;
}
float displacement_du(const Vec3f& P, const Vec3f& dPdu)
{
const float du = 0.001f;
return (displacement(P+du*dPdu)-displacement(P))/du;
}
float displacement_dv(const Vec3f& P, const Vec3f& dPdv)
{
const float dv = 0.001f;
return (displacement(P+dv*dPdv)-displacement(P))/dv;
}
unmasked void displacementFunction(const struct RTCDisplacementFunctionNArguments* uniform args)
{
const uniform float* uniform nx = args->Ng_x;
const uniform float* uniform ny = args->Ng_y;
const uniform float* uniform nz = args->Ng_z;
uniform float* uniform px = args->P_x;
uniform float* uniform py = args->P_y;
uniform float* uniform pz = args->P_z;
uniform unsigned int N = args->N;
foreach (i=0 ... N) {
const Vec3f P = make_Vec3f(px[i],py[i],pz[i]);
const Vec3f Ng = make_Vec3f(nx[i],ny[i],nz[i]);
const Vec3f dP = displacement(P)*Ng;
px[i] += dP.x; py[i] += dP.y; pz[i] += dP.z;
}
}
/* adds a cube to the scene */
uniform unsigned int addCube (RTCScene scene_i)
{
/* create a triangulated cube with 6 quads and 8 vertices */
RTCGeometry geom = rtcNewGeometry(g_device, RTC_GEOMETRY_TYPE_SUBDIVISION);
rtcSetSharedGeometryBuffer(geom, RTC_BUFFER_TYPE_VERTEX, 0, RTC_FORMAT_FLOAT3, cube_vertices, 0, sizeof(uniform Vec3fa), 8);
rtcSetSharedGeometryBuffer(geom, RTC_BUFFER_TYPE_INDEX, 0, RTC_FORMAT_UINT, cube_indices, 0, sizeof(uniform unsigned int), NUM_INDICES);
rtcSetSharedGeometryBuffer(geom, RTC_BUFFER_TYPE_FACE, 0, RTC_FORMAT_UINT, cube_faces, 0, sizeof(uniform unsigned int), NUM_FACES);
uniform float* uniform level = (uniform float* uniform) rtcSetNewGeometryBuffer(geom, RTC_BUFFER_TYPE_LEVEL, 0, RTC_FORMAT_FLOAT, sizeof(uniform float), NUM_INDICES);
for (uniform uintptr_t i=0; i<NUM_INDICES; i++) level[i] = EDGE_LEVEL;
rtcSetGeometryDisplacementFunction(geom,displacementFunction);
rtcCommitGeometry(geom);
uniform unsigned int geomID = rtcAttachGeometry(scene_i,geom);
rtcReleaseGeometry(geom);
return geomID;
}
/* adds a ground plane to the scene */
uniform unsigned int addGroundPlane (RTCScene scene_i)
{
/* create a triangulated plane with 2 triangles and 4 vertices */
RTCGeometry geom = rtcNewGeometry (g_device, RTC_GEOMETRY_TYPE_TRIANGLE);
/* set vertices */
uniform Vertex* uniform vertices = (uniform Vertex* uniform) rtcSetNewGeometryBuffer(geom,RTC_BUFFER_TYPE_VERTEX,0,RTC_FORMAT_FLOAT3,sizeof(uniform Vertex),4);
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;
/* set triangles */
uniform Triangle* uniform triangles = (uniform Triangle* uniform) rtcSetNewGeometryBuffer(geom,RTC_BUFFER_TYPE_INDEX,0,RTC_FORMAT_UINT3,sizeof(uniform Triangle),2);
triangles[0].v0 = 0; triangles[0].v1 = 1; triangles[0].v2 = 2;
triangles[1].v0 = 1; triangles[1].v1 = 3; triangles[1].v2 = 2;
rtcCommitGeometry(geom);
uniform unsigned int geomID = rtcAttachGeometry(scene_i,geom);
rtcReleaseGeometry(geom);
return geomID;
}
/* called by the C++ code for initialization */
export void device_init (uniform int8* uniform cfg)
{
/* create scene */
g_scene = rtcNewScene(g_device);
rtcSetSceneFlags(g_scene,RTC_SCENE_FLAG_ROBUST);
/* add ground plane */
addGroundPlane(g_scene);
/* add cube */
addCube(g_scene);
/* commit changes to scene */
rtcCommitScene (g_scene);
}
/* task that renders a single screen tile */
Vec3f renderPixelStandard(float x, float y, const uniform ISPCCamera& camera, uniform RayStats& stats)
{
uniform RTCIntersectContext context;
rtcInitIntersectContext(&context);
/* initialize ray */
Ray ray = make_Ray(make_Vec3f(camera.xfm.p), make_Vec3f(normalize(x*camera.xfm.l.vx + y*camera.xfm.l.vy + camera.xfm.l.vz)), 0.0f, inf);
/* intersect ray with scene */
rtcIntersectV(g_scene,&context,RTCRayHit_(ray));
RayStats_addRay(stats);
/* shade pixels */
Vec3f color = make_Vec3f(0.0f);
if (ray.geomID != RTC_INVALID_GEOMETRY_ID)
{
Vec3f diffuse = ray.geomID != 0 ? make_Vec3f(0.9f,0.6f,0.5f) : make_Vec3f(0.8f,0.0f,0.0f);
color = color + diffuse*0.5f;
Vec3f lightDir = normalize(make_Vec3f(-1,-1,-1));
Vec3f Ng = normalize(ray.Ng);
#if ENABLE_SMOOTH_NORMALS
Vec3f P = ray.org + ray.tfar*ray.dir;
if (ray.geomID > 0) {
Vec3f dPdu,dPdv;
foreach_unique (geomID in ray.geomID) {
rtcInterpolateV1(rtcGetGeometry(g_scene,geomID),ray.primID,ray.u,ray.v,RTC_BUFFER_TYPE_VERTEX,0,NULL,&dPdu.x,&dPdv.x,3);
}
Ng = normalize(cross(dPdu,dPdv));
dPdu = dPdu + Ng*displacement_du(P,dPdu);
dPdv = dPdv + Ng*displacement_dv(P,dPdv);
Ng = normalize(cross(dPdu,dPdv));
}
#endif
/* initialize shadow ray */
Ray shadow = make_Ray(ray.org + ray.tfar*ray.dir, neg(lightDir), 0.001f, inf, 0.0f);
/* trace shadow ray */
rtcOccludedV(g_scene,&context,RTCRay_(shadow));
RayStats_addShadowRay(stats);
/* add light contribution */
if (shadow.tfar >= 0.0f)
color = color + diffuse*clamp(-(dot(lightDir,Ng)),0.0f,1.0f);
}
return color;
}
/* renders a single screen tile */
void renderTileStandard(uniform int taskIndex,
uniform int threadIndex,
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 unsigned int tileY = taskIndex / numTilesX;
const uniform unsigned int tileX = taskIndex - 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)
{
/* calculate pixel color */
Vec3f color = renderPixelStandard((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 that renders a single screen tile */
task void renderTileTask(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)
{
renderTileStandard(taskIndex,threadIndex,pixels,width,height,time,camera,numTilesX,numTilesY);
}
export void renderFrameStandard (uniform int* uniform pixels,
const uniform unsigned int width,
const uniform unsigned int height,
const uniform float time,
const uniform ISPCCamera& camera)
{
/* 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] renderTileTask(pixels,width,height,time,camera,numTilesX,numTilesY); sync;
}
/* called by the C++ code to render */
export void device_render (uniform int* uniform pixels,
const uniform unsigned int width,
const uniform unsigned int height,
const uniform float time,
const uniform ISPCCamera& camera)
{
}
/* called by the C++ code for cleanup */
export void device_cleanup ()
{
rtcReleaseScene (g_scene); g_scene = NULL;
}
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