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// Copyright 2009-2020 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#include "triangle_geometry_device.isph"
RTCScene g_scene = NULL;
uniform TutorialData data;
/* adds a cube to the scene */
uniform unsigned int addCube (RTCScene scene_i)
{
/* create a triangulated cube with 12 triangles and 8 vertices */
RTCGeometry mesh = rtcNewGeometry(g_device, RTC_GEOMETRY_TYPE_TRIANGLE);
/* create face and vertex color arrays */
data.face_colors = uniform new uniform Vec3f[12];
data.vertex_colors = uniform new uniform Vec3fa[8];
/* set vertices and vertex colors */
uniform Vertex* uniform vertices = (uniform Vertex* uniform) rtcSetNewGeometryBuffer(mesh,RTC_BUFFER_TYPE_VERTEX,0,RTC_FORMAT_FLOAT3,sizeof(uniform Vertex),8);
data.vertex_colors[0] = make_Vec3fa(0,0,0); vertices[0].x = -1; vertices[0].y = -1; vertices[0].z = -1;
data.vertex_colors[1] = make_Vec3fa(0,0,1); vertices[1].x = -1; vertices[1].y = -1; vertices[1].z = +1;
data.vertex_colors[2] = make_Vec3fa(0,1,0); vertices[2].x = -1; vertices[2].y = +1; vertices[2].z = -1;
data.vertex_colors[3] = make_Vec3fa(0,1,1); vertices[3].x = -1; vertices[3].y = +1; vertices[3].z = +1;
data.vertex_colors[4] = make_Vec3fa(1,0,0); vertices[4].x = +1; vertices[4].y = -1; vertices[4].z = -1;
data.vertex_colors[5] = make_Vec3fa(1,0,1); vertices[5].x = +1; vertices[5].y = -1; vertices[5].z = +1;
data.vertex_colors[6] = make_Vec3fa(1,1,0); vertices[6].x = +1; vertices[6].y = +1; vertices[6].z = -1;
data.vertex_colors[7] = make_Vec3fa(1,1,1); vertices[7].x = +1; vertices[7].y = +1; vertices[7].z = +1;
/* set triangles and face colors */
uniform int tri = 0;
uniform Triangle* uniform triangles = (uniform Triangle* uniform) rtcSetNewGeometryBuffer(mesh,RTC_BUFFER_TYPE_INDEX,0,RTC_FORMAT_UINT3,sizeof(uniform Triangle),12);
// left side
data.face_colors[tri] = make_Vec3f(1,0,0); triangles[tri].v0 = 0; triangles[tri].v1 = 1; triangles[tri].v2 = 2; tri++;
data.face_colors[tri] = make_Vec3f(1,0,0); triangles[tri].v0 = 1; triangles[tri].v1 = 3; triangles[tri].v2 = 2; tri++;
// right side
data.face_colors[tri] = make_Vec3f(0,1,0); triangles[tri].v0 = 4; triangles[tri].v1 = 6; triangles[tri].v2 = 5; tri++;
data.face_colors[tri] = make_Vec3f(0,1,0); triangles[tri].v0 = 5; triangles[tri].v1 = 6; triangles[tri].v2 = 7; tri++;
// bottom side
data.face_colors[tri] = make_Vec3f(0.5f); triangles[tri].v0 = 0; triangles[tri].v1 = 4; triangles[tri].v2 = 1; tri++;
data.face_colors[tri] = make_Vec3f(0.5f); triangles[tri].v0 = 1; triangles[tri].v1 = 4; triangles[tri].v2 = 5; tri++;
// top side
data.face_colors[tri] = make_Vec3f(1.0f); triangles[tri].v0 = 2; triangles[tri].v1 = 3; triangles[tri].v2 = 6; tri++;
data.face_colors[tri] = make_Vec3f(1.0f); triangles[tri].v0 = 3; triangles[tri].v1 = 7; triangles[tri].v2 = 6; tri++;
// front side
data.face_colors[tri] = make_Vec3f(0,0,1); triangles[tri].v0 = 0; triangles[tri].v1 = 2; triangles[tri].v2 = 4; tri++;
data.face_colors[tri] = make_Vec3f(0,0,1); triangles[tri].v0 = 2; triangles[tri].v1 = 6; triangles[tri].v2 = 4; tri++;
// back side
data.face_colors[tri] = make_Vec3f(1,1,0); triangles[tri].v0 = 1; triangles[tri].v1 = 5; triangles[tri].v2 = 3; tri++;
data.face_colors[tri] = make_Vec3f(1,1,0); triangles[tri].v0 = 3; triangles[tri].v1 = 5; triangles[tri].v2 = 7; tri++;
rtcSetGeometryVertexAttributeCount(mesh,1);
rtcSetSharedGeometryBuffer(mesh,RTC_BUFFER_TYPE_VERTEX_ATTRIBUTE,0,RTC_FORMAT_FLOAT3,data.vertex_colors,0,sizeof(uniform Vec3fa),8);
rtcCommitGeometry(mesh);
uniform unsigned int geomID = rtcAttachGeometry(scene_i,mesh);
rtcReleaseGeometry(mesh);
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 mesh = rtcNewGeometry (g_device, RTC_GEOMETRY_TYPE_TRIANGLE);
/* set vertices */
uniform Vertex* uniform vertices = (uniform Vertex* uniform) rtcSetNewGeometryBuffer(mesh,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(mesh,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(mesh);
uniform unsigned int geomID = rtcAttachGeometry(scene_i,mesh);
rtcReleaseGeometry(mesh);
return geomID;
}
/* called by the C++ code for initialization */
export void device_init (uniform int8* uniform cfg)
{
/* create scene */
TutorialData_Constructor(&data);
g_scene = data.g_scene = rtcNewScene(g_device);
/* add cube */
addCube(data.g_scene);
/* add ground plane */
addGroundPlane(data.g_scene);
/* commit changes to scene */
rtcCommitScene (data.g_scene);
}
/* task that renders a single screen tile */
void renderPixelStandard(const uniform TutorialData& data,
int x, int y,
uniform int* uniform pixels,
const uniform unsigned int width,
const uniform unsigned int height,
const float time,
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(data.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 = data.face_colors[ray.primID];
color = color + diffuse*0.5f;
Vec3f lightDir = normalize(make_Vec3f(-1,-1,-1));
/* initialize shadow ray */
Ray shadow = make_Ray(ray.org + ray.tfar*ray.dir, neg(lightDir), 0.001f, inf, 0.0f);
/* trace shadow ray */
rtcOccludedV(data.g_scene,&context,RTCRay_(shadow));
RayStats_addShadowRay(stats);
/* add light contribution */
if (shadow.tfar >= 0.0f)
color = color + diffuse*clamp(-dot(lightDir,normalize(ray.Ng)),0.0f,1.0f);
}
/* 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)
{
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)
{
renderPixelStandard(data,x,y,pixels,width,height,time,camera,g_stats[threadIndex]);
}
}
/* called by the C++ code to render */
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)
{
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 ()
{
TutorialData_Destructor(&data);
}
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