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/*
Copyright (c) 2010-2023, Intel Corporation
SPDX-License-Identifier: BSD-3-Clause
*/
#define bool int
typedef float<3> float3;
struct Ray {
float3 origin, dir, invDir;
uniform unsigned int dirIsNeg[3];
float mint, maxt;
int hitId;
};
struct Triangle {
float p[3][4];
int id;
int pad[3];
};
struct LinearBVHNode {
float bounds[2][3];
unsigned int offset; // num primitives for leaf, second child for interior
unsigned int8 nPrimitives;
unsigned int8 splitAxis;
unsigned int16 pad;
};
static inline float3 Cross(const float3 v1, const float3 v2) {
float v1x = v1.x, v1y = v1.y, v1z = v1.z;
float v2x = v2.x, v2y = v2.y, v2z = v2.z;
float3 ret;
ret.x = (v1y * v2z) - (v1z * v2y);
ret.y = (v1z * v2x) - (v1x * v2z);
ret.z = (v1x * v2y) - (v1y * v2x);
return ret;
}
static inline float Dot(const float3 a, const float3 b) {
return a.x * b.x + a.y * b.y + a.z * b.z;
}
static void generateRay(uniform const float raster2camera[4][4],
uniform const float camera2world[4][4],
float x, float y, Ray &ray) {
ray.mint = 0.f;
ray.maxt = 1e30f;
ray.hitId = 0;
// transform raster coordinate (x, y, 0) to camera space
float camx = raster2camera[0][0] * x + raster2camera[0][1] * y + raster2camera[0][3];
float camy = raster2camera[1][0] * x + raster2camera[1][1] * y + raster2camera[1][3];
float camz = raster2camera[2][3];
float camw = raster2camera[3][3];
camx /= camw;
camy /= camw;
camz /= camw;
ray.dir.x = camera2world[0][0] * camx + camera2world[0][1] * camy +
camera2world[0][2] * camz;
ray.dir.y = camera2world[1][0] * camx + camera2world[1][1] * camy +
camera2world[1][2] * camz;
ray.dir.z = camera2world[2][0] * camx + camera2world[2][1] * camy +
camera2world[2][2] * camz;
ray.origin.x = camera2world[0][3] / camera2world[3][3];
ray.origin.y = camera2world[1][3] / camera2world[3][3];
ray.origin.z = camera2world[2][3] / camera2world[3][3];
ray.invDir = 1.f / ray.dir;
ray.dirIsNeg[0] = any(ray.invDir.x < 0) ? 1 : 0;
ray.dirIsNeg[1] = any(ray.invDir.y < 0) ? 1 : 0;
ray.dirIsNeg[2] = any(ray.invDir.z < 0) ? 1 : 0;
}
static bool BBoxIntersect(const uniform float bounds[2][3],
const Ray &ray) {
uniform float3 bounds0 = { bounds[0][0], bounds[0][1], bounds[0][2] };
uniform float3 bounds1 = { bounds[1][0], bounds[1][1], bounds[1][2] };
float t0 = ray.mint, t1 = ray.maxt;
// Check all three axis-aligned slabs. Don't try to early out; it's
// not worth the trouble
float3 tNear = (bounds0 - ray.origin) * ray.invDir;
float3 tFar = (bounds1 - ray.origin) * ray.invDir;
if (tNear.x > tFar.x) {
float tmp = tNear.x;
tNear.x = tFar.x;
tFar.x = tmp;
}
t0 = max(tNear.x, t0);
t1 = min(tFar.x, t1);
if (tNear.y > tFar.y) {
float tmp = tNear.y;
tNear.y = tFar.y;
tFar.y = tmp;
}
t0 = max(tNear.y, t0);
t1 = min(tFar.y, t1);
if (tNear.z > tFar.z) {
float tmp = tNear.z;
tNear.z = tFar.z;
tFar.z = tmp;
}
t0 = max(tNear.z, t0);
t1 = min(tFar.z, t1);
return (t0 <= t1);
}
static bool TriIntersect(const uniform Triangle &tri, Ray &ray) {
uniform float3 p0 = { tri.p[0][0], tri.p[0][1], tri.p[0][2] };
uniform float3 p1 = { tri.p[1][0], tri.p[1][1], tri.p[1][2] };
uniform float3 p2 = { tri.p[2][0], tri.p[2][1], tri.p[2][2] };
uniform float3 e1 = p1 - p0;
uniform float3 e2 = p2 - p0;
float3 s1 = Cross(ray.dir, e2);
float divisor = Dot(s1, e1);
bool hit = true;
if (divisor == 0.)
hit = false;
float invDivisor = 1.f / divisor;
// Compute first barycentric coordinate
float3 d = ray.origin - p0;
float b1 = Dot(d, s1) * invDivisor;
if (b1 < 0. || b1 > 1.)
hit = false;
// Compute second barycentric coordinate
float3 s2 = Cross(d, e1);
float b2 = Dot(ray.dir, s2) * invDivisor;
if (b2 < 0. || b1 + b2 > 1.)
hit = false;
// Compute _t_ to intersection point
float t = Dot(e2, s2) * invDivisor;
if (t < ray.mint || t > ray.maxt)
hit = false;
if (hit) {
ray.maxt = t;
ray.hitId = tri.id;
}
return hit;
}
bool BVHIntersect(const uniform LinearBVHNode nodes[],
const uniform Triangle tris[], Ray &r) {
Ray ray = r;
bool hit = false;
// Follow ray through BVH nodes to find primitive intersections
uniform int todoOffset = 0, nodeNum = 0;
uniform int todo[64];
while (true) {
// Check ray against BVH node
uniform LinearBVHNode node = nodes[nodeNum];
if (any(BBoxIntersect(node.bounds, ray))) {
uniform unsigned int nPrimitives = node.nPrimitives;
if (nPrimitives > 0) {
// Intersect ray with primitives in leaf BVH node
uniform unsigned int primitivesOffset = node.offset;
for (uniform unsigned int i = 0; i < nPrimitives; ++i) {
if (TriIntersect(tris[primitivesOffset+i], ray))
hit = true;
}
if (todoOffset == 0)
break;
nodeNum = todo[--todoOffset];
}
else {
// Put far BVH node on _todo_ stack, advance to near node
if (r.dirIsNeg[node.splitAxis]) {
todo[todoOffset++] = nodeNum + 1;
nodeNum = node.offset;
}
else {
todo[todoOffset++] = node.offset;
nodeNum = nodeNum + 1;
}
}
}
else {
if (todoOffset == 0)
break;
nodeNum = todo[--todoOffset];
}
}
r.maxt = ray.maxt;
r.hitId = ray.hitId;
return hit;
}
static void raytrace_tile(uniform int x0, uniform int x1,
uniform int y0, uniform int y1,
uniform int width, uniform int height,
uniform int baseWidth, uniform int baseHeight,
const uniform float raster2camera[4][4],
const uniform float camera2world[4][4],
uniform float image[], uniform int id[],
const uniform LinearBVHNode nodes[],
const uniform Triangle triangles[]) {
uniform float widthScale = (float)(baseWidth) / (float)(width);
uniform float heightScale = (float)(baseHeight) / (float)(height);
foreach_tiled (y = y0 ... y1, x = x0 ... x1) {
Ray ray;
generateRay(raster2camera, camera2world, x*widthScale,
y*heightScale, ray);
BVHIntersect(nodes, triangles, ray);
int offset = y * width + x;
#pragma ignore warning(perf)
image[offset] = ray.maxt;
#pragma ignore warning(perf)
id[offset] = ray.hitId;
}
}
export void raytrace_ispc(uniform int width, uniform int height,
uniform int baseWidth, uniform int baseHeight,
const uniform float raster2camera[4][4],
const uniform float camera2world[4][4],
uniform float image[], uniform int id[],
const uniform LinearBVHNode nodes[],
const uniform Triangle triangles[]) {
raytrace_tile(0, width, 0, height, width, height, baseWidth, baseHeight,
raster2camera, camera2world, image,
id, nodes, triangles);
}
task void raytrace_tile_task(uniform int width, uniform int height,
uniform int baseWidth, uniform int baseHeight,
const uniform float raster2camera[4][4],
const uniform float camera2world[4][4],
uniform float image[], uniform int id[],
const uniform LinearBVHNode nodes[],
const uniform Triangle triangles[]) {
uniform int dx = 16, dy = 16; // must match dx, dy below
uniform int xBuckets = (width + (dx-1)) / dx;
uniform int x0 = (taskIndex % xBuckets) * dx;
uniform int x1 = min(x0 + dx, width);
uniform int y0 = (taskIndex / xBuckets) * dy;
uniform int y1 = min(y0 + dy, height);
raytrace_tile(x0, x1, y0, y1, width, height, baseWidth, baseHeight,
raster2camera, camera2world, image,
id, nodes, triangles);
}
export void raytrace_ispc_tasks(uniform int width, uniform int height,
uniform int baseWidth, uniform int baseHeight,
const uniform float raster2camera[4][4],
const uniform float camera2world[4][4],
uniform float image[], uniform int id[],
const uniform LinearBVHNode nodes[],
const uniform Triangle triangles[]) {
uniform int dx = 16, dy = 16;
uniform int xBuckets = (width + (dx-1)) / dx;
uniform int yBuckets = (height + (dy-1)) / dy;
uniform int nTasks = xBuckets * yBuckets;
launch[nTasks] raytrace_tile_task(width, height, baseWidth, baseHeight,
raster2camera, camera2world,
image, id, nodes, triangles);
}
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