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// Copyright 2009 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
/* This is a small example tutorial how to use OSPRay in an application.
*
* On Linux build it in the build_directory with
* gcc -std=c99 ../apps/ospTutorial/ospTutorial.c \
* -I ../ospray/include -L . -lospray -Wl,-rpath,. -o ospTutorial
* On Windows build it in the build_directory\$Configuration with
* cl ..\..\apps\ospTutorial\ospTutorial.c -I ..\..\ospray\include ^
* -I ..\.. ospray.lib
*/
#include <errno.h>
#include <stdint.h>
#include <stdio.h>
#ifdef _WIN32
#include <conio.h>
#include <malloc.h>
#include <windows.h>
#else
#include <alloca.h>
#endif
#include "ospray/ospray_util.h"
// helper function to write the rendered image as PPM file
void writePPM(
const char *fileName, int size_x, int size_y, const uint32_t *pixel)
{
FILE *file = fopen(fileName, "wb");
if (!file) {
fprintf(stderr, "fopen('%s', 'wb') failed: %d", fileName, errno);
return;
}
fprintf(file, "P6\n%i %i\n255\n", size_x, size_y);
unsigned char *out = (unsigned char *)alloca(3 * size_x);
for (int y = 0; y < size_y; y++) {
const unsigned char *in =
(const unsigned char *)&pixel[(size_y - 1 - y) * size_x];
for (int x = 0; x < size_x; x++) {
out[3 * x + 0] = in[4 * x + 0];
out[3 * x + 1] = in[4 * x + 1];
out[3 * x + 2] = in[4 * x + 2];
}
fwrite(out, 3 * size_x, sizeof(char), file);
}
fprintf(file, "\n");
fclose(file);
}
int main(int argc, const char **argv)
{
// image size
int imgSize_x = 1024; // width
int imgSize_y = 768; // height
// camera
float cam_pos[] = {0.f, 0.f, 0.f};
float cam_up[] = {0.f, 1.f, 0.f};
float cam_view[] = {0.1f, 0.f, 1.f};
// triangle mesh data
float vertex[] = {-1.0f,
-1.0f,
3.0f,
-1.0f,
1.0f,
3.0f,
1.0f,
-1.0f,
3.0f,
0.1f,
0.1f,
0.3f};
float color[] = {0.9f,
0.5f,
0.5f,
1.0f,
0.8f,
0.8f,
0.8f,
1.0f,
0.8f,
0.8f,
0.8f,
1.0f,
0.5f,
0.9f,
0.5f,
1.0f};
int32_t index[] = {0, 1, 2, 1, 2, 3};
#ifdef _WIN32
int waitForKey = 0;
CONSOLE_SCREEN_BUFFER_INFO csbi;
if (GetConsoleScreenBufferInfo(GetStdHandle(STD_OUTPUT_HANDLE), &csbi)) {
// detect standalone console: cursor at (0,0)?
waitForKey = csbi.dwCursorPosition.X == 0 && csbi.dwCursorPosition.Y == 0;
}
#endif
printf("initialize OSPRay...");
// initialize OSPRay; OSPRay parses (and removes) its commandline parameters,
// e.g. "--osp:debug"
OSPError init_error = ospInit(&argc, argv);
if (init_error != OSP_NO_ERROR)
return init_error;
printf("done\n");
printf("setting up camera...");
// create and setup camera
OSPCamera camera = ospNewCamera("perspective");
ospSetFloat(camera, "aspect", imgSize_x / (float)imgSize_y);
ospSetParam(camera, "position", OSP_VEC3F, cam_pos);
ospSetParam(camera, "direction", OSP_VEC3F, cam_view);
ospSetParam(camera, "up", OSP_VEC3F, cam_up);
ospCommit(camera); // commit each object to indicate modifications are done
printf("done\n");
printf("setting up scene...");
// create and setup model and mesh
OSPGeometry mesh = ospNewGeometry("mesh");
OSPData data = ospNewSharedData1D(vertex, OSP_VEC3F, 4);
// alternatively with an OSPRay managed OSPData
// OSPData managed = ospNewData1D(OSP_VEC3F, 4);
// ospCopyData1D(data, managed, 0);
ospCommit(data);
ospSetObject(mesh, "vertex.position", data);
ospRelease(data); // we are done using this handle
data = ospNewSharedData1D(color, OSP_VEC4F, 4);
ospCommit(data);
ospSetObject(mesh, "vertex.color", data);
ospRelease(data);
data = ospNewSharedData1D(index, OSP_VEC3UI, 2);
ospCommit(data);
ospSetObject(mesh, "index", data);
ospRelease(data);
ospCommit(mesh);
OSPMaterial mat = ospNewMaterial("obj");
ospCommit(mat);
// put the mesh into a model
OSPGeometricModel model = ospNewGeometricModel(mesh);
ospSetObject(model, "material", mat);
ospCommit(model);
ospRelease(mesh);
ospRelease(mat);
// put the model into a group (collection of models)
OSPGroup group = ospNewGroup();
ospSetObjectAsData(group, "geometry", OSP_GEOMETRIC_MODEL, model);
ospCommit(group);
ospRelease(model);
// put the group into an instance (give the group a world transform)
OSPInstance instance = ospNewInstance(group);
ospCommit(instance);
ospRelease(group);
// put the instance in the world
OSPWorld world = ospNewWorld();
ospSetObjectAsData(world, "instance", OSP_INSTANCE, instance);
ospRelease(instance);
// create and setup light for Ambient Occlusion
OSPLight light = ospNewLight("ambient");
ospCommit(light);
ospSetObjectAsData(world, "light", OSP_LIGHT, light);
ospRelease(light);
ospCommit(world);
printf("done\n");
// print out world bounds
OSPBounds worldBounds = ospGetBounds(world);
printf("world bounds: ({%f, %f, %f}, {%f, %f, %f}\n\n",
worldBounds.lower[0],
worldBounds.lower[1],
worldBounds.lower[2],
worldBounds.upper[0],
worldBounds.upper[1],
worldBounds.upper[2]);
printf("setting up renderer...");
// create renderer
OSPRenderer renderer =
ospNewRenderer("pathtracer"); // choose path tracing renderer
// complete setup of renderer
ospSetFloat(renderer, "backgroundColor", 1.0f); // white, transparent
ospCommit(renderer);
// create and setup framebuffer
OSPFrameBuffer framebuffer = ospNewFrameBuffer(imgSize_x,
imgSize_y,
OSP_FB_SRGBA,
OSP_FB_COLOR | /*OSP_FB_DEPTH |*/ OSP_FB_ACCUM);
ospResetAccumulation(framebuffer);
printf("rendering initial frame to firstFrame.ppm...");
// render one frame
ospRenderFrameBlocking(framebuffer, renderer, camera, world);
// access framebuffer and write its content as PPM file
const uint32_t *fb = (uint32_t *)ospMapFrameBuffer(framebuffer, OSP_FB_COLOR);
writePPM("firstFrame.ppm", imgSize_x, imgSize_y, fb);
ospUnmapFrameBuffer(fb, framebuffer);
printf("done\n");
printf("rendering 10 accumulated frames to accumulatedFrame.ppm...");
// render 10 more frames, which are accumulated to result in a better
// converged image
for (int frames = 0; frames < 10; frames++)
ospRenderFrameBlocking(framebuffer, renderer, camera, world);
fb = (uint32_t *)ospMapFrameBuffer(framebuffer, OSP_FB_COLOR);
writePPM("accumulatedFrame.ppm", imgSize_x, imgSize_y, fb);
ospUnmapFrameBuffer(fb, framebuffer);
printf("done\n\n");
OSPPickResult p;
ospPick(&p, framebuffer, renderer, camera, world, 0.5f, 0.5f);
printf("ospPick() center of screen --> [inst: %p, model: %p, prim: %u]\n",
p.instance,
p.model,
p.primID);
printf("cleaning up objects...");
// cleanup pick handles (because p.hasHit was 'true')
ospRelease(p.instance);
ospRelease(p.model);
// final cleanups
ospRelease(renderer);
ospRelease(camera);
ospRelease(framebuffer);
ospRelease(world);
printf("done\n");
ospShutdown();
#ifdef _WIN32
if (waitForKey) {
printf("\n\tpress any key to exit");
_getch();
}
#endif
return 0;
}
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