Initial commit.
This commit is contained in:
24
examples/rt/Makefile
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24
examples/rt/Makefile
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@@ -0,0 +1,24 @@
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CXX=g++
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CXXFLAGS=-Iobjs/ -O3 -Wall
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ISPC=ispc
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ISPCFLAGS=-O2 --target=sse4x2
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default: rt
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.PHONY: dirs clean
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dirs:
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/bin/mkdir -p objs/
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clean:
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/bin/rm -rf objs *~ rt
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rt: dirs objs/rt.o objs/rt_serial.o objs/rt_ispc.o
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$(CXX) $(CXXFLAGS) -o $@ objs/rt.o objs/rt_ispc.o objs/rt_serial.o -lm
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objs/%.o: %.cpp objs/rt_ispc.h
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$(CXX) $< $(CXXFLAGS) -c -o $@
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objs/%_ispc.h objs/%_ispc.o: %.ispc
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$(ISPC) $(ISPCFLAGS) $< -o objs/$*_ispc.o -h objs/$*_ispc.h
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BIN
examples/rt/cornell.bvh
Normal file
BIN
examples/rt/cornell.bvh
Normal file
Binary file not shown.
BIN
examples/rt/cornell.camera
Normal file
BIN
examples/rt/cornell.camera
Normal file
Binary file not shown.
244
examples/rt/rt.cpp
Normal file
244
examples/rt/rt.cpp
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@@ -0,0 +1,244 @@
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/*
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Copyright (c) 2010-2011, Intel Corporation
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All rights reserved.
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|
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Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are
|
||||
met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer in the
|
||||
documentation and/or other materials provided with the distribution.
|
||||
|
||||
* Neither the name of Intel Corporation nor the names of its
|
||||
contributors may be used to endorse or promote products derived from
|
||||
this software without specific prior written permission.
|
||||
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
|
||||
IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
||||
TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
|
||||
PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
|
||||
OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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||||
*/
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#ifdef _MSC_VER
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#define _CRT_SECURE_NO_WARNINGS
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#define NOMINMAX
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#pragma warning (disable: 4244)
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#pragma warning (disable: 4305)
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#endif
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#include <stdio.h>
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#include <math.h>
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#include <algorithm>
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#include <assert.h>
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#include <sys/types.h>
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#ifndef __APPLE__
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#include <malloc.h>
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#endif
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#include "../timing.h"
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#include "rt_ispc.h"
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using namespace ispc;
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typedef unsigned int uint;
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template <typename T>
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T *AllocAligned(int count) {
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int size = count * sizeof(T);
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#if defined(_WIN32) || defined(_WIN64)
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return (T *)_aligned_malloc(size, 64);
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#elif defined (__APPLE__)
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// Allocate excess memory to ensure an aligned pointer can be returned
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void *mem = malloc(size + (64-1) + sizeof(void*));
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char *amem = ((char*)mem) + sizeof(void*);
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amem += 64 - (reinterpret_cast<uint64_t>(amem) & (64 - 1));
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((void**)amem)[-1] = mem;
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return (T *)amem;
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#else
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return (T *)memalign(64, size);
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#endif
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}
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extern void raytrace_serial(int width, int height, const float raster2camera[4][4],
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const float camera2world[4][4], float image[],
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int id[], const LinearBVHNode nodes[],
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const Triangle triangles[]);
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static void writeImage(int *idImage, float *depthImage, int width, int height,
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const char *filename) {
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FILE *f = fopen(filename, "wb");
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if (!f) {
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perror(filename);
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exit(1);
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}
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fprintf(f, "P6\n%d %d\n255\n", width, height);
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for (int y = 0; y < height; ++y) {
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for (int x = 0; x < width; ++x) {
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// use the bits from the object id of the hit object to make a
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// random color
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int id = idImage[y * width + x];
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unsigned char r = 0, g = 0, b = 0;
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for (int i = 0; i < 8; ++i) {
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// extract bit 3*i for red, 3*i+1 for green, 3*i+2 for blue
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int rbit = (id & (1 << (3*i))) >> (3*i);
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int gbit = (id & (1 << (3*i+1))) >> (3*i+1);
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int bbit = (id & (1 << (3*i+2))) >> (3*i+2);
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// and then set the bits of the colors starting from the
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// high bits...
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r |= rbit << (7-i);
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g |= gbit << (7-i);
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b |= bbit << (7-i);
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}
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fputc(r, f);
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fputc(g, f);
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fputc(b, f);
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}
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}
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fclose(f);
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}
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int main(int argc, char *argv[]) {
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if (argc != 2) {
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fprintf(stderr, "usage: rt <filename base>\n");
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exit(1);
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}
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#define READ(var, n) \
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if (fread(&(var), sizeof(var), n, f) != (unsigned int)n) { \
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fprintf(stderr, "Unexpected EOF reading scene file\n"); \
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return 1; \
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} else /* eat ; */
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//
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// Read the camera specification information from the camera file
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//
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char fnbuf[1024];
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sprintf(fnbuf, "%s.camera", argv[1]);
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FILE *f = fopen(fnbuf, "rb");
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if (!f) {
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perror(argv[1]);
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return 1;
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}
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//
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// Nothing fancy, and trouble if we run on a big-endian system, just
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// fread in the bits
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//
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int width, height;
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float camera2world[4][4], raster2camera[4][4];
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READ(width, 1);
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READ(height, 1);
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READ(camera2world[0][0], 16);
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READ(raster2camera[0][0], 16);
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//
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// Read in the serialized BVH
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//
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sprintf(fnbuf, "%s.bvh", argv[1]);
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f = fopen(fnbuf, "rb");
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if (!f) {
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perror(argv[2]);
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return 1;
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}
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// The BVH file starts with an int that gives the total number of BVH
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// nodes
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uint nNodes;
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READ(nNodes, 1);
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LinearBVHNode *nodes = AllocAligned<LinearBVHNode>(nNodes);
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for (unsigned int i = 0; i < nNodes; ++i) {
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// Each node is 6x floats for a boox, then an integer for an offset
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// to the second child node, then an integer that encodes the type
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// of node, the total number of int it if a leaf node, etc.
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float b[6];
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READ(b[0], 6);
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nodes[i].bounds[0].v[0] = b[0];
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nodes[i].bounds[0].v[1] = b[1];
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nodes[i].bounds[0].v[2] = b[2];
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nodes[i].bounds[1].v[0] = b[3];
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nodes[i].bounds[1].v[1] = b[4];
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nodes[i].bounds[1].v[2] = b[5];
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READ(nodes[i].offset, 1);
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READ(nodes[i].primsAxis, 1);
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}
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// And then read the triangles
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uint nTris;
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READ(nTris, 1);
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Triangle *triangles = AllocAligned<Triangle>(nTris);
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for (uint i = 0; i < nTris; ++i) {
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// 9x floats for the 3 vertices
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float v[9];
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READ(v[0], 9);
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float *vp = v;
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for (int j = 0; j < 3; ++j) {
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triangles[i].p[j].v[0] = *vp++;
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triangles[i].p[j].v[1] = *vp++;
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triangles[i].p[j].v[2] = *vp++;
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}
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// And create an object id
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triangles[i].id = i+1;
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}
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fclose(f);
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// round image resolution up to multiple of 4 to makethings easy for
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// the code that assigns pixels to ispc program instances
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height = (height + 3) & ~3;
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width = (width + 3) & ~3;
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// allocate images; one to hold hit object ids, one to hold depth to
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// the first interseciton
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int *id = new int[width*height];
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float *image = new float[width*height];
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//
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// Run 3 iterations with ispc, record the minimum time
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//
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double minTimeISPC = 1e30;
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for (int i = 0; i < 3; ++i) {
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reset_and_start_timer();
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raytrace(width, height, raster2camera, camera2world,
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image, id, nodes, triangles);
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double dt = get_elapsed_mcycles();
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minTimeISPC = std::min(dt, minTimeISPC);
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}
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printf("[rt ispc]:\t\t\t[%.3f] million cycles for %d x %d image\n", minTimeISPC, width, height);
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writeImage(id, image, width, height, "rt-ispc.ppm");
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//
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// And 3 iterations with the serial implementation, reporting the
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// minimum time.
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//
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double minTimeSerial = 1e30;
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for (int i = 0; i < 3; ++i) {
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reset_and_start_timer();
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raytrace_serial(width, height, raster2camera, camera2world,
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image, id, nodes, triangles);
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double dt = get_elapsed_mcycles();
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minTimeSerial = std::min(dt, minTimeSerial);
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}
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printf("[rt serial]:\t\t\t[%.3f] million cycles for %d x %d image\n",
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minTimeSerial, width, height);
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printf("\t\t\t\t(%.2fx speedup from ISPC)\n", minTimeSerial / minTimeISPC);
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writeImage(id, image, width, height, "rt-serial.ppm");
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return 0;
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}
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273
examples/rt/rt.ispc
Normal file
273
examples/rt/rt.ispc
Normal file
@@ -0,0 +1,273 @@
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||||
/*
|
||||
Copyright (c) 2010-2011, Intel Corporation
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are
|
||||
met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer in the
|
||||
documentation and/or other materials provided with the distribution.
|
||||
|
||||
* Neither the name of Intel Corporation nor the names of its
|
||||
contributors may be used to endorse or promote products derived from
|
||||
this software without specific prior written permission.
|
||||
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
|
||||
IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
||||
TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
|
||||
PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
|
||||
OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
#define bool int
|
||||
|
||||
typedef float<3> float3;
|
||||
|
||||
struct Ray {
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||||
float3 origin, dir, invDir;
|
||||
uniform unsigned int dirIsNeg[3];
|
||||
float mint, maxt;
|
||||
int hitId;
|
||||
};
|
||||
|
||||
struct Triangle {
|
||||
uniform float3 p[3];
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||||
uniform int id;
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||||
};
|
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|
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struct LinearBVHNode {
|
||||
uniform float3 bounds[2];
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uniform unsigned int offset; // num primitives for leaf, second child for interior
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uniform unsigned int primsAxis; // 0:7 nPrimitives, 8:15 split axis, 16:31 padding
|
||||
};
|
||||
|
||||
static inline uniform int nPrims(const reference LinearBVHNode node) {
|
||||
return (node.primsAxis & 0xff);
|
||||
}
|
||||
|
||||
static inline uniform int axis(const reference LinearBVHNode node) {
|
||||
return ((node.primsAxis >> 8) & 0xff);
|
||||
}
|
||||
|
||||
static inline uniform bool isInterior(const reference LinearBVHNode node) {
|
||||
return nPrims(node) == 0;
|
||||
}
|
||||
|
||||
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, reference 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 inline bool BBoxIntersect(const reference uniform float3 bounds[2],
|
||||
const reference Ray ray) {
|
||||
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 = (bounds[0] - ray.origin) * ray.invDir;
|
||||
float3 tFar = (bounds[1] - 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 inline bool TriIntersect(const reference Triangle tri, reference Ray ray) {
|
||||
uniform float3 e1 = tri.p[1] - tri.p[0];
|
||||
uniform float3 e2 = tri.p[2] - tri.p[0];
|
||||
|
||||
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 - tri.p[0];
|
||||
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 LinearBVHNode nodes[], const Triangle tris[],
|
||||
reference 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
|
||||
LinearBVHNode node = nodes[nodeNum];
|
||||
if (any(BBoxIntersect(node.bounds, ray))) {
|
||||
uniform unsigned int nPrimitives = nPrims(node);
|
||||
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[axis(node)]) {
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
export void raytrace(uniform int width, uniform int height,
|
||||
const uniform float raster2camera[4][4],
|
||||
const uniform float camera2world[4][4],
|
||||
uniform float image[], uniform int id[],
|
||||
const LinearBVHNode nodes[],
|
||||
const Triangle triangles[]) {
|
||||
static const uniform float udx[16] = { 0, 1, 0, 1, 2, 3, 2, 3,
|
||||
0, 1, 0, 1, 2, 3, 2, 3 };
|
||||
static const uniform float udy[16] = { 0, 0, 1, 1, 0, 0, 1, 1,
|
||||
2, 2, 3, 3, 2, 2, 3, 3 };
|
||||
|
||||
// The outer loops are always over blocks of 4x4 pixels
|
||||
for (uniform int y = 0; y < height; y += 4) {
|
||||
for (uniform int x = 0; x < width; x += 4) {
|
||||
// Now we have a block of 4x4=16 pixels to process; it will
|
||||
// take 16/programCount iterations of this loop to process
|
||||
// them.
|
||||
for (uniform int o = 0; o < 16 / programCount; ++o) {
|
||||
// Map program instances to samples in the udx/udy arrays
|
||||
// to figure out which pixel each program instance is
|
||||
// responsible for
|
||||
const float dx = udx[o * programCount + programIndex];
|
||||
const float dy = udy[o * programCount + programIndex];
|
||||
|
||||
Ray ray;
|
||||
generateRay(raster2camera, camera2world, x+dx, y+dy, ray);
|
||||
BVHIntersect(nodes, triangles, ray);
|
||||
|
||||
int offset = (y + (int)dy) * width + (x + (int)dx);
|
||||
image[offset] = ray.maxt;
|
||||
id[offset] = ray.hitId;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
165
examples/rt/rt.vcxproj
Executable file
165
examples/rt/rt.vcxproj
Executable file
@@ -0,0 +1,165 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{E787BC3F-2D2E-425E-A64D-4721E2FF3DC9}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>rt</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<CustomBuild Include="rt.ispc">
|
||||
<FileType>Document</FileType>
|
||||
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
cl /E /TP %(Filename).ispc | ispc -O2 - -o %(Filename).obj -h %(Filename)_ispc.h --arch=x86
|
||||
</Command>
|
||||
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
cl /E /TP %(Filename).ispc | ispc -O2 - -o %(Filename).obj -h %(Filename)_ispc.h
|
||||
</Command>
|
||||
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(Filename).obj</Outputs>
|
||||
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(Filename).obj</Outputs>
|
||||
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
cl /E /TP %(Filename).ispc | ispc -O2 - -o %(Filename).obj -h %(Filename)_ispc.h --arch=x86
|
||||
</Command>
|
||||
<Command Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
cl /E /TP %(Filename).ispc | ispc -O2 - -o %(Filename).obj -h %(Filename)_ispc.h
|
||||
</Command>
|
||||
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(Filename).obj</Outputs>
|
||||
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(Filename).obj</Outputs>
|
||||
</CustomBuild>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="rt.cpp" />
|
||||
<ClCompile Include="rt_serial.cpp" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
288
examples/rt/rt_serial.cpp
Normal file
288
examples/rt/rt_serial.cpp
Normal file
@@ -0,0 +1,288 @@
|
||||
/*
|
||||
Copyright (c) 2010-2011, Intel Corporation
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are
|
||||
met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer in the
|
||||
documentation and/or other materials provided with the distribution.
|
||||
|
||||
* Neither the name of Intel Corporation nor the names of its
|
||||
contributors may be used to endorse or promote products derived from
|
||||
this software without specific prior written permission.
|
||||
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
|
||||
IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
||||
TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
|
||||
PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
|
||||
OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#define NOMINMAX
|
||||
#pragma warning (disable: 4244)
|
||||
#pragma warning (disable: 4305)
|
||||
#endif
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
// Just enough of a float3 class to do what we need in this file.
|
||||
#ifdef _MSC_VER
|
||||
__declspec(align(16))
|
||||
#endif
|
||||
struct float3 {
|
||||
float3() { }
|
||||
float3(float xx, float yy, float zz) { x = xx; y = yy; z = zz; }
|
||||
|
||||
float3 operator*(float f) const { return float3(x*f, y*f, z*f); }
|
||||
float3 operator-(const float3 &f2) const {
|
||||
return float3(x-f2.x, y-f2.y, z-f2.z);
|
||||
}
|
||||
float3 operator*(const float3 &f2) const {
|
||||
return float3(x*f2.x, y*f2.y, z*f2.z);
|
||||
}
|
||||
float x, y, z;
|
||||
float pad; // match padding/alignment of ispc version
|
||||
}
|
||||
#ifndef _MSC_VER
|
||||
__attribute__ ((aligned(16)))
|
||||
#endif
|
||||
;
|
||||
|
||||
struct Ray {
|
||||
float3 origin, dir, invDir;
|
||||
unsigned int dirIsNeg[3];
|
||||
float mint, maxt;
|
||||
int hitId;
|
||||
};
|
||||
|
||||
|
||||
// Declare these in a namespace so the mangling matches
|
||||
namespace ispc {
|
||||
struct Triangle {
|
||||
float3 p[3];
|
||||
int id;
|
||||
};
|
||||
|
||||
struct LinearBVHNode {
|
||||
float3 bounds[2];
|
||||
unsigned int offset; // primitives for leaf, second child for interior
|
||||
unsigned int primsAxis; // 0:7 nPrimitives, 8:15 split axis, 16:31 padding
|
||||
};
|
||||
}
|
||||
|
||||
using namespace ispc;
|
||||
|
||||
inline int nPrims(const LinearBVHNode &node) {
|
||||
return (node.primsAxis & 0xff);
|
||||
}
|
||||
|
||||
inline int axis(const LinearBVHNode &node) {
|
||||
return ((node.primsAxis >> 8) & 0xff);
|
||||
}
|
||||
|
||||
inline bool isInterior(const LinearBVHNode &node) {
|
||||
return nPrims(node) == 0;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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(const float raster2camera[4][4],
|
||||
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.x = 1.f / ray.dir.x;
|
||||
ray.invDir.y = 1.f / ray.dir.y;
|
||||
ray.invDir.z = 1.f / ray.dir.z;
|
||||
|
||||
ray.dirIsNeg[0] = (ray.invDir.x < 0) ? 1 : 0;
|
||||
ray.dirIsNeg[1] = (ray.invDir.y < 0) ? 1 : 0;
|
||||
ray.dirIsNeg[2] = (ray.invDir.z < 0) ? 1 : 0;
|
||||
}
|
||||
|
||||
|
||||
static inline bool BBoxIntersect(const float3 bounds[2],
|
||||
const Ray &ray) {
|
||||
float t0 = ray.mint, t1 = ray.maxt;
|
||||
|
||||
float3 tNear = (bounds[0] - ray.origin) * ray.invDir;
|
||||
float3 tFar = (bounds[1] - ray.origin) * ray.invDir;
|
||||
if (tNear.x > tFar.x) {
|
||||
float tmp = tNear.x;
|
||||
tNear.x = tFar.x;
|
||||
tFar.x = tmp;
|
||||
}
|
||||
t0 = std::max(tNear.x, t0);
|
||||
t1 = std::min(tFar.x, t1);
|
||||
|
||||
if (tNear.y > tFar.y) {
|
||||
float tmp = tNear.y;
|
||||
tNear.y = tFar.y;
|
||||
tFar.y = tmp;
|
||||
}
|
||||
t0 = std::max(tNear.y, t0);
|
||||
t1 = std::min(tFar.y, t1);
|
||||
|
||||
if (tNear.z > tFar.z) {
|
||||
float tmp = tNear.z;
|
||||
tNear.z = tFar.z;
|
||||
tFar.z = tmp;
|
||||
}
|
||||
t0 = std::max(tNear.z, t0);
|
||||
t1 = std::min(tFar.z, t1);
|
||||
|
||||
return (t0 <= t1);
|
||||
}
|
||||
|
||||
|
||||
|
||||
inline bool TriIntersect(const Triangle &tri, Ray &ray) {
|
||||
float3 e1 = tri.p[1] - tri.p[0];
|
||||
float3 e2 = tri.p[2] - tri.p[0];
|
||||
|
||||
float3 s1 = Cross(ray.dir, e2);
|
||||
float divisor = Dot(s1, e1);
|
||||
|
||||
if (divisor == 0.)
|
||||
return false;
|
||||
float invDivisor = 1.f / divisor;
|
||||
|
||||
// Compute first barycentric coordinate
|
||||
float3 d = ray.origin - tri.p[0];
|
||||
float b1 = Dot(d, s1) * invDivisor;
|
||||
if (b1 < 0. || b1 > 1.)
|
||||
return false;
|
||||
|
||||
// Compute second barycentric coordinate
|
||||
float3 s2 = Cross(d, e1);
|
||||
float b2 = Dot(ray.dir, s2) * invDivisor;
|
||||
if (b2 < 0. || b1 + b2 > 1.)
|
||||
return false;
|
||||
|
||||
// Compute _t_ to intersection point
|
||||
float t = Dot(e2, s2) * invDivisor;
|
||||
if (t < ray.mint || t > ray.maxt)
|
||||
return false;
|
||||
|
||||
ray.maxt = t;
|
||||
ray.hitId = tri.id;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool BVHIntersect(const LinearBVHNode nodes[], const Triangle tris[],
|
||||
Ray &r) {
|
||||
Ray ray = r;
|
||||
bool hit = false;
|
||||
// Follow ray through BVH nodes to find primitive intersections
|
||||
int todoOffset = 0, nodeNum = 0;
|
||||
int todo[64];
|
||||
|
||||
while (true) {
|
||||
// Check ray against BVH node
|
||||
const LinearBVHNode &node = nodes[nodeNum];
|
||||
if (BBoxIntersect(node.bounds, ray)) {
|
||||
unsigned int nPrimitives = nPrims(node);
|
||||
if (nPrimitives > 0) {
|
||||
// Intersect ray with primitives in leaf BVH node
|
||||
unsigned int primitivesOffset = node.offset;
|
||||
for (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[axis(node)]) {
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
void raytrace_serial(int width, int height,
|
||||
const float raster2camera[4][4],
|
||||
const float camera2world[4][4],
|
||||
float image[],
|
||||
int id[],
|
||||
const LinearBVHNode nodes[],
|
||||
const Triangle triangles[]) {
|
||||
for (int y = 0; y < height; ++y) {
|
||||
for (int x = 0; x < width; ++x) {
|
||||
Ray ray;
|
||||
generateRay(raster2camera, camera2world, x, y, ray);
|
||||
BVHIntersect(nodes, triangles, ray);
|
||||
|
||||
int offset = y * width + x;
|
||||
image[offset] = ray.maxt;
|
||||
id[offset] = ray.hitId;
|
||||
}
|
||||
}
|
||||
}
|
||||
BIN
examples/rt/sponza.bvh
Normal file
BIN
examples/rt/sponza.bvh
Normal file
Binary file not shown.
BIN
examples/rt/sponza.camera
Normal file
BIN
examples/rt/sponza.camera
Normal file
Binary file not shown.
BIN
examples/rt/teapot.bvh
Normal file
BIN
examples/rt/teapot.bvh
Normal file
Binary file not shown.
BIN
examples/rt/teapot.camera
Normal file
BIN
examples/rt/teapot.camera
Normal file
Binary file not shown.
Reference in New Issue
Block a user