312 lines
11 KiB
Plaintext
312 lines
11 KiB
Plaintext
/*
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Copyright (c) 2010-2011, Intel Corporation
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are
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met:
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* Redistributions of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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* Neither the name of Intel Corporation nor the names of its
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contributors may be used to endorse or promote products derived from
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this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
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IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
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PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
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OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#define bool int
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typedef float<3> float3;
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struct Ray {
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float3 origin, dir, invDir;
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uniform unsigned int dirIsNeg[3];
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float mint, maxt;
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int hitId;
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};
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struct Triangle {
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float p[3][4];
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int id;
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int pad[3];
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};
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struct LinearBVHNode {
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float bounds[2][3];
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unsigned int offset; // num primitives for leaf, second child for interior
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unsigned int8 nPrimitives;
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unsigned int8 splitAxis;
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unsigned int16 pad;
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};
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static inline float3 Cross(const float3 v1, const float3 v2) {
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float v1x = v1.x, v1y = v1.y, v1z = v1.z;
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float v2x = v2.x, v2y = v2.y, v2z = v2.z;
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float3 ret;
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ret.x = (v1y * v2z) - (v1z * v2y);
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ret.y = (v1z * v2x) - (v1x * v2z);
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ret.z = (v1x * v2y) - (v1y * v2x);
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return ret;
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}
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static inline float Dot(const float3 a, const float3 b) {
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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static void generateRay(uniform const float raster2camera[4][4],
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uniform const float camera2world[4][4],
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float x, float y, Ray &ray) {
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ray.mint = 0.f;
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ray.maxt = 1e30f;
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ray.hitId = 0;
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// transform raster coordinate (x, y, 0) to camera space
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float camx = raster2camera[0][0] * x + raster2camera[0][1] * y + raster2camera[0][3];
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float camy = raster2camera[1][0] * x + raster2camera[1][1] * y + raster2camera[1][3];
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float camz = raster2camera[2][3];
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float camw = raster2camera[3][3];
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camx /= camw;
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camy /= camw;
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camz /= camw;
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ray.dir.x = camera2world[0][0] * camx + camera2world[0][1] * camy +
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camera2world[0][2] * camz;
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ray.dir.y = camera2world[1][0] * camx + camera2world[1][1] * camy +
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camera2world[1][2] * camz;
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ray.dir.z = camera2world[2][0] * camx + camera2world[2][1] * camy +
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camera2world[2][2] * camz;
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ray.origin.x = camera2world[0][3] / camera2world[3][3];
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ray.origin.y = camera2world[1][3] / camera2world[3][3];
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ray.origin.z = camera2world[2][3] / camera2world[3][3];
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ray.invDir = 1.f / ray.dir;
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ray.dirIsNeg[0] = any(ray.invDir.x < 0) ? 1 : 0;
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ray.dirIsNeg[1] = any(ray.invDir.y < 0) ? 1 : 0;
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ray.dirIsNeg[2] = any(ray.invDir.z < 0) ? 1 : 0;
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}
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static bool BBoxIntersect(const uniform float bounds[2][3],
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const Ray &ray) {
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uniform float3 bounds0 = { bounds[0][0], bounds[0][1], bounds[0][2] };
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uniform float3 bounds1 = { bounds[1][0], bounds[1][1], bounds[1][2] };
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float t0 = ray.mint, t1 = ray.maxt;
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// Check all three axis-aligned slabs. Don't try to early out; it's
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// not worth the trouble
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float3 tNear = (bounds0 - ray.origin) * ray.invDir;
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float3 tFar = (bounds1 - ray.origin) * ray.invDir;
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if (tNear.x > tFar.x) {
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float tmp = tNear.x;
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tNear.x = tFar.x;
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tFar.x = tmp;
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}
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t0 = max(tNear.x, t0);
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t1 = min(tFar.x, t1);
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if (tNear.y > tFar.y) {
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float tmp = tNear.y;
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tNear.y = tFar.y;
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tFar.y = tmp;
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}
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t0 = max(tNear.y, t0);
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t1 = min(tFar.y, t1);
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if (tNear.z > tFar.z) {
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float tmp = tNear.z;
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tNear.z = tFar.z;
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tFar.z = tmp;
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}
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t0 = max(tNear.z, t0);
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t1 = min(tFar.z, t1);
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return (t0 <= t1);
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}
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static bool TriIntersect(const uniform Triangle &tri, Ray &ray) {
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uniform float3 p0 = { tri.p[0][0], tri.p[0][1], tri.p[0][2] };
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uniform float3 p1 = { tri.p[1][0], tri.p[1][1], tri.p[1][2] };
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uniform float3 p2 = { tri.p[2][0], tri.p[2][1], tri.p[2][2] };
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uniform float3 e1 = p1 - p0;
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uniform float3 e2 = p2 - p0;
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float3 s1 = Cross(ray.dir, e2);
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float divisor = Dot(s1, e1);
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bool hit = true;
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if (divisor == 0.)
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hit = false;
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float invDivisor = 1.f / divisor;
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// Compute first barycentric coordinate
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float3 d = ray.origin - p0;
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float b1 = Dot(d, s1) * invDivisor;
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if (b1 < 0. || b1 > 1.)
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hit = false;
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// Compute second barycentric coordinate
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float3 s2 = Cross(d, e1);
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float b2 = Dot(ray.dir, s2) * invDivisor;
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if (b2 < 0. || b1 + b2 > 1.)
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hit = false;
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// Compute _t_ to intersection point
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float t = Dot(e2, s2) * invDivisor;
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if (t < ray.mint || t > ray.maxt)
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hit = false;
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if (hit) {
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ray.maxt = t;
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ray.hitId = tri.id;
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}
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return hit;
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}
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bool BVHIntersect(const uniform LinearBVHNode nodes[],
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const uniform Triangle tris[], Ray &r) {
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Ray ray = r;
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bool hit = false;
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// Follow ray through BVH nodes to find primitive intersections
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uniform int todoOffset = 0, nodeNum = 0;
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uniform int todo[64];
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while (true) {
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// Check ray against BVH node
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uniform LinearBVHNode node = nodes[nodeNum];
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if (any(BBoxIntersect(node.bounds, ray))) {
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uniform unsigned int nPrimitives = node.nPrimitives;
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if (nPrimitives > 0) {
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// Intersect ray with primitives in leaf BVH node
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uniform unsigned int primitivesOffset = node.offset;
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for (uniform unsigned int i = 0; i < nPrimitives; ++i) {
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if (TriIntersect(tris[primitivesOffset+i], ray))
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hit = true;
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}
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if (todoOffset == 0)
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break;
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nodeNum = todo[--todoOffset];
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}
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else {
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// Put far BVH node on _todo_ stack, advance to near node
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if (r.dirIsNeg[node.splitAxis]) {
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todo[todoOffset++] = nodeNum + 1;
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nodeNum = node.offset;
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}
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else {
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todo[todoOffset++] = node.offset;
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nodeNum = nodeNum + 1;
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}
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}
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}
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else {
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if (todoOffset == 0)
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break;
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nodeNum = todo[--todoOffset];
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}
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}
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r.maxt = ray.maxt;
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r.hitId = ray.hitId;
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return hit;
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}
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static void raytrace_tile(uniform int x0, uniform int x1,
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uniform int y0, uniform int y1,
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uniform int width, uniform int height,
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uniform int baseWidth, uniform int baseHeight,
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const uniform float raster2camera[4][4],
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const uniform float camera2world[4][4],
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uniform float image[], uniform int id[],
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const uniform LinearBVHNode nodes[],
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const uniform Triangle triangles[]) {
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uniform float widthScale = (float)(baseWidth) / (float)(width);
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uniform float heightScale = (float)(baseHeight) / (float)(height);
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foreach_tiled (y = y0 ... y1, x = x0 ... x1) {
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Ray ray;
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generateRay(raster2camera, camera2world, x*widthScale,
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y*heightScale, ray);
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BVHIntersect(nodes, triangles, ray);
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int offset = y * width + x;
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image[offset] = ray.maxt;
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id[offset] = ray.hitId;
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}
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}
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export void raytrace_ispc(uniform int width, uniform int height,
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uniform int baseWidth, uniform int baseHeight,
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const uniform float raster2camera[4][4],
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const uniform float camera2world[4][4],
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uniform float image[], uniform int id[],
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const uniform LinearBVHNode nodes[],
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const uniform Triangle triangles[]) {
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raytrace_tile(0, width, 0, height, width, height, baseWidth, baseHeight,
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raster2camera, camera2world, image,
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id, nodes, triangles);
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}
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task void raytrace_tile_task(uniform int width, uniform int height,
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uniform int baseWidth, uniform int baseHeight,
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const uniform float raster2camera[4][4],
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const uniform float camera2world[4][4],
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uniform float image[], uniform int id[],
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const uniform LinearBVHNode nodes[],
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const uniform Triangle triangles[]) {
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uniform int dx = 16, dy = 16; // must match dx, dy below
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uniform int xBuckets = (width + (dx-1)) / dx;
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uniform int x0 = (taskIndex % xBuckets) * dx;
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uniform int x1 = min(x0 + dx, width);
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uniform int y0 = (taskIndex / xBuckets) * dy;
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uniform int y1 = min(y0 + dy, height);
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raytrace_tile(x0, x1, y0, y1, width, height, baseWidth, baseHeight,
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raster2camera, camera2world, image,
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id, nodes, triangles);
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}
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export void raytrace_ispc_tasks(uniform int width, uniform int height,
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uniform int baseWidth, uniform int baseHeight,
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const uniform float raster2camera[4][4],
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const uniform float camera2world[4][4],
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uniform float image[], uniform int id[],
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const uniform LinearBVHNode nodes[],
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const uniform Triangle triangles[]) {
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uniform int dx = 16, dy = 16;
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uniform int xBuckets = (width + (dx-1)) / dx;
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uniform int yBuckets = (height + (dy-1)) / dy;
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uniform int nTasks = xBuckets * yBuckets;
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launch[nTasks] raytrace_tile_task(width, height, baseWidth, baseHeight,
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raster2camera, camera2world,
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image, id, nodes, triangles);
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}
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