Now, if a struct member has an explicit 'uniform' or 'varying' qualifier, then that member has that variability, regardless of the variability of the struct's variability. Members without 'uniform' or 'varying' have unbound variability, and in turn inherit the variability of the struct. As a result of this, now structs can properly be 'varying' by default, just like all the other types, while still having sensible semantics.
273 lines
7.8 KiB
C++
273 lines
7.8 KiB
C++
// -*- mode: c++ -*-
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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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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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/*
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Based on Syoyo Fujita's aobench: http://code.google.com/p/aobench
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*/
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#define NAO_SAMPLES 8
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#define M_PI 3.1415926535f
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typedef float<3> vec;
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struct Isect {
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float t;
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vec p;
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vec n;
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int hit;
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};
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struct Sphere {
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vec center;
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float radius;
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};
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struct Plane {
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vec p;
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vec n;
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};
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struct Ray {
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vec org;
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vec dir;
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};
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static inline float dot(vec a, vec 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 inline vec vcross(vec v0, vec v1) {
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vec ret;
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ret.x = v0.y * v1.z - v0.z * v1.y;
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ret.y = v0.z * v1.x - v0.x * v1.z;
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ret.z = v0.x * v1.y - v0.y * v1.x;
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return ret;
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}
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static inline void vnormalize(vec &v) {
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float len2 = dot(v, v);
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float invlen = rsqrt(len2);
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v *= invlen;
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}
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static void
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ray_plane_intersect(Isect &isect, Ray &ray, uniform Plane &plane) {
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float d = -dot(plane.p, plane.n);
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float v = dot(ray.dir, plane.n);
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cif (abs(v) < 1.0e-17)
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return;
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else {
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float t = -(dot(ray.org, plane.n) + d) / v;
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cif ((t > 0.0) && (t < isect.t)) {
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isect.t = t;
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isect.hit = 1;
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isect.p = ray.org + ray.dir * t;
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isect.n = plane.n;
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}
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}
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}
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static inline void
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ray_sphere_intersect(Isect &isect, Ray &ray, uniform Sphere &sphere) {
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vec rs = ray.org - sphere.center;
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float B = dot(rs, ray.dir);
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float C = dot(rs, rs) - sphere.radius * sphere.radius;
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float D = B * B - C;
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cif (D > 0.) {
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float t = -B - sqrt(D);
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cif ((t > 0.0) && (t < isect.t)) {
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isect.t = t;
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isect.hit = 1;
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isect.p = ray.org + t * ray.dir;
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isect.n = isect.p - sphere.center;
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vnormalize(isect.n);
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}
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}
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}
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static void
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orthoBasis(vec basis[3], vec n) {
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basis[2] = n;
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basis[1].x = 0.0; basis[1].y = 0.0; basis[1].z = 0.0;
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if ((n.x < 0.6) && (n.x > -0.6)) {
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basis[1].x = 1.0;
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} else if ((n.y < 0.6) && (n.y > -0.6)) {
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basis[1].y = 1.0;
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} else if ((n.z < 0.6) && (n.z > -0.6)) {
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basis[1].z = 1.0;
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} else {
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basis[1].x = 1.0;
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}
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basis[0] = vcross(basis[1], basis[2]);
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vnormalize(basis[0]);
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basis[1] = vcross(basis[2], basis[0]);
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vnormalize(basis[1]);
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}
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static float
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ambient_occlusion(Isect &isect, uniform Plane &plane, uniform Sphere spheres[3],
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RNGState &rngstate) {
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float eps = 0.0001f;
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vec p, n;
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vec basis[3];
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float occlusion = 0.0;
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p = isect.p + eps * isect.n;
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orthoBasis(basis, isect.n);
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static const uniform int ntheta = NAO_SAMPLES;
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static const uniform int nphi = NAO_SAMPLES;
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for (uniform int j = 0; j < ntheta; j++) {
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for (uniform int i = 0; i < nphi; i++) {
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Ray ray;
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Isect occIsect;
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float theta = sqrt(frandom(&rngstate));
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float phi = 2.0f * M_PI * frandom(&rngstate);
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float x = cos(phi) * theta;
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float y = sin(phi) * theta;
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float z = sqrt(1.0 - theta * theta);
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// local . global
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float rx = x * basis[0].x + y * basis[1].x + z * basis[2].x;
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float ry = x * basis[0].y + y * basis[1].y + z * basis[2].y;
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float rz = x * basis[0].z + y * basis[1].z + z * basis[2].z;
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ray.org = p;
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ray.dir.x = rx;
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ray.dir.y = ry;
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ray.dir.z = rz;
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occIsect.t = 1.0e+17;
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occIsect.hit = 0;
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for (uniform int snum = 0; snum < 3; ++snum)
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ray_sphere_intersect(occIsect, ray, spheres[snum]);
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ray_plane_intersect (occIsect, ray, plane);
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if (occIsect.hit) occlusion += 1.0;
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}
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}
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occlusion = (ntheta * nphi - occlusion) / (float)(ntheta * nphi);
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return occlusion;
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}
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/* Compute the image for the scanlines from [y0,y1), for an overall image
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of width w and height h.
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*/
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static void ao_scanlines(uniform int y0, uniform int y1, uniform int w,
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uniform int h, uniform int nsubsamples,
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uniform float image[]) {
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static uniform Plane plane = { { 0.0f, -0.5f, 0.0f }, { 0.f, 1.f, 0.f } };
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static uniform Sphere spheres[3] = {
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{ { -2.0f, 0.0f, -3.5f }, 0.5f },
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{ { -0.5f, 0.0f, -3.0f }, 0.5f },
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{ { 1.0f, 0.0f, -2.2f }, 0.5f } };
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RNGState rngstate;
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seed_rng(&rngstate, y0);
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float invSamples = 1.f / nsubsamples;
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foreach_tiled(y = y0 ... y1, x = 0 ... w,
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u = 0 ... nsubsamples, v = 0 ... nsubsamples) {
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float du = (float)u * invSamples, dv = (float)v * invSamples;
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// Figure out x,y pixel in NDC
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float px = (x + du - (w / 2.0f)) / (w / 2.0f);
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float py = -(y + dv - (h / 2.0f)) / (h / 2.0f);
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float ret = 0.f;
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Ray ray;
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Isect isect;
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ray.org = 0.f;
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// Poor man's perspective projection
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ray.dir.x = px;
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ray.dir.y = py;
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ray.dir.z = -1.0;
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vnormalize(ray.dir);
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isect.t = 1.0e+17;
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isect.hit = 0;
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for (uniform int snum = 0; snum < 3; ++snum)
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ray_sphere_intersect(isect, ray, spheres[snum]);
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ray_plane_intersect(isect, ray, plane);
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// Note use of 'coherent' if statement; the set of rays we
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// trace will often all hit or all miss the scene
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cif (isect.hit) {
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ret = ambient_occlusion(isect, plane, spheres, rngstate);
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ret *= invSamples * invSamples;
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int offset = 3 * (y * w + x);
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atomic_add_local(&image[offset], ret);
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atomic_add_local(&image[offset+1], ret);
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atomic_add_local(&image[offset+2], ret);
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}
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}
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}
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export void ao_ispc(uniform int w, uniform int h, uniform int nsubsamples,
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uniform float image[]) {
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ao_scanlines(0, h, w, h, nsubsamples, image);
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}
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static void task ao_task(uniform int width, uniform int height,
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uniform int nsubsamples, uniform float image[]) {
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ao_scanlines(taskIndex, taskIndex+1, width, height, nsubsamples, image);
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}
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export void ao_ispc_tasks(uniform int w, uniform int h, uniform int nsubsamples,
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uniform float image[]) {
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launch[h] < ao_task(w, h, nsubsamples, image) >;
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}
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