task that renders a single screen tile */
| 332 | |
| 333 | /* task that renders a single screen tile */ |
| 334 | void renderPixelStandard(const TutorialData& data, |
| 335 | int x, int y, |
| 336 | int* pixels, |
| 337 | const unsigned int width, |
| 338 | const unsigned int height, |
| 339 | const float time, |
| 340 | const ISPCCamera& camera, RayStats& stats) |
| 341 | { |
| 342 | Vec3fa color_accum = Vec3fa(0.0f); |
| 343 | |
| 344 | // multiple samples per pixel because otherwise it looks very |
| 345 | // bad due to geometric noise/aliasing in the far-field |
| 346 | for (int j = 0; j < data.spp; ++j) |
| 347 | for (int i = 0; i < data.spp; ++i) |
| 348 | { |
| 349 | float fx = (float) x + ((float)i + 0.5f) / 3; |
| 350 | float fy = (float) y + ((float)j + 0.5f) / 3; |
| 351 | /* initialize ray */ |
| 352 | Ray ray(Vec3fa(camera.xfm.p), Vec3fa(normalize(fx*camera.xfm.l.vx + fy*camera.xfm.l.vy + camera.xfm.l.vz)), 0.0f, inf); |
| 353 | |
| 354 | /* intersect ray with scene */ |
| 355 | RTCIntersectArguments iargs; |
| 356 | rtcInitIntersectArguments(&iargs); |
| 357 | iargs.feature_mask = (RTCFeatureFlags) (FEATURE_MASK); |
| 358 | rtcTraversableIntersect1(data.g_traversable,RTCRayHit_(ray),&iargs); |
| 359 | RayStats_addRay(stats); |
| 360 | |
| 361 | /* shade pixels */ |
| 362 | Vec3fa color = Vec3fa(0.0f); |
| 363 | if (ray.geomID != RTC_INVALID_GEOMETRY_ID) |
| 364 | { |
| 365 | Vec3fa diffuse = Vec3fa(1.0f); |
| 366 | if (ray.instID[0] != RTC_INVALID_GEOMETRY_ID) { |
| 367 | unsigned int tree_idx = 0; |
| 368 | if (data.use_instance_array && ray.instPrimID[0] != RTC_INVALID_GEOMETRY_ID) { |
| 369 | tree_idx = ray.instPrimID[0]; |
| 370 | } else { |
| 371 | tree_idx = ray.instID[0] - 1; |
| 372 | } |
| 373 | |
| 374 | unsigned int tree_id = data.trees_selected[data.tree_ids_device[tree_idx]]; |
| 375 | Triangle* tree_triangles = data.tree_triangles[tree_id]; |
| 376 | Triangle triangle = tree_triangles[ray.primID]; |
| 377 | |
| 378 | Vec3f* tree_colors = data.tree_vertex_colors[tree_id]; |
| 379 | Vec3f c0 = tree_colors[triangle.v0]; |
| 380 | Vec3f c1 = tree_colors[triangle.v1]; |
| 381 | Vec3f c2 = tree_colors[triangle.v2]; |
| 382 | float u = ray.u, v = ray.v, w = 1.0f-ray.u-ray.v; |
| 383 | Vec3f c = w*c0 + u*c1 + v*c2; |
| 384 | diffuse = Vec3fa(c); |
| 385 | } |
| 386 | else if (ray.geomID == 0) { |
| 387 | // ground |
| 388 | diffuse = Vec3fa(0.5f, 0.8f, 0.0f); |
| 389 | } |
| 390 | |
| 391 | //color = Vec3fa(0.5f) + 0.5 * normal; |
no test coverage detected