/* adds a cube to the scene */
unsigned int addSubdivCube (RTCScene scene_i)
{
  unsigned int geomID = rtcNewSubdivisionMesh(scene_i, RTC_GEOMETRY_STATIC, NUM_QUAD_FACES, NUM_QUAD_INDICES, NUM_VERTICES, 0, 0, 0);
  rtcSetBuffer(scene_i, geomID, RTC_VERTEX_BUFFER, cube_vertices,      0, sizeof(Vec3fa  ));
  rtcSetBuffer(scene_i, geomID, RTC_INDEX_BUFFER,  cube_quad_indices , 0, sizeof(unsigned int));
  rtcSetBuffer(scene_i, geomID, RTC_FACE_BUFFER,   cube_quad_faces,    0, sizeof(unsigned int));

  float* level = (float*) rtcMapBuffer(scene_i, geomID, RTC_LEVEL_BUFFER);
  for (size_t i=0; i<NUM_QUAD_INDICES; i++) level[i] = 4;
  rtcUnmapBuffer(scene_i, geomID, RTC_LEVEL_BUFFER);

  /* create face color array */
  colors = (Vec3fa*) alignedMalloc(6*sizeof(Vec3fa));
  colors[0] = Vec3fa(1,0,0); // left side
  colors[1] = Vec3fa(0,1,0); // right side
  colors[2] = Vec3fa(0.5f);  // bottom side
  colors[3] = Vec3fa(1.0f);  // top side
  colors[4] = Vec3fa(0,0,1); // front side
  colors[5] = Vec3fa(1,1,0); // back side

  /* set intersection filter for the cube */
  if (g_mode != MODE_NORMAL) {
    rtcSetIntersectionFilterFunctionN(scene_i,geomID,intersectionFilterN);
    rtcSetOcclusionFilterFunctionN   (scene_i,geomID,occlusionFilterN);
  }
  else {
    rtcSetIntersectionFilterFunction(scene_i,geomID,intersectionFilter);
    rtcSetOcclusionFilterFunction   (scene_i,geomID,occlusionFilter);
  }

  return geomID;
}
Example #2
0
void convertTriangleMesh(ISPCTriangleMesh* mesh, RTCScene scene_out)
{
  unsigned int geomID = rtcNewTriangleMesh (scene_out, RTC_GEOMETRY_STATIC, mesh->numTriangles, mesh->numVertices, mesh->positions2 ? 2 : 1);
  rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER,mesh->positions,0,sizeof(Vertex));
  if (mesh->positions2) rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER1,mesh->positions2,0,sizeof(Vertex));
  rtcSetBuffer(scene_out,geomID,RTC_INDEX_BUFFER,mesh->triangles,0,sizeof(ISPCTriangle));
  rtcSetOcclusionFilterFunction(scene_out,geomID,(RTCFilterFunc)&filterDispatch);
}
Example #3
0
void convertHairSet(ISPCHairSet* hair, RTCScene scene_out)
{
  unsigned int geomID = rtcNewHairGeometry (scene_out, RTC_GEOMETRY_STATIC, hair->numHairs, hair->numVertices, hair->v2 ? 2 : 1);
  rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER,hair->v,0,sizeof(Vertex));
  if (hair->v2) rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER1,hair->v2,0,sizeof(Vertex));
  rtcSetBuffer(scene_out,geomID,RTC_INDEX_BUFFER,hair->hairs,0,sizeof(ISPCHair));
  rtcSetOcclusionFilterFunction(scene_out,geomID,(RTCFilterFunc)&filterDispatch);
}
Example #4
0
/* adds a cube to the scene */
unsigned int addCube (RTCScene scene_i)
{
  /* create a triangulated cube with 12 triangles and 8 vertices */
  unsigned int mesh = rtcNewTriangleMesh (scene_i, RTC_GEOMETRY_STATIC, 12, 8);

  /* set vertices */
  Vertex* vertices = (Vertex*) rtcMapBuffer(scene_i,mesh,RTC_VERTEX_BUFFER); 
  vertices[0].x = -1; vertices[0].y = -1; vertices[0].z = -1; 
  vertices[1].x = -1; vertices[1].y = -1; vertices[1].z = +1; 
  vertices[2].x = -1; vertices[2].y = +1; vertices[2].z = -1; 
  vertices[3].x = -1; vertices[3].y = +1; vertices[3].z = +1; 
  vertices[4].x = +1; vertices[4].y = -1; vertices[4].z = -1; 
  vertices[5].x = +1; vertices[5].y = -1; vertices[5].z = +1; 
  vertices[6].x = +1; vertices[6].y = +1; vertices[6].z = -1; 
  vertices[7].x = +1; vertices[7].y = +1; vertices[7].z = +1; 
  rtcUnmapBuffer(scene_i,mesh,RTC_VERTEX_BUFFER); 

  /* create triangle color array */
  colors = new Vec3f[12];

  /* set triangles and colors */
  int tri = 0;
  Triangle* triangles = (Triangle*) rtcMapBuffer(scene_i,mesh,RTC_INDEX_BUFFER);
  
  // left side
  colors[tri] = Vec3f(1,0,0); triangles[tri].v0 = 0; triangles[tri].v1 = 2; triangles[tri].v2 = 1; tri++;
  colors[tri] = Vec3f(1,0,0); triangles[tri].v0 = 1; triangles[tri].v1 = 2; triangles[tri].v2 = 3; tri++;

  // right side
  colors[tri] = Vec3f(0,1,0); triangles[tri].v0 = 4; triangles[tri].v1 = 5; triangles[tri].v2 = 6; tri++;
  colors[tri] = Vec3f(0,1,0); triangles[tri].v0 = 5; triangles[tri].v1 = 7; triangles[tri].v2 = 6; tri++;

  // bottom side
  colors[tri] = Vec3f(0.5f);  triangles[tri].v0 = 0; triangles[tri].v1 = 1; triangles[tri].v2 = 4; tri++;
  colors[tri] = Vec3f(0.5f);  triangles[tri].v0 = 1; triangles[tri].v1 = 5; triangles[tri].v2 = 4; tri++;

  // top side
  colors[tri] = Vec3f(1.0f);  triangles[tri].v0 = 2; triangles[tri].v1 = 6; triangles[tri].v2 = 3; tri++;
  colors[tri] = Vec3f(1.0f);  triangles[tri].v0 = 3; triangles[tri].v1 = 6; triangles[tri].v2 = 7; tri++;

  // front side
  colors[tri] = Vec3f(0,0,1); triangles[tri].v0 = 0; triangles[tri].v1 = 4; triangles[tri].v2 = 2; tri++;
  colors[tri] = Vec3f(0,0,1); triangles[tri].v0 = 2; triangles[tri].v1 = 4; triangles[tri].v2 = 6; tri++;

  // back side
  colors[tri] = Vec3f(1,1,0); triangles[tri].v0 = 1; triangles[tri].v1 = 3; triangles[tri].v2 = 5; tri++;
  colors[tri] = Vec3f(1,1,0); triangles[tri].v0 = 3; triangles[tri].v1 = 7; triangles[tri].v2 = 5; tri++;

  rtcUnmapBuffer(scene_i,mesh,RTC_INDEX_BUFFER);

  /* set intersection filter for the cube */
  rtcSetIntersectionFilterFunction(scene_i,mesh,(RTCFilterFunc)&intersectionFilter);
  rtcSetOcclusionFilterFunction   (scene_i,mesh,(RTCFilterFunc)&occlusionFilter);

  return mesh;
}
Example #5
0
RTCScene convertScene(ISPCScene* scene_in)
{
  //scene_in->numHairSets = 0;
  //scene_in->numMeshes = 0;

  /* create scene */
  RTCScene scene_out = rtcNewScene(RTC_SCENE_STATIC | RTC_SCENE_INCOHERENT, RTC_INTERSECT1);

  /* add all hair sets to the scene */
  for (int i=0; i<scene_in->numHairSets; i++)
  {
    ISPCHairSet* hair = scene_in->hairs[i];
    unsigned int geomID = rtcNewHairGeometry (scene_out, RTC_GEOMETRY_STATIC, hair->numHairs, hair->numVertices, hair->v2 ? 2 : 1);
    rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER,hair->v,0,sizeof(Vertex));
    if (hair->v2) rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER1,hair->v2,0,sizeof(Vertex));
    rtcSetBuffer(scene_out,geomID,RTC_INDEX_BUFFER,hair->hairs,0,sizeof(ISPCHair));
    rtcSetOcclusionFilterFunction(scene_out,geomID,(RTCFilterFunc)&filterDispatch);
  }

  /* add all triangle meshes to the scene */
  for (int i=0; i<scene_in->numMeshes; i++)
  {
    ISPCMesh* mesh = scene_in->meshes[i];
    unsigned int geomID = rtcNewTriangleMesh (scene_out, RTC_GEOMETRY_STATIC, mesh->numTriangles, mesh->numVertices, mesh->positions2 ? 2 : 1);
    rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER,mesh->positions,0,sizeof(Vertex));
    if (mesh->positions2) rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER1,mesh->positions2,0,sizeof(Vertex));
    rtcSetBuffer(scene_out,geomID,RTC_INDEX_BUFFER,mesh->triangles,0,sizeof(ISPCTriangle));
    rtcSetOcclusionFilterFunction(scene_out,geomID,(RTCFilterFunc)&filterDispatch);
  }

  /* commit changes to scene */
#if !defined(PARALLEL_COMMIT)
  rtcCommit (scene_out);
#else
  launch[ getNumHWThreads() ] parallelCommit(scene_out); 
#endif

  return scene_out;
}
/* adds a cube to the scene */
unsigned int addCube (RTCScene scene_i, const Vec3fa& offset, const Vec3fa& scale, float rotation)
{
  /* create a triangulated cube with 12 triangles and 8 vertices */
  unsigned int geomID = rtcNewTriangleMesh (scene_i, RTC_GEOMETRY_STATIC, NUM_TRI_FACES, NUM_VERTICES);
  //rtcSetBuffer(scene_i, geomID, RTC_VERTEX_BUFFER, cube_vertices,     0, sizeof(Vec3fa  ));
  Vec3fa* ptr = (Vec3fa*) rtcMapBuffer(scene_i, geomID, RTC_VERTEX_BUFFER);
  for (size_t i=0; i<NUM_VERTICES; i++) {
    float x = cube_vertices[i][0];
    float y = cube_vertices[i][1];
    float z = cube_vertices[i][2];
    Vec3fa vtx = Vec3fa(x,y,z);
    ptr[i] = Vec3fa(offset+LinearSpace3fa::rotate(Vec3fa(0,1,0),rotation)*LinearSpace3fa::scale(scale)*vtx);
  }
  rtcUnmapBuffer(scene_i,geomID,RTC_VERTEX_BUFFER);
  rtcSetBuffer(scene_i, geomID, RTC_INDEX_BUFFER,  cube_tri_indices , 0, 3*sizeof(unsigned int));

  /* create per-triangle color array */
  colors = (Vec3fa*) alignedMalloc(12*sizeof(Vec3fa));
  colors[0] = Vec3fa(1,0,0); // left side
  colors[1] = Vec3fa(1,0,0);
  colors[2] = Vec3fa(0,1,0); // right side
  colors[3] = Vec3fa(0,1,0);
  colors[4] = Vec3fa(0.5f);  // bottom side
  colors[5] = Vec3fa(0.5f);
  colors[6] = Vec3fa(1.0f);  // top side
  colors[7] = Vec3fa(1.0f);
  colors[8] = Vec3fa(0,0,1); // front side
  colors[9] = Vec3fa(0,0,1);
  colors[10] = Vec3fa(1,1,0); // back side
  colors[11] = Vec3fa(1,1,0);

  /* set intersection filter for the cube */
  if (g_mode != MODE_NORMAL) {
    rtcSetIntersectionFilterFunctionN(scene_i,geomID,intersectionFilterN);
    rtcSetOcclusionFilterFunctionN   (scene_i,geomID,occlusionFilterN);
  }
  else {
    rtcSetIntersectionFilterFunction(scene_i,geomID,intersectionFilter);
    rtcSetOcclusionFilterFunction   (scene_i,geomID,occlusionFilter);
  }

  return geomID;
}
void Object::embreeInit(RTCDevice device) {

	Embree.scene = rtcDeviceNewScene(device, EMBREE_SFLAGS_OBJECT, EMBREE_AFLAGS_OBJECT);

	// Init embree for meshes
	for (uint i = 0; i < geometries.size(); i++) { // If it crashes here, then it can't find the .mtl or the last line is not empty

		uint geomID = geometries[i]->embreeInit(Embree.scene);
		Embree.geomIDmap[geomID] = geometries[i];

		// Set filter functions
		rtcSetOcclusionFilterFunction(Embree.scene, geomID, (RTCFilterFunc)&RayEngine::embreeOcclusionFilter);
		rtcSetOcclusionFilterFunction8(Embree.scene, geomID, (RTCFilterFunc8)&RayEngine::embreeOcclusionFilter8);
		rtcSetUserData(Embree.scene, geomID, userData);

	}

	rtcCommit(Embree.scene);

}
Example #8
0
RTCScene convertScene(ISPCScene* scene_in)
{
  //scene_in->numHairSets = 0;
  //scene_in->numMeshes = 0;

  /* create scene */
  RTCScene scene_out = rtcNewScene(RTC_SCENE_STATIC | RTC_SCENE_INCOHERENT, RTC_INTERSECT1);

  /* add all hair sets to the scene */
  for (int i=0; i<scene_in->numHairSets; i++)
  {
    ISPCHairSet* hair = scene_in->hairs[i];
    unsigned int geomID = rtcNewHairGeometry (scene_out, RTC_GEOMETRY_STATIC, hair->numHairs, hair->numVertices, hair->v2 ? 2 : 1);
    rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER,hair->v,0,sizeof(Vertex));
    if (hair->v2) rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER1,hair->v2,0,sizeof(Vertex));
    rtcSetBuffer(scene_out,geomID,RTC_INDEX_BUFFER,hair->hairs,0,sizeof(ISPCHair));
    rtcSetOcclusionFilterFunction(scene_out,geomID,(RTCFilterFunc)&filterDispatch);
  }

  /* add all triangle meshes to the scene */
  for (int i=0; i<scene_in->numMeshes; i++)
  {
    ISPCMesh* mesh = scene_in->meshes[i];
   
    if (mesh->numQuads)
     {
     g_subdiv_mode = true;

      size_t numPrimitives = mesh->numQuads;
      size_t numEdges      = mesh->numQuads*4;
      mesh->edge_level             = new float[numEdges];
      int *index_buffer = new int[numEdges];
      
      for (size_t i=0; i<numEdges; i++) 
	mesh->edge_level[i] = FIXED_EDGE_TESSELLATION_VALUE;
      
      /* create a triangle mesh */
      unsigned int geomID = rtcNewSubdivisionMesh (scene_out, RTC_GEOMETRY_STATIC, numPrimitives, numEdges, mesh->numVertices, 0, 0, 0);
      mesh->geomID = geomID;

      unsigned int* faces = (unsigned int*) rtcMapBuffer(scene_out, geomID, RTC_FACE_BUFFER);
      for (size_t i=0; i<mesh->numQuads    ; i++) faces[i] = 4;
      
      rtcUnmapBuffer(scene_out,geomID,RTC_FACE_BUFFER);

      for (size_t i=0; i<mesh->numQuads; i++)
      	 {
	   index_buffer[4*i+0] = mesh->quads[i].v0;
	   index_buffer[4*i+1] = mesh->quads[i].v1;
	   index_buffer[4*i+2] = mesh->quads[i].v2;
	   index_buffer[4*i+3] = mesh->quads[i].v3;	   
	 }

      rtcSetBuffer(scene_out, geomID, RTC_VERTEX_BUFFER, mesh->positions , 0, sizeof(Vec3fa  ));
      rtcSetBuffer(scene_out, geomID, RTC_INDEX_BUFFER,  index_buffer    , 0, sizeof(unsigned int));
      rtcSetBuffer(scene_out, geomID, RTC_LEVEL_BUFFER,  mesh->edge_level, 0, sizeof(float));
      
#if ENABLE_DISPLACEMENTS == 1
      rtcSetDisplacementFunction(scene_out,geomID,(RTCDisplacementFunc)&displacementFunction,NULL);
#endif
     } 
    else if (mesh->numTriangles)
    {
     unsigned int geomID = rtcNewTriangleMesh (scene_out, RTC_GEOMETRY_STATIC, mesh->numTriangles, mesh->numVertices, mesh->positions2 ? 2 : 1);
     rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER,mesh->positions,0,sizeof(Vertex));
     if (mesh->positions2) rtcSetBuffer(scene_out,geomID,RTC_VERTEX_BUFFER1,mesh->positions2,0,sizeof(Vertex));
     rtcSetBuffer(scene_out,geomID,RTC_INDEX_BUFFER,mesh->triangles,0,sizeof(ISPCTriangle));
     rtcSetOcclusionFilterFunction(scene_out,geomID,(RTCFilterFunc)&filterDispatch);
    }
  
  }


  /* commit changes to scene */
  rtcCommit (scene_out);

  return scene_out;
}