Exemplo n.º 1
0
  void testDistributedApp_main(int &ac, char **&av)
  {
    ospdMpiInit(&ac,&av,OSPD_Z_COMPOSITE);

    int rank, size;
    MPI_Comm_rank(MPI_COMM_WORLD,&rank);
    MPI_Comm_size(MPI_COMM_WORLD,&size);
    printf("#ospdapp: starting test app for osp distributed mode, rank %i/%i\n",rank,size);
    MPI_Barrier(MPI_COMM_WORLD);
    
    ospdApiMode(OSPD_ALL);
    model = ospNewModel();
    Assert(model,"error creating model");

    camera = ospNewCamera("perspective");
    Assert(camera,"error creating camera");
    
    renderer = ospNewRenderer("obj");
    Assert(renderer,"error creating renderer");
    
    ospdApiMode(OSPD_RANK);

    MPI_Barrier(MPI_COMM_WORLD);
    printf("---------------------- SHUTTING DOWN ----------------------\n");fflush(0);
    MPI_Barrier(MPI_COMM_WORLD);
    ospdMpiShutdown();
  }
Exemplo n.º 2
0
GLFWOSPRayWindow::GLFWOSPRayWindow(const ospcommon::vec2i &windowSize,
                                   const ospcommon::box3f &worldBounds,
                                   OSPModel model,
                                   OSPRenderer renderer)
    : windowSize(windowSize),
      worldBounds(worldBounds),
      model(model),
      renderer(renderer)
{
  if (activeWindow != nullptr)
    throw std::runtime_error("Cannot create more than one GLFWOSPRayWindow!");

  activeWindow = this;

  // initialize GLFW
  if (!glfwInit())
    throw std::runtime_error("Failed to initialize GLFW!");

  // create GLFW window
  glfwWindow = glfwCreateWindow(
      windowSize.x, windowSize.y, "OSPRay Tutorial", NULL, NULL);

  if (!glfwWindow) {
    glfwTerminate();
    throw std::runtime_error("Failed to create GLFW window!");
  }

  // make the window's context current
  glfwMakeContextCurrent(glfwWindow);

  ImGui_ImplGlfwGL3_Init(glfwWindow, true);

  // set initial OpenGL state
  glEnable(GL_TEXTURE_2D);
  glDisable(GL_LIGHTING);

  // create OpenGL frame buffer texture
  glGenTextures(1, &framebufferTexture);
  glEnable(GL_TEXTURE_2D);
  glBindTexture(GL_TEXTURE_2D, framebufferTexture);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

  // set GLFW callbacks
  glfwSetFramebufferSizeCallback(
      glfwWindow, [](GLFWwindow *, int newWidth, int newHeight) {
        activeWindow->reshape(ospcommon::vec2i{newWidth, newHeight});
      });

  glfwSetCursorPosCallback(glfwWindow, [](GLFWwindow *, double x, double y) {
    ImGuiIO &io = ImGui::GetIO();
    if (!io.WantCaptureMouse)
      activeWindow->motion(ospcommon::vec2f{float(x), float(y)});
  });

  glfwSetKeyCallback(glfwWindow,
                     [](GLFWwindow *, int key, int, int action, int) {
                       if (action == GLFW_PRESS) {
                         switch (key) {
                         case GLFW_KEY_G:
                           activeWindow->showUi = !(activeWindow->showUi);
                           break;
                         }
                       }
                     });

  // OSPRay setup

  // set the model on the renderer
  ospSetObject(renderer, "model", model);

  // create the arcball camera model
  arcballCamera = std::unique_ptr<ArcballCamera>(
      new ArcballCamera(worldBounds, windowSize));

  // create camera
  camera = ospNewCamera("perspective");
  ospSetf(camera, "aspect", windowSize.x / float(windowSize.y));

  ospSetVec3f(camera,
              "pos",
              osp::vec3f{arcballCamera->eyePos().x,
                         arcballCamera->eyePos().y,
                         arcballCamera->eyePos().z});
  ospSetVec3f(camera,
              "dir",
              osp::vec3f{arcballCamera->lookDir().x,
                         arcballCamera->lookDir().y,
                         arcballCamera->lookDir().z});
  ospSetVec3f(camera,
              "up",
              osp::vec3f{arcballCamera->upDir().x,
                         arcballCamera->upDir().y,
                         arcballCamera->upDir().z});

  ospCommit(camera);

  // set camera on the renderer
  ospSetObject(renderer, "camera", camera);

  // finally, commit the renderer
  ospCommit(renderer);

  // trigger window reshape events with current window size
  glfwGetFramebufferSize(glfwWindow, &this->windowSize.x, &this->windowSize.y);
  reshape(this->windowSize);
}
Exemplo n.º 3
0
int main(int ac, const char **av) {
  // image size
  osp_vec2i imgSize;
  imgSize.x = 1024; // width
  imgSize.y = 768; // height

  // camera
  float cam_pos[] = {0.f, 0.f, 0.f};
  float cam_up [] = {0.f, 1.f, 0.f};
  float cam_view [] = {0.1f, 0.f, 1.f};

  // triangle mesh data
  float vertex[] = { -1.0f, -1.0f, 3.0f, 0.f,
                     -1.0f,  1.0f, 3.0f, 0.f,
                      1.0f, -1.0f, 3.0f, 0.f,
                      0.1f,  0.1f, 0.3f, 0.f };
  float color[] =  { 0.9f, 0.5f, 0.5f, 1.0f,
                     0.8f, 0.8f, 0.8f, 1.0f,
                     0.8f, 0.8f, 0.8f, 1.0f,
                     0.5f, 0.9f, 0.5f, 1.0f };
  int32_t index[] = { 0, 1, 2,
                      1, 2, 3 };


  // initialize OSPRay; OSPRay parses (and removes) its commandline parameters, e.g. "--osp:debug"
  ospInit(&ac, av);

  // create and setup camera
  OSPCamera camera = ospNewCamera("perspective");
  ospSetf(camera, "aspect", imgSize.x/(float)imgSize.y);
  ospSet3fv(camera, "pos", cam_pos);
  ospSet3fv(camera, "dir", cam_view);
  ospSet3fv(camera, "up",  cam_up);
  ospCommit(camera); // commit each object to indicate modifications are done


  // create and setup model and mesh
  OSPGeometry mesh = ospNewGeometry("triangles");
  OSPData data = ospNewData(4, OSP_FLOAT3A, vertex, 0); // OSP_FLOAT3 format is also supported for vertex positions (currently not on MIC)
  ospCommit(data);
  ospSetData(mesh, "vertex", data);

  data = ospNewData(4, OSP_FLOAT4, color, 0);
  ospCommit(data);
  ospSetData(mesh, "vertex.color", data);

  data = ospNewData(2, OSP_INT3, index, 0); // OSP_INT4 format is also supported for triangle indices
  ospCommit(data);
  ospSetData(mesh, "index", data);

  ospCommit(mesh);


  OSPModel world = ospNewModel();
  ospAddGeometry(world, mesh);
  ospCommit(world);


  // create and setup renderer
  OSPRenderer renderer = ospNewRenderer("scivis"); // choose Scientific Visualization renderer
  ospSet1f(renderer, "aoWeight", 1.0f);            // with full Ambient Occlusion
  ospSet1i(renderer, "aoSamples", 1);
  ospSetObject(renderer, "model",  world);
  ospSetObject(renderer, "camera", camera);
  ospCommit(renderer);


  // create and setup framebuffer
  OSPFrameBuffer framebuffer = ospNewFrameBuffer(&imgSize, OSP_FB_SRGBA, OSP_FB_COLOR | /*OSP_FB_DEPTH |*/ OSP_FB_ACCUM);
  ospFrameBufferClear(framebuffer, OSP_FB_COLOR | OSP_FB_ACCUM);

  // render one frame
  ospRenderFrame(framebuffer, renderer, OSP_FB_COLOR | OSP_FB_ACCUM);

  // access framebuffer and write its content as PPM file
  const uint32_t * fb = (uint32_t*)ospMapFrameBuffer(framebuffer, OSP_FB_COLOR);
  writePPM("firstFrameC.ppm", &imgSize, fb);
  ospUnmapFrameBuffer(fb, framebuffer);


  // render 10 more frames, which are accumulated to result in a better converged image
  for (int frames = 0; frames < 10; frames++)
    ospRenderFrame(framebuffer, renderer, OSP_FB_COLOR | OSP_FB_ACCUM);

  fb = (uint32_t*)ospMapFrameBuffer(framebuffer, OSP_FB_COLOR);
  writePPM("accumulatedFrameC.ppm", &imgSize, fb);
  ospUnmapFrameBuffer(fb, framebuffer);

  return 0;
}