/* adds a ground plane to the scene */ unsigned int addGroundPlane (RTCScene scene_i) { /* create a triangulated plane with 2 triangles and 4 vertices */ unsigned int mesh = rtcNewTriangleMesh (scene_i, RTC_GEOMETRY_STATIC, 2, 4); /* set vertices */ Vertex* vertices = (Vertex*) rtcMapBuffer(scene_i,mesh,RTC_VERTEX_BUFFER); vertices[0].x = -10; vertices[0].y = -2; vertices[0].z = -10; vertices[1].x = -10; vertices[1].y = -2; vertices[1].z = +10; vertices[2].x = +10; vertices[2].y = -2; vertices[2].z = -10; vertices[3].x = +10; vertices[3].y = -2; vertices[3].z = +10; rtcUnmapBuffer(scene_i,mesh,RTC_VERTEX_BUFFER); /* set triangles */ Triangle* triangles = (Triangle*) rtcMapBuffer(scene_i,mesh,RTC_INDEX_BUFFER); triangles[0].v0 = 0; triangles[0].v1 = 2; triangles[0].v2 = 1; triangles[1].v0 = 1; triangles[1].v1 = 2; triangles[1].v2 = 3; rtcUnmapBuffer(scene_i,mesh,RTC_INDEX_BUFFER); return mesh; }
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; }
extern "C" unsigned ispcNewTriangleMesh (RTCScene scene, RTCGeometryFlags flags, size_t numTriangles, size_t numVertices, size_t numTimeSteps) { return rtcNewTriangleMesh((RTCScene)scene,flags,numTriangles,numVertices,numTimeSteps); }
/* 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 = (Vec3fa*) alignedMalloc(12*sizeof(Vec3fa)); /* set triangles and colors */ int tri = 0; Triangle* triangles = (Triangle*) rtcMapBuffer(scene_i,mesh,RTC_INDEX_BUFFER); // left side colors[tri] = Vec3fa(1,0,0); triangles[tri].v0 = 0; triangles[tri].v1 = 2; triangles[tri].v2 = 1; tri++; colors[tri] = Vec3fa(1,0,0); triangles[tri].v0 = 1; triangles[tri].v1 = 2; triangles[tri].v2 = 3; tri++; // right side colors[tri] = Vec3fa(0,1,0); triangles[tri].v0 = 4; triangles[tri].v1 = 5; triangles[tri].v2 = 6; tri++; colors[tri] = Vec3fa(0,1,0); triangles[tri].v0 = 5; triangles[tri].v1 = 7; triangles[tri].v2 = 6; tri++; // bottom side colors[tri] = Vec3fa(0.5f); triangles[tri].v0 = 0; triangles[tri].v1 = 1; triangles[tri].v2 = 4; tri++; colors[tri] = Vec3fa(0.5f); triangles[tri].v0 = 1; triangles[tri].v1 = 5; triangles[tri].v2 = 4; tri++; // top side colors[tri] = Vec3fa(1.0f); triangles[tri].v0 = 2; triangles[tri].v1 = 6; triangles[tri].v2 = 3; tri++; colors[tri] = Vec3fa(1.0f); triangles[tri].v0 = 3; triangles[tri].v1 = 6; triangles[tri].v2 = 7; tri++; // front side colors[tri] = Vec3fa(0,0,1); triangles[tri].v0 = 0; triangles[tri].v1 = 4; triangles[tri].v2 = 2; tri++; colors[tri] = Vec3fa(0,0,1); triangles[tri].v0 = 2; triangles[tri].v1 = 4; triangles[tri].v2 = 6; tri++; // back side colors[tri] = Vec3fa(1,1,0); triangles[tri].v0 = 1; triangles[tri].v1 = 3; triangles[tri].v2 = 5; tri++; colors[tri] = Vec3fa(1,1,0); triangles[tri].v0 = 3; triangles[tri].v1 = 7; triangles[tri].v2 = 5; tri++; rtcUnmapBuffer(scene_i,mesh,RTC_INDEX_BUFFER); return mesh; }
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; }