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anariTutorial_usd.c
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anariTutorial_usd.c
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// Copyright 2021 NVIDIA Corporation
// SPDX-License-Identifier: Apache-2.0
#include <errno.h>
#include <assert.h>
#include <stdint.h>
#include <stdio.h>
#ifdef _WIN32
#include <malloc.h>
#else
#include <alloca.h>
#endif
#include "anari/anari.h"
// stb_image
#include "stb_image_write.h"
#include "anariTutorial_usd_common.h"
typedef enum TestType
{
TEST_MESH,
TEST_CONES,
TEST_GLYPHS
} TestType_t;
typedef struct TestParameters
{
int writeAtCommit;
int useVertexColors;
int useTexture;
int useIndices;
int isTransparent;
TestType_t testType;
int useGlyphMesh;
int changePositionArray;
} TestParameters_t;
typedef struct TexData
{
uint8_t* textureData;
uint8_t* opacityTextureData;
int textureSize[2];
} TexData_t;
float transform[16] = {
3.0f, 0.0f, 0.0f, 0.0f,
0.0f, 3.0f, 0.0f, 0.0f,
0.0f, 0.0f, 3.0f, 0.0f,
2.0f, 3.0f, 4.0f, 1.0f };
// triangle mesh data
float vertex[] = { -1.0f,
-1.0f,
3.0f,
-1.0f,
1.0f,
3.0f,
1.0f,
-1.0f,
3.0f,
0.1f,
0.1f,
0.3f };
float normal[] = { 0.0f,
0.0f,
1.0f,
0.0f,
1.0f,
0.0f,
0.0f,
1.0f,
0.0f,
1.0f,
0.0f,
0.0f
};
float color[] = { 0.0f,
0.0f,
0.9f,
1.0f,
0.8f,
0.8f,
0.8f,
1.0f,
0.8f,
0.8f,
0.8f,
1.0f,
0.0f,
0.9f,
0.0f,
1.0f };
float opacities[] = {
0.5f,
1.0f};
float texcoord[] = {
0.0f,
0.0f,
1.0f,
0.0f,
1.0f,
1.0f,
0.0f,
1.0f };
int32_t index[] = { 0, 1, 2, 2, 1, 3 };
float protoVertex[] = {-3.0f,
-1.0f,
-1.0f,
3.0f,
-1.0f,
-1.0f,
-3.0f,
1.0f,
-1.0f,
3.0f,
1.0f,
-1.0f,
-3.0f,
-1.0f,
1.0f,
3.0f,
-1.0f,
1.0f,
-3.0f,
1.0f,
1.0f,
3.0f,
1.0f,
1.0f};
float protoColor[] = {0.0f,
0.0f,
0.9f,
1.0f,
0.8f,
0.8f,
0.8f,
1.0f,
0.8f,
0.8f,
0.8f,
1.0f,
0.0f,
0.9f,
0.0f,
1.0f,
0.0f,
0.0f,
0.9f,
1.0f,
0.8f,
0.8f,
0.8f,
1.0f,
0.8f,
0.8f,
0.8f,
1.0f,
0.0f,
0.9f,
0.0f,
1.0f};
int32_t protoIndex[] = {0, 1, 2, 2, 1, 3, 2, 3, 4, 4, 3, 5, 4, 5, 6, 6, 5, 7, 6, 7, 0, 0, 7, 1};
float protoTransform[16] = {
0.75f, 0.0f, 0.0f, 0.0f,
0.0f, 1.5f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f };
float kd[] = { 0.0f, 0.0f, 1.0f };
ANARIInstance createMeshInstance(ANARIDevice dev, TestParameters_t testParams,
TexData_t testData, ANARIArray1D* positionArray)
{
int useVertexColors = testParams.useVertexColors;
int useTexture = testParams.useTexture;
int isTransparent = testParams.isTransparent;
// create and setup mesh
ANARIGeometry mesh = anariNewGeometry(dev, "triangle");
anariSetParameter(dev, mesh, "name", ANARI_STRING, "tutorialMesh");
ANARIArray1D array = anariNewArray1D(dev, vertex, 0, 0, ANARI_FLOAT32_VEC3, 4);
anariCommitParameters(dev, array);
anariSetParameter(dev, mesh, "vertex.position", ANARI_ARRAY, &array);
//anariRelease(dev, array); // we are done using this handle
*positionArray = array; // carry over to parent scope
array = anariNewArray1D(dev, normal, 0, 0, ANARI_FLOAT32_VEC3, 4);
anariCommitParameters(dev, array);
anariSetParameter(dev, mesh, "vertex.normal", ANARI_ARRAY, &array);
anariRelease(dev, array);
// Set the vertex colors
if (useVertexColors)
{
array = anariNewArray1D(dev, color, 0, 0, ANARI_FLOAT32_VEC4, 4);
anariCommitParameters(dev, array);
anariSetParameter(dev, mesh, "vertex.color", ANARI_ARRAY, &array);
anariRelease(dev, array);
}
array = anariNewArray1D(dev, texcoord, 0, 0, ANARI_FLOAT32_VEC2, 4);
anariCommitParameters(dev, array);
anariSetParameter(dev, mesh, "vertex.attribute0", ANARI_ARRAY, &array);
anariRelease(dev, array);
anariSetParameter(dev, mesh, "usd::attribute0.name", ANARI_STRING, "customTexcoordName");
if(isTransparent)
{
array = anariNewArray1D(dev, opacities, 0, 0, ANARI_FLOAT32, 2);
anariCommitParameters(dev, array);
anariSetParameter(dev, mesh, "primitive.attribute1", ANARI_ARRAY, &array);
anariRelease(dev, array);
}
array = anariNewArray1D(dev, index, 0, 0, ANARI_INT32_VEC3, 2);
anariCommitParameters(dev, array);
anariSetParameter(dev, mesh, "primitive.index", ANARI_ARRAY, &array);
anariRelease(dev, array);
anariCommitParameters(dev, mesh);
// Create a sampler
ANARISampler sampler = 0;
if(useTexture)
{
sampler = anariNewSampler(dev, "image2D");
anariSetParameter(dev, sampler, "name", ANARI_STRING, "tutorialSampler");
anariSetParameter(dev, sampler, "inAttribute", ANARI_STRING, "customTexcoordName");
anariSetParameter(dev, sampler, "wrapMode1", ANARI_STRING, wrapS);
anariSetParameter(dev, sampler, "wrapMode2", ANARI_STRING, wrapT);
array = anariNewArray2D(dev, testData.textureData, 0, 0, ANARI_UINT8_VEC3, testData.textureSize[0], testData.textureSize[1]); // Make sure this matches numTexComponents
//anariSetParameter(dev, sampler, "usd::imageUrl", ANARI_STRING, texFile);
anariSetParameter(dev, sampler, "image", ANARI_ARRAY, &array);
anariCommitParameters(dev, sampler);
anariRelease(dev, array);
}
ANARISampler opacitySampler = 0;
if(isTransparent && useTexture)
{
opacitySampler = anariNewSampler(dev, "image2D");
anariSetParameter(dev, opacitySampler, "name", ANARI_STRING, "tutorialSamplerOpacity");
anariSetParameter(dev, opacitySampler, "inAttribute", ANARI_STRING, "customTexcoordName");
anariSetParameter(dev, opacitySampler, "wrapMode1", ANARI_STRING, wrapS);
anariSetParameter(dev, opacitySampler, "wrapMode2", ANARI_STRING, wrapT);
array = anariNewArray2D(dev, testData.opacityTextureData, 0, 0, ANARI_UINT8, testData.textureSize[0], testData.textureSize[1]);
anariSetParameter(dev, opacitySampler, "image", ANARI_ARRAY, &array);
anariCommitParameters(dev, opacitySampler);
anariRelease(dev, array);
}
// Create a material
ANARIMaterial mat = anariNewMaterial(dev, "matte");
anariSetParameter(dev, mat, "name", ANARI_STRING, "tutorialMaterial");
if (useVertexColors)
anariSetParameter(dev, mat, "color", ANARI_STRING, "color");
else if(useTexture)
anariSetParameter(dev, mat, "color", ANARI_SAMPLER, &sampler);
else
anariSetParameter(dev, mat, "color", ANARI_FLOAT32_VEC3, kd);
float opacityConstant = isTransparent ? 0.65f : 1.0f;
if(isTransparent)
{
anariSetParameter(dev, mat, "alphaMode", ANARI_STRING, "blend");
if(useVertexColors)
anariSetParameter(dev, mat, "opacity", ANARI_STRING, "attribute1");
else if(useTexture)
anariSetParameter(dev, mat, "opacity", ANARI_SAMPLER, &opacitySampler);
else
anariSetParameter(dev, mat, "opacity", ANARI_FLOAT32, &opacityConstant);
}
else
{
anariSetParameter(dev, mat, "opacity", ANARI_FLOAT32, &opacityConstant);
}
int timevaryEmissive = 1; // Set emissive to timevarying (should appear in material stage under primstages/)
anariSetParameter(dev, mat, "usd::timeVarying.emissive", ANARI_BOOL, &timevaryEmissive);
anariCommitParameters(dev, mat);
anariRelease(dev, sampler);
anariRelease(dev, opacitySampler);
// put the mesh into a surface
ANARISurface surface = anariNewSurface(dev);
anariSetParameter(dev, surface, "name", ANARI_STRING, "tutorialSurface");
anariSetParameter(dev, surface, "geometry", ANARI_GEOMETRY, &mesh);
anariSetParameter(dev, surface, "material", ANARI_MATERIAL, &mat);
anariCommitParameters(dev, surface);
anariRelease(dev, mesh);
anariRelease(dev, mat);
// put the surface into a group
ANARIGroup group = anariNewGroup(dev);
anariSetParameter(dev, group, "name", ANARI_STRING, "tutorialGroup");
array = anariNewArray1D(dev, &surface, 0, 0, ANARI_SURFACE, 1);
anariCommitParameters(dev, array);
anariSetParameter(dev, group, "surface", ANARI_ARRAY, &array);
anariCommitParameters(dev, group);
anariRelease(dev, surface);
anariRelease(dev, array);
// put the group into an instance (give the group a world transform)
ANARIInstance instance = anariNewInstance(dev, "transform");
anariSetParameter(dev, instance, "name", ANARI_STRING, "tutorialInstance");
anariSetParameter(dev, instance, "transform", ANARI_FLOAT32_MAT4, transform);
anariSetParameter(dev, instance, "group", ANARI_GROUP, &group);
anariRelease(dev, group);
return instance;
}
ANARIInstance createConesInstance(ANARIDevice dev, TestParameters_t testParams,
GridData_t testData, ANARIArray1D* positionArray)
{
// create and setup geom
ANARIGeometry cones = anariNewGeometry(dev, "cone");
anariSetParameter(dev, cones, "name", ANARI_STRING, "tutorialMesh");
int sizeX = testData.gridSize[0], sizeY = testData.gridSize[1];
int numVertices = sizeX*sizeY;
// Create a snake pattern through the vertices
int numIndexTuples = sizeY*sizeX-1;
int* indices = (int*)malloc(2*(numIndexTuples+1)*sizeof(int)); // Extra space for a dummy tuple
int vertIdxTo = 0;
for(int i = 0; i < sizeX; ++i)
{
for(int j = 0; j < sizeY; ++j)
{
int vertIdxFrom = vertIdxTo;
vertIdxTo = vertIdxFrom + ((j == sizeY-1) ? sizeY : ((i%2) ? -1 : 1));
int idxAddr = 2*(sizeY*i+j);
indices[idxAddr] = vertIdxFrom;
indices[idxAddr+1] = vertIdxTo;
}
}
ANARIArray1D array = anariNewArray1D(dev, testData.gridVertex, 0, 0, ANARI_FLOAT32_VEC3, numVertices);
anariCommitParameters(dev, array);
anariSetParameter(dev, cones, "vertex.position", ANARI_ARRAY, &array);
//anariRelease(dev, array); // we are done using this handle
*positionArray = array; // carry over to parent scope
if(testParams.useIndices)
{
array = anariNewArray1D(dev, indices, 0, 0, ANARI_INT32_VEC2, numIndexTuples);
anariCommitParameters(dev, array);
anariSetParameter(dev, cones, "primitive.index", ANARI_ARRAY, &array);
anariRelease(dev, array);
}
// Set the vertex colors
if (testParams.useVertexColors)
{
array = anariNewArray1D(dev, testData.gridColor, 0, 0, ANARI_FLOAT32_VEC3, numVertices);
anariCommitParameters(dev, array);
anariSetParameter(dev, cones, "vertex.color", ANARI_ARRAY, &array);
anariRelease(dev, array);
}
if(testParams.isTransparent)
{
array = anariNewArray1D(dev, testData.gridOpacity, 0, 0, ANARI_FLOAT32, numVertices);
anariCommitParameters(dev, array);
anariSetParameter(dev, cones, "vertex.attribute0", ANARI_ARRAY, &array);
anariRelease(dev, array);
}
// Use per-primitive radii when not using indices, to test that codepath too
array = anariNewArray1D(dev, testData.gridRadius, 0, 0, ANARI_FLOAT32, testParams.useIndices ? numVertices : numVertices/2); // per-primitive is half the vertex count
anariCommitParameters(dev, array);
anariSetParameter(dev, cones, testParams.useIndices ? "vertex.radius" : "primitive.radius", ANARI_ARRAY, &array);
anariRelease(dev, array);
anariCommitParameters(dev, cones);
// Create a material
ANARIMaterial mat = anariNewMaterial(dev, "matte");
anariSetParameter(dev, mat, "name", ANARI_STRING, "tutorialMaterial");
if (testParams.useVertexColors)
anariSetParameter(dev, mat, "color", ANARI_STRING, "color");
else
anariSetParameter(dev, mat, "color", ANARI_FLOAT32_VEC3, kd);
float opacityConstant = testParams.isTransparent ? 0.65f : 1.0f;
if(testParams.isTransparent)
{
anariSetParameter(dev, mat, "alphaMode", ANARI_STRING, "blend");
if(testParams.useVertexColors)
anariSetParameter(dev, mat, "opacity", ANARI_STRING, "attribute1");
else
anariSetParameter(dev, mat, "opacity", ANARI_FLOAT32, &opacityConstant);
}
else
{
anariSetParameter(dev, mat, "opacity", ANARI_FLOAT32, &opacityConstant);
}
anariCommitParameters(dev, mat);
// put the mesh into a surface
ANARISurface surface = anariNewSurface(dev);
anariSetParameter(dev, surface, "name", ANARI_STRING, "tutorialSurface");
anariSetParameter(dev, surface, "geometry", ANARI_GEOMETRY, &cones);
anariSetParameter(dev, surface, "material", ANARI_MATERIAL, &mat);
anariCommitParameters(dev, surface);
anariRelease(dev, cones);
anariRelease(dev, mat);
// put the surface into a group
ANARIGroup group = anariNewGroup(dev);
anariSetParameter(dev, group, "name", ANARI_STRING, "tutorialGroup");
array = anariNewArray1D(dev, &surface, 0, 0, ANARI_SURFACE, 1);
anariCommitParameters(dev, array);
anariSetParameter(dev, group, "surface", ANARI_ARRAY, &array);
anariCommitParameters(dev, group);
anariRelease(dev, surface);
anariRelease(dev, array);
// put the group into an instance (give the group a world transform)
ANARIInstance instance = anariNewInstance(dev, "transform");
anariSetParameter(dev, instance, "name", ANARI_STRING, "tutorialInstance");
anariSetParameter(dev, instance, "group", ANARI_GROUP, &group);
anariRelease(dev, group);
free(indices);
return instance;
}
ANARIInstance createGlyphsInstance(ANARIDevice dev, TestParameters_t testParams,
GridData_t testData, ANARIArray1D* positionArray)
{
int sizeX = testData.gridSize[0], sizeY = testData.gridSize[1];
int numVertices = sizeX*sizeY;
ANARIArray1D array;
ANARIGeometry protoMesh;
// The prototype mesh (instanced geometry)
if(testParams.useGlyphMesh)
{
protoMesh = anariNewGeometry(dev, "triangle");
anariSetParameter(dev, protoMesh, "name", ANARI_STRING, "tutorialProtoMesh");
array = anariNewArray1D(dev, protoVertex, 0, 0, ANARI_FLOAT32_VEC3, 8);
anariCommitParameters(dev, array);
anariSetParameter(dev, protoMesh, "vertex.position", ANARI_ARRAY, &array);
anariRelease(dev, array); // we are done using this handle
if (testParams.useVertexColors)
{
array = anariNewArray1D(dev, protoColor, 0, 0, ANARI_FLOAT32_VEC4, 8);
anariCommitParameters(dev, array);
anariSetParameter(dev, protoMesh, "vertex.color", ANARI_ARRAY, &array);
anariRelease(dev, array);
}
array = anariNewArray1D(dev, protoIndex, 0, 0, ANARI_INT32_VEC3, 8);
anariCommitParameters(dev, array);
anariSetParameter(dev, protoMesh, "primitive.index", ANARI_ARRAY, &array);
anariRelease(dev, array);
anariCommitParameters(dev, protoMesh);
}
// The glyph geometry
ANARIGeometry glyphs = anariNewGeometry(dev, "glyph");
if(testParams.useGlyphMesh)
anariSetParameter(dev, glyphs, "shapeGeometry", ANARI_GEOMETRY, &protoMesh);
else
anariSetParameter(dev, glyphs, "shapeType", ANARI_STRING, "cylinder");
anariSetParameter(dev, glyphs, "shapeTransform", ANARI_FLOAT32_MAT4, protoTransform);
if(testParams.useGlyphMesh)
anariRelease(dev, protoMesh);
array = anariNewArray1D(dev, testData.gridVertex, 0, 0, ANARI_FLOAT32_VEC3, numVertices);
anariCommitParameters(dev, array);
anariSetParameter(dev, glyphs, "vertex.position", ANARI_ARRAY, &array);
//anariRelease(dev, array); // we are done using this handle
*positionArray = array; // carry over to parent scope
if (testParams.useVertexColors)
{
array = anariNewArray1D(dev, testData.gridColor, 0, 0, ANARI_FLOAT32_VEC3, numVertices);
anariCommitParameters(dev, array);
anariSetParameter(dev, glyphs, "vertex.color", ANARI_ARRAY, &array);
anariRelease(dev, array);
}
array = anariNewArray1D(dev, testData.gridRadius, 0, 0, ANARI_FLOAT32, numVertices);
anariCommitParameters(dev, array);
anariSetParameter(dev, glyphs, "vertex.scale", ANARI_ARRAY, &array);
anariRelease(dev, array);
array = anariNewArray1D(dev, testData.gridOrientation, 0, 0, ANARI_FLOAT32_QUAT_IJKW, numVertices);
anariCommitParameters(dev, array);
anariSetParameter(dev, glyphs, "vertex.orientation", ANARI_ARRAY, &array);
anariRelease(dev, array);
anariCommitParameters(dev, glyphs);
// Create a material
ANARIMaterial mat = anariNewMaterial(dev, "matte");
anariSetParameter(dev, mat, "name", ANARI_STRING, "tutorialMaterial");
if (testParams.useVertexColors)
anariSetParameter(dev, mat, "color", ANARI_STRING, "color");
else
anariSetParameter(dev, mat, "color", ANARI_FLOAT32_VEC3, kd);
float opacityConstant = testParams.isTransparent ? 0.65f : 1.0f;
if(testParams.isTransparent)
{
anariSetParameter(dev, mat, "alphaMode", ANARI_STRING, "blend");
if(testParams.useVertexColors)
anariSetParameter(dev, mat, "opacity", ANARI_STRING, "attribute1");
else
anariSetParameter(dev, mat, "opacity", ANARI_FLOAT32, &opacityConstant);
}
else
{
anariSetParameter(dev, mat, "opacity", ANARI_FLOAT32, &opacityConstant);
}
anariCommitParameters(dev, mat);
// put the mesh into a surface
ANARISurface surface = anariNewSurface(dev);
anariSetParameter(dev, surface, "name", ANARI_STRING, "tutorialSurface");
anariSetParameter(dev, surface, "geometry", ANARI_GEOMETRY, &glyphs);
anariSetParameter(dev, surface, "material", ANARI_MATERIAL, &mat);
anariCommitParameters(dev, surface);
anariRelease(dev, glyphs);
anariRelease(dev, mat);
// put the surface into a group
ANARIGroup group = anariNewGroup(dev);
anariSetParameter(dev, group, "name", ANARI_STRING, "tutorialGroup");
array = anariNewArray1D(dev, &surface, 0, 0, ANARI_SURFACE, 1);
anariCommitParameters(dev, array);
anariSetParameter(dev, group, "surface", ANARI_ARRAY, &array);
anariCommitParameters(dev, group);
anariRelease(dev, surface);
anariRelease(dev, array);
// put the group into an instance (give the group a world transform)
ANARIInstance instance = anariNewInstance(dev, "transform");
anariSetParameter(dev, instance, "name", ANARI_STRING, "tutorialInstance");
anariSetParameter(dev, instance, "group", ANARI_GROUP, &group);
anariRelease(dev, group);
return instance;
}
void changeAndRender(ANARIDevice dev, ANARIArray1D positionArray, ANARIFrame frame)
{
float* positions = (float*)(anariMapArray(dev, positionArray));
if(positions)
{
// Change one element to something recognizable
positions[0] = 123.0f;
positions[1] = 456.0f;
positions[2] = 789.0f;
}
anariUnmapArray(dev, positionArray);
anariRenderFrame(dev, frame);
anariFrameReady(dev, frame, ANARI_WAIT);
}
void doTest(TestParameters_t testParams)
{
printf("\n\n-------------- Starting new test iteration \n\n");
printf("Parameters: writeatcommit %d, useVertexColors %d, useTexture %d, transparent %d, geom type %s \n",
testParams.writeAtCommit, testParams.useVertexColors, testParams.useTexture, testParams.isTransparent,
((testParams.testType == TEST_MESH) ? "mesh" : ((testParams.testType == TEST_CONES) ? "cones" : "glyphs")));
stbi_flip_vertically_on_write(1);
// image sizes
int frameSize[2] = { 1024, 768 };
int textureSize[2] = { 256, 256 };
int gridSize[2] = { 100, 100 };
uint8_t* textureData = 0;
int numTexComponents = 3;
textureData = generateTexture(textureSize, numTexComponents);
uint8_t* opacityTextureData = 0;
opacityTextureData = generateTexture(textureSize, 1);
GridData_t gridData;
createSineWaveGrid(gridSize, &gridData);
TexData_t texData;
texData.textureData = textureData;
texData.opacityTextureData = opacityTextureData;
texData.textureSize[0] = textureSize[0];
texData.textureSize[1] = textureSize[1];
// 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 };
printf("initialize ANARI...");
ANARILibrary lib = anariLoadLibrary(g_libraryType, statusFunc, NULL);
ANARIDevice dev = anariNewDevice(lib, "usd");
if (!dev) {
printf("\n\nERROR: could not load device '%s'\n", "usd");
return;
}
int outputBinary = 0;
int outputOmniverse = 0;
int connLogVerbosity = 0;
int outputMaterial = 1;
int outputPreviewSurface = 1;
int outputMdl = 1;
anariSetParameter(dev, dev, "usd::connection.logVerbosity", ANARI_INT32, &connLogVerbosity);
if (outputOmniverse)
{
anariSetParameter(dev, dev, "usd::serialize.hostName", ANARI_STRING, "localhost");
anariSetParameter(dev, dev, "usd::serialize.location", ANARI_STRING, "/Users/test/anari");
}
anariSetParameter(dev, dev, "usd::serialize.outputBinary", ANARI_BOOL, &outputBinary);
anariSetParameter(dev, dev, "usd::output.material", ANARI_BOOL, &outputMaterial);
anariSetParameter(dev, dev, "usd::output.previewSurfaceShader", ANARI_BOOL, &outputPreviewSurface);
anariSetParameter(dev, dev, "usd::output.mdlShader", ANARI_BOOL, &outputMdl);
anariSetParameter(dev, dev, "usd::writeAtCommit", ANARI_BOOL, &testParams.writeAtCommit);
// commit device
anariCommitParameters(dev, dev);
printf("done!\n");
printf("setting up camera...");
// create and setup camera
ANARICamera camera = anariNewCamera(dev, "perspective");
float aspect = frameSize[0] / (float)frameSize[1];
anariSetParameter(dev, camera, "aspect", ANARI_FLOAT32, &aspect);
anariSetParameter(dev, camera, "position", ANARI_FLOAT32_VEC3, cam_pos);
anariSetParameter(dev, camera, "direction", ANARI_FLOAT32_VEC3, cam_view);
anariSetParameter(dev, camera, "up", ANARI_FLOAT32_VEC3, cam_up);
anariCommitParameters(dev, camera); // commit each object to indicate mods are done
printf("done!\n");
printf("setting up scene...");
ANARIWorld world = anariNewWorld(dev);
ANARIInstance instance;
ANARIArray1D positionArray;
switch(testParams.testType)
{
case TEST_MESH:
instance = createMeshInstance(dev, testParams, texData, &positionArray);
break;
case TEST_CONES:
instance = createConesInstance(dev, testParams, gridData, &positionArray);
break;
case TEST_GLYPHS:
instance = createGlyphsInstance(dev, testParams, gridData, &positionArray);
break;
default:
break;
};
if(!instance)
return;
anariCommitParameters(dev, instance);
// create and setup light for Ambient Occlusion
ANARILight light = anariNewLight(dev, "ambient");
anariSetParameter(dev, light, "name", ANARI_STRING, "tutorialLight");
anariCommitParameters(dev, light);
ANARIArray1D array = anariNewArray1D(dev, &light, 0, 0, ANARI_LIGHT, 1);
anariCommitParameters(dev, array);
anariSetParameter(dev, world, "light", ANARI_ARRAY, &array);
anariRelease(dev, light);
anariRelease(dev, array);
// put the instance in the world
anariSetParameter(dev, world, "name", ANARI_STRING, "tutorialWorld");
array = anariNewArray1D(dev, &instance, 0, 0, ANARI_INSTANCE, 1);
anariCommitParameters(dev, array);
anariSetParameter(dev, world, "instance", ANARI_ARRAY, &array);
anariRelease(dev, instance);
anariRelease(dev, array);
anariCommitParameters(dev, world);
printf("done!\n");
// print out world bounds
float worldBounds[6];
if (anariGetProperty(dev,
world,
"bounds",
ANARI_FLOAT32_BOX3,
worldBounds,
sizeof(worldBounds),
ANARI_WAIT)) {
printf("\nworld bounds: ({%f, %f, %f}, {%f, %f, %f}\n\n",
worldBounds[0],
worldBounds[1],
worldBounds[2],
worldBounds[3],
worldBounds[4],
worldBounds[5]);
}
else {
printf("\nworld bounds not returned\n\n");
}
printf("setting up renderer...");
// create renderer
ANARIRenderer renderer =
anariNewRenderer(dev, "pathtracer"); // choose path tracing renderer
// complete setup of renderer
float bgColor[4] = { 1.f, 1.f, 1.f, 1.f }; // white
anariSetParameter(dev, renderer, "backgroundColor", ANARI_FLOAT32_VEC4, bgColor);
anariCommitParameters(dev, renderer);
// create and setup frame
ANARIFrame frame = anariNewFrame(dev);
ANARIDataType colFormat = ANARI_UFIXED8_RGBA_SRGB;
ANARIDataType depthFormat = ANARI_FLOAT32;
anariSetParameter(dev, frame, "size", ANARI_UINT32_VEC2, frameSize);
anariSetParameter(dev, frame, "channel.color", ANARI_DATA_TYPE, &colFormat);
anariSetParameter(dev, frame, "channel.depth", ANARI_DATA_TYPE, &depthFormat);
anariSetParameter(dev, frame, "renderer", ANARI_RENDERER, &renderer);
anariSetParameter(dev, frame, "camera", ANARI_CAMERA, &camera);
anariSetParameter(dev, frame, "world", ANARI_WORLD, &world);
anariCommitParameters(dev, frame);
printf("rendering frame...");
// render one frame
anariRenderFrame(dev, frame);
anariFrameReady(dev, frame, ANARI_WAIT);
printf("done!\n");
printf("\ncleaning up objects...");
if(testParams.changePositionArray)
changeAndRender(dev, positionArray, frame);
anariRelease(dev, positionArray);
// final cleanups
anariRelease(dev, renderer);
anariRelease(dev, camera);
anariRelease(dev, frame);
anariRelease(dev, world);
anariRelease(dev, dev);
anariUnloadLibrary(lib);
freeTexture(textureData);
freeSineWaveGrid(&gridData);
printf("done!\n");
}
int main(int argc, const char **argv)
{
TestParameters_t testParams;
testParams.testType = TEST_MESH;
testParams.writeAtCommit = 0;
testParams.isTransparent = 0;
testParams.changePositionArray = 0;
// Test standard flow with textures
testParams.useVertexColors = 0;
testParams.useTexture = 1;
doTest(testParams);
// With vertex colors
testParams.useVertexColors = 1;
testParams.useTexture = 0;
doTest(testParams);
// With color constant
testParams.useVertexColors = 0;
testParams.useTexture = 0;
doTest(testParams);
// With changing position array
testParams.changePositionArray = 1;
doTest(testParams);
testParams.changePositionArray = 0;
// Transparency
testParams.useVertexColors = 0;
testParams.useTexture = 0;
testParams.isTransparent = 1;
doTest(testParams);
// Transparency (vertex)
testParams.useVertexColors = 1;
testParams.useTexture = 0;
doTest(testParams);
// Transparency (sampler)
testParams.useVertexColors = 0;
testParams.useTexture = 1;
doTest(testParams);
// Test immediate mode writing
testParams.writeAtCommit = 1;
testParams.useVertexColors = 0;
testParams.useTexture = 1;
testParams.isTransparent = 0;
doTest(testParams);
// Cones tests
testParams.testType = TEST_CONES;
testParams.writeAtCommit = 0;
testParams.useTexture = 0;
testParams.useIndices = 0;
// With vertex colors
testParams.useVertexColors = 1;
doTest(testParams);
// With color constant
testParams.useVertexColors = 0;
doTest(testParams);
// Using indices (and vertex colors)
testParams.useIndices = 1;
testParams.useVertexColors = 1;
doTest(testParams);
// Glyphs tests
testParams.testType = TEST_GLYPHS;
testParams.writeAtCommit = 0;
testParams.useTexture = 0;
testParams.useIndices = 0;
testParams.useGlyphMesh = 0;
// With vertex colors
testParams.useVertexColors = 1;
doTest(testParams);
// With color constant
testParams.useVertexColors = 0;
doTest(testParams);
// Using indices (and vertex colors)
testParams.useGlyphMesh = 1;
doTest(testParams);
return 0;
}