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anariTutorialDebug.c
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anariTutorialDebug.c
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// Copyright 2021-2024 The Khronos Group
// SPDX-License-Identifier: Apache-2.0
#ifdef _WIN32
#include <malloc.h>
#else
#include <alloca.h>
#endif
#include <errno.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
// anari
#include "anari/anari.h"
/******************************************************************/
/* helper function to write out pixel values to a .ppm file */
void writePPM(const char *fileName, ANARIDevice d, ANARIFrame frame)
{
uint32_t size[2] = {0, 0};
ANARIDataType type = ANARI_UNKNOWN;
uint32_t *pixel = (uint32_t *)anariMapFrame(
d, frame, "channel.color", &size[0], &size[1], &type);
if (type != ANARI_UFIXED8_RGBA_SRGB) {
printf("Incorrectly returned color buffer pixel type, image not saved.\n");
return;
}
FILE *file = fopen(fileName, "wb");
if (!file) {
fprintf(stderr, "fopen('%s', 'wb') failed: %d", fileName, errno);
return;
}
fprintf(file, "P6\n%i %i\n255\n", size[0], size[1]);
unsigned char *out = (unsigned char *)malloc((size_t)(3 * size[0]));
for (int y = 0; y < size[1]; y++) {
const unsigned char *in =
(const unsigned char *)&pixel[(size[1] - 1 - y) * size[0]];
for (int x = 0; x < size[0]; x++) {
out[3 * x + 0] = in[4 * x + 0];
out[3 * x + 1] = in[4 * x + 1];
out[3 * x + 2] = in[4 * x + 2];
}
fwrite(out, (size_t)(3 * size[0]), sizeof(char), file);
}
fprintf(file, "\n");
fclose(file);
free(out);
anariUnmapFrame(d, frame, "channel.color");
}
/******************************************************************/
/* errorFunc(): the callback to use when an error is encountered */
void statusFunc(const void *userData,
ANARIDevice device,
ANARIObject source,
ANARIDataType sourceType,
ANARIStatusSeverity severity,
ANARIStatusCode code,
const char *message)
{
(void)userData;
(void)device;
(void)source;
(void)sourceType;
(void)code;
if (severity == ANARI_SEVERITY_FATAL_ERROR) {
fprintf(stderr, "[FATAL] %s\n", message);
} else if (severity == ANARI_SEVERITY_ERROR) {
fprintf(stderr, "[ERROR] %s\n", message);
} else if (severity == ANARI_SEVERITY_WARNING) {
fprintf(stderr, "[WARN ] %s\n", message);
} else if (severity == ANARI_SEVERITY_PERFORMANCE_WARNING) {
fprintf(stderr, "[PERF ] %s\n", message);
} else if (severity == ANARI_SEVERITY_INFO) {
fprintf(stderr, "[INFO ] %s\n", message);
} else if (severity == ANARI_SEVERITY_DEBUG) {
fprintf(stderr, "[DEBUG] %s\n", message);
}
}
/******************************************************************/
int main(int argc, const char **argv)
{
(void)argc;
(void)argv;
// image size
unsigned int imgSize[2] = {1024 /*width*/, 768 /*height*/};
// clang-format off
// camera
float cam_pos[] = {0.0f, 0.0f, 0.0f};
float cam_up[] = {0.0f, 1.0f, 0.0f}; // Y-up
float cam_view[] = {0.1f, 0.0f, 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 color[] = {
0.9f, 0.5f, 0.5f, 1.0f, // red
0.8f, 0.8f, 0.8f, 1.0f, // 80% gray
0.8f, 0.8f, 0.8f, 1.0f, // 80% gray
0.5f, 0.9f, 0.5f, 1.0f // green
};
int32_t index[] = {
0, 1, 2, // triangle-1
1, 2, 3 // triangle-2
};
// clang-format on
printf("initialize ANARI...");
// Use the 'sink' library here, this is where the impl(s) come from
// NOTE: the 'sink' device will no-op most API calls for testing purposes
ANARILibrary lib = anariLoadLibrary("sink", statusFunc, NULL);
// Use the 'debug' library here, which is the debug layer being demonstrated
ANARILibrary trace_lib = anariLoadLibrary("debug", statusFunc, NULL);
// query available devices
const char **devices = anariGetDeviceSubtypes(lib);
if (!devices) {
puts("No devices anounced.");
} else {
puts("Available devices:");
for (const char **d = devices; *d != NULL; d++)
printf(" - %s\n", *d);
}
ANARIDevice nested = anariNewDevice(lib, "default");
// query available renderers
const char **renderers = anariGetObjectSubtypes(nested, ANARI_RENDERER);
if (!renderers) {
puts("No renderers available!");
return 1;
}
puts("Available renderers:");
for (const char **r = renderers; *r != NULL; r++) {
printf(" - %s\n", *r);
}
ANARIDevice dev = anariNewDevice(trace_lib, "debug");
anariSetParameter(dev, dev, "wrappedDevice", ANARI_DEVICE, &nested);
if (!dev) {
printf("\n\nERROR: could not load default device in example library\n");
return 1;
}
// commit device
anariCommitParameters(dev, dev);
anariRelease(nested, nested);
// create and setup camera
ANARICamera camera = anariNewCamera(dev, "perspective");
anariSetParameter(dev, camera, "name", ANARI_STRING, "perspectiveCamera");
float aspect = (float)imgSize[0] / (float)imgSize[1];
anariSetParameter(dev, camera, "aspect", ANARI_FLOAT32, &aspect);
anariSetParameter(dev, camera, "position", ANARI_FLOAT32_VEC3, cam_pos);
anariSetParameter(dev, camera, "direction", ANARI_FLOAT32_VEC4, cam_view);
anariSetParameter(dev, camera, "up", ANARI_FLOAT32_VEC3, cam_up);
// intentionally forget this commit
// anariCommitParameters(dev, camera); // commit each object to indicate mods
// are done
// The world to be populated with renderable objects
ANARIWorld world = anariNewWorld(dev);
// create and setup surface and mesh
// A mesh requires an index, plus arrays of: locations & colors
ANARIGeometry mesh = anariNewGeometry(dev, "triangle");
// Set the vertex locations
ANARIArray1D array =
anariNewArray1D(dev, vertex, 0, 0, ANARI_FLOAT32_VEC3, 4);
anariSetParameter(dev, mesh, "vertex.position", ANARI_ARRAY1D, &array);
anariRelease(dev, array); // we are done using this handle
// Set the vertex colors
array = anariNewArray1D(dev, color, 0, 0, ANARI_FLOAT32_VEC4, 4);
anariSetParameter(dev, mesh, "vertex.color", ANARI_ARRAY1D, &array);
anariRelease(dev, array);
// Set the index
array = anariNewArray1D(dev, index, 0, 0, ANARI_UINT32_VEC3, 2);
anariSetParameter(dev, mesh, "primitive.index", ANARI_ARRAY1D, &array);
anariRelease(dev, array);
// Affect all the mesh values
anariCommitParameters(dev, mesh);
// Set the material rendering parameters
ANARIMaterial mat = anariNewMaterial(dev, "Matte");
// put the mesh into a surface
ANARISurface surface = anariNewSurface(dev);
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 directly onto the world
array = anariNewArray1D(dev, &surface, 0, 0, ANARI_SURFACE, 1);
anariSetParameter(dev, world, "surface", ANARI_ARRAY1D, &array);
anariRelease(dev, surface);
anariRelease(dev, array);
// create and setup directional light
ANARILight light = anariNewLight(dev, "directional");
// throw in some extra objects that don't belong in lights
ANARIObject lights[] = {light, surface, 0};
array = anariNewArray1D(dev, lights, 0, 0, ANARI_LIGHT, 3);
anariSetParameter(dev, world, "light", ANARI_ARRAY1D, &array);
anariRelease(dev, light);
// intentionally leak one object
// anariRelease(dev, array);
anariCommitParameters(dev, world);
// create renderer
ANARIRenderer renderer = anariNewRenderer(dev, "default");
// complete setup of renderer
float bgColor[4] = {1.f, 1.f, 1.f, 1.f}; // white
anariSetParameter(dev, renderer, "background", ANARI_FLOAT32_VEC4, bgColor);
// set parameter on address of object instead of object
anariSetParameter(dev, &renderer, "background", ANARI_FLOAT32_VEC4, bgColor);
anariCommitParameters(dev, renderer);
// create and setup frame
ANARIFrame frame = anariNewFrame(dev);
anariSetParameter(dev, frame, "size", ANARI_UINT32_VEC2, imgSize);
ANARIDataType fbFormat = ANARI_UFIXED8_RGBA_SRGB;
anariSetParameter(dev, frame, "channel.color", ANARI_DATA_TYPE, &fbFormat);
anariSetParameter(dev, frame, "renderer", ANARI_RENDERER, &renderer);
anariSetParameter(dev, frame, "camera", ANARI_CAMERA, &camera);
anariSetParameter(dev, frame, "world", ANARI_WORLD, &world);
anariCommitParameters(dev, frame);
// render one frame
anariRenderFrame(dev, frame);
anariFrameReady(dev, frame, ANARI_WAIT);
// access frame
const uint32_t *fb = (uint32_t *)anariMapFrame(
dev, frame, "channel.color", &imgSize[0], &imgSize[1], &fbFormat);
(void)fb; // ignore it because we expect the code to fail anyway
anariUnmapFrame(dev, frame, "channel.color");
// final cleanups
anariRelease(dev, renderer);
anariRelease(dev, camera);
anariRelease(dev, frame);
anariRelease(dev, world);
anariRelease(dev, dev);
anariUnloadLibrary(lib);
anariUnloadLibrary(trace_lib);
return 0;
}