gem5/splash2/codes/apps/raytrace/rt.H
Sanchayan Maity 0f4b39775c Fix splash2 benchmark
During the last commit of splash2 benchmark it seems before committing
when we ran "make clean", it effectively undid what the patch at below
link did
http://www.capsl.udel.edu/splash/Download.html

Fix this since without this it is not possible to build the arcane
splash2 benchmark.
2017-04-26 21:33:02 +05:30

949 lines
26 KiB
C

/*************************************************************************/
/* */
/* Copyright (c) 1994 Stanford University */
/* */
/* All rights reserved. */
/* */
/* Permission is given to use, copy, and modify this software for any */
/* non-commercial purpose as long as this copyright notice is not */
/* removed. All other uses, including redistribution in whole or in */
/* part, are forbidden without prior written permission. */
/* */
/* This software is provided with absolutely no warranty and no */
/* support. */
/* */
/*************************************************************************/
/*
* NAME
* rt.h
*
* DESCRIPTION
* This file contains all the general definitions for constants, macros,
* data types, data structures, and variables global to the ray tracer
* (but not necessarily in global shared memory).
*
*/
#define huge
/*
* Bring in the correct parallel environment header.
*/
#ifdef MAIN
MAIN_ENV
#else
EXTERN_ENV
#endif
#define M_PI_2 1.57079632679489661923
/*
* Define general constants.
*/
#define NO 0
#define OFF 0
#define FALSE 0
#define YES 1
#define ON 1
#define TRUE 1
#define VOID void
#define X_AXIS 1 /* Rotation axis. */
#define Y_AXIS 2
#define Z_AXIS 3
#define MAX_X 1280 /* Max # pixels along x-axis. */
#define MAX_Y 1024 /* Max # pixels along y-axis. */
#define MAX_PROCS 4096 /* Max # of processors. */
#define MAX_VERTS 100 /* Max # of vertices in a polygon. */
#define MAX_LIGHTS 20 /* Max # of lights in a scene. */
#define MAX_AA_ROW 9 /* Max antialias super sample is 9x9 */
#define MAX_AA_COL 9
#define INT_PAD_SIZE 256 /* padding size for 32-bit
quantities to avoid false-sharing. Pads are inserted in two
situations: (i) when variables are really private to a processor
but are declared in a shared array owing to the lack of a private
space in the sproc lightweight threads model, and (ii) when
there are simple situations of "control" variables that are written
by only one processor but read by several, and declared in a
shared array indexed by process id, e.g. wpstat and workpool
declared in this file */
#define MAX_SUBDIV_LEVEL 3 /* Max HUG subdivision level. */
#define MAX_RAYINFO (MAX_SUBDIV_LEVEL + 1)
#define NAME_LEN 32
#define ISECT_MAX 2
#define RAYEPS 1e-07 /* Roundoff error tolerance. */
#define HUGE_REAL 1e+32 /* A number we consider infinity. */
#if 0
#define PI 3.141592654
#define PI_over_2 1.570796327
#else
#define PI_over_2 M_PI_2
#endif
#define PIINV 0.318309886
#define TWOPIINV 0.159154943
#define LOG_CONV 3.321928094 /* Log base 2 of 10 (for base conv). */
/*
* Define database traversal type codes.
*/
#define TT_LIST 0 /* Linked list traversal. */
#define TT_HUG 1 /* Hierarchical uniform grid trav. */
/*
* Define data file type codes.
*/
#define DT_ASCII 0 /* Data is in ascii format. */
#define DT_BINARY 1 /* Data is in binary format. */
/*
* Define work pool status codes.
*/
#define WPS_EMPTY 0 /* Work pool is empty. */
#define WPS_VALID 1 /* Valid job is available. */
/*
* Define ray tree status codes.
*/
#define RTS_EMPTY 0 /* Ray tree stack is empty. */
#define RTS_VALID 1 /* Valid ray job is available. */
/*
* Define projection type codes.
*/
#define PT_PERSP 0 /* Perspective projection. */
#define PT_ORTHO 1 /* Orthographic projection. */
/*
* Define object types for ObjectMalloc() and ObjectFree().
*/
#define OT_GRID 0
#define OT_VOXEL 1
#define OT_HASHTABLE 2
#define OT_EMPTYCELLS 3
#define OT_PRUNEDCELLS 4
#define OT_PELLIST 5
#define OT_BINTREE 6
#define OT_PEPARRAY 7
/*
* Define cell status values.
*/
#define MSB (((UINT)1) << (sizeof(UINT)*8 - 1))
#define NONEMPTY 0
#define EMPTY 1
#define UNPRUNED 0
#define PRUNED 1
#define NO_STEP 0
#define STEP 1
/*
* Define voxel types.
*/
#define LOCAL_VOXEL 0 /* Not currently in use. */
#define LOCAL_GRID 1 /* Not currently in use. */
#define GSM_VOXEL 2
#define GSM_GRID 3
#define REMOTE_VOXEL 4
#define REMOTE_GRID 5
/*
* Define ray status values.
*/
#define EXITED_WORLD 0
#define SENT_TO_REMOTE 1
#define IN_WORLD 2
/*
* Define general macros.
*/
//#define Min(A, B) ( (A) < (B) ? (A) : (B) )
#define Min(A, B) ( (A) - (B) < 0.0 ? (A) : (B) )
//#define Max(A, B) ( (A) > (B) ? (A) : (B) )
#define Max(A, B) ( (A) - (B) > 0.0 ? (A) : (B) )
#define ABS(A) ( (A) > 0.0 ? (A) : -(A) )
#define Sign(A) ( (A) > 0.0 ? 1.0 : -1.0 )
/*
* Define vector manipulation macros.
*/
#define VecZero(A) { A[0] = 0.0; A[1] = 0.0; A[2] = 0.0; }
#define VecLen(A) ( sqrt( A[0]*A[0] + A[1]*A[1] + A[2]*A[2] ))
#define VecDot(A, B) ( A[0]*B[0] + A[1]*B[1] + A[2]*B[2] )
#define VecCross(C, A, B) { C[0] = A[1]*B[2] - A[2]*B[1]; \
C[1] = A[2]*B[0] - A[0]*B[2]; \
C[2] = A[0]*B[1] - A[1]*B[0]; }
#define VecNegate(B, A) { B[0] = -A[0]; B[1] = -A[1]; B[2] = -A[2]; }
#define VecCopy(B, A) { B[0] = A[0]; B[1] = A[1]; B[2] = A[2]; }
#define VecAdd(C, A, B) { C[0] = A[0] + B[0]; \
C[1] = A[1] + B[1]; \
C[2] = A[2] + B[2]; }
#define VecSub(C, A, B) { C[0] = A[0] - B[0]; \
C[1] = A[1] - B[1]; \
C[2] = A[2] - B[2]; }
#define VecScale(B, scale, A) { B[0] = scale * A[0]; \
B[1] = scale * A[1]; \
B[2] = scale * A[2]; }
/*
* Define ray trace macros.
*/
#define IsectAdd(hit, tval, P) { (hit)->t = tval; \
(hit)->pelem = P; }
#define RayPoint(pi, ray, tval) { pi[0] = ray->P[0] + ray->D[0]*tval; \
pi[1] = ray->P[1] + ray->D[1]*tval; \
pi[2] = ray->P[2] + ray->D[2]*tval; }
/*
* Define data types.
*/
typedef char CHAR;
typedef char S8;
typedef unsigned char UCHAR;
typedef unsigned char U8;
typedef short SHORT;
typedef short S16;
typedef unsigned short USHORT;
typedef unsigned short U16;
typedef long INT;
typedef unsigned long UINT;
typedef unsigned long BOOL;
typedef long LONG;
typedef long S32;
typedef unsigned long ULONG;
typedef unsigned long U32;
typedef float FLOAT;
typedef float R32;
typedef double DOUBLE;
typedef double R64;
typedef double REAL;
typedef REAL UV[2]; /* A u, v coordinate. */
typedef REAL VEC3[3]; /* A 3-vector. */
typedef REAL VEC4[4]; /* A 4-vector. */
typedef REAL MATRIX[4][4]; /* A 4x4 matrix. */
typedef VEC4 POINT; /* An x, y, z, w point. */
typedef VEC3 COLOR; /* An r, g, b color. */
/*
* Define primitive procedures.
*/
typedef struct pprocs
{
CHAR *(*name)(); /* Primitive name. */
VOID (*print)(); /* Primitive print. */
VOID (*read)(); /* Read from model file. */
VOID (*binread)(); /* Binary read from model file. */
VOID (*transform)(); /* Transform primitive. */
INT (*intersect)(); /* Intersect object with a ray. */
INT (*pe_intersect)(); /* Intersect primelement with a ray. */
VOID (*normal)(); /* Compute normal vector. */
VOID (*normalize)(); /* Data normalization to unit cube. */
VOID (*bbox)(); /* Bounding box constructor. */
}
PPROCS;
/*
* Define surface properties structure.
*/
typedef struct surf
{
COLOR fcolor; /* Front facing color. */
COLOR bcolor; /* Back facing color. */
REAL kdiff; /* Diffuse coefficient. */
REAL kspec; /* Specular coefficient. */
REAL ktran; /* Transmission coefficient. */
REAL refrindex; /* Index of refraction. */
REAL kspecn; /* Specular distribution coeff. */
}
SURF;
/*
* Define light source structure.
*/
typedef struct light
{
VEC4 pos; /* Light position. */
COLOR col; /* Light color. */
BOOL shadow; /* Send shadow rays? */
struct light *next; /* Ptr to next light. */
}
LIGHT;
/*
* Define pixel data structure.
*/
typedef struct pixel
{
R32 r;
R32 g;
R32 b;
}
PIXEL;
/*
* Define voxel structure.
*/
typedef struct voxel
{
INT id; /* id = index1D */
INT numelements; /* Number of elements in voxel. */
struct voxel *next; /* Hashtable bucket list. */
CHAR *cell; /* Ptr to grid or ptr to ElemPtr list*/
CHAR celltype; /* 0 => local voxel, 1 => local grid */
/* 2 => GSM voxel, 3 => GSM grid */
/* 4 => remote voxel, 5 =>remote grid*/
CHAR dummy[sizeof(INT) - 1];
}
VOXEL;
/*
* Define structure for bounding box (slab approach).
*/
typedef struct bbox
{
REAL dnear[3];
REAL dfar[3];
}
BBOX;
/*
* Define viewing variables.
*/
typedef struct view
{
POINT eye; /* Eye position. */
POINT coi; /* Center position */
MATRIX vtrans; /* Viewing transformation */
MATRIX vtransInv; /* Inverse viewing transformation */
MATRIX model; /* Global model transformation */
COLOR bkg; /* Background color. */
INT projection; /* Projection type. */
REAL vang; /* View angle. */
COLOR ambient; /* Ambient light. */
BOOL shad; /* Shadow indicator. */
BOOL shading; /* Shading indicator. */
}
VIEW;
/*
* Define display variables.
*/
typedef struct display
{
INT maxlevel; /* Maximum raytrace level. */
INT maxAAsubdiv; /* Maximum antialiasing subdivision. */
INT aarow; /* Max anti row index for super-sampling. */
INT aacol; /* Max anti column index for super-sampling. */
REAL aatolerance; /* Antialiasing tolerance color difference. */
INT xres,yres; /* Display resolution. */
INT numpixels; /* Total number of pixels in framebuffer. */
REAL minweight; /* Minimum ray weight. */
REAL scrDist; /* Screen distance from eye. */
REAL scrWidth; /* Screen width. */
REAL scrHeight; /* Screen height. */
REAL scrHalfWidth; /* Screen half width. */
REAL scrHalfHeight; /* Screen half height. */
REAL vWscale; /* Screen width scale. */
REAL vHscale; /* Screen height scale. */
PIXEL *framebuffer; /* Ptr to the framebuffer. */
}
DISPLAY;
/*
* Define structure for a primitive element.
*/
typedef struct element
{
INT index;
struct object *parent; /* Ptr back to parent object. */
CHAR *data; /* Pointer to data info. */
BBOX bv; /* Element bounding volume. */
}
ELEMENT;
/*
* Define structure for a primitive object.
*/
typedef struct object
{
INT index;
CHAR name[NAME_LEN]; /* Name of object. */
BBOX bv; /* Bound volume. */
ELEMENT *pelem; /* Pointer to prim element list. */
INT numelements; /* Number of primitive elements. */
PPROCS *procs; /* Pointer to primitive procs. */
SURF *surf; /* Pointer to surface properties. */
struct object *next; /* Next primitive (linked list). */
}
OBJECT;
/*
* Define intersection record structure.
*/
typedef struct irecord
{
REAL t; /* Line parameter at intersection. */
ELEMENT *pelem; /* Primitve element. */
REAL b1; /* Barycentric coordinates of */
REAL b2; /* intersection for triangles. */
REAL b3;
}
IRECORD;
/*
* Define binary tree node structure.
*/
typedef struct btnode
{
ELEMENT **pe; /* Array of primitive element ptrs in node. */
REAL p[3]; /* Lower left corner of bounding box */
/* of space represented by node. */
INT nprims; /* # prims in node primElem list. */
INT n[3]; /* Gridsizes for this box. */
INT i[3]; /* Indices of cell (lower left corner */
/* if not a leaf) in grid. */
INT axis; /* subdiv axis, 0,1,2 => x,y,z */
INT totalPrimsAllocated; /* This is used for garbage allocation.*/
struct btnode *btn[2]; /* Ptrs to children. */
}
BTNODE;
typedef struct grid
{
INT id;
VOXEL **hashtable; /* hashtable[ num_buckets ] is indexed */
/* by index1D mod num_buckets, */
/* num_buckets and n, the # of cells/ */
/* axis, should be relatively prime, */
/* grids at different levels may */
/* have different num_buckets. */
UINT *emptycells; /* emptycells[ ceil( NumCells */
/* sizeof(unsigned) ) ], a packed */
/* array of bits indicating for */
/* each cell if it is empty, */
/* 1 => empty, */
/* grids at different levels may */
/* have different NumCells. */
ELEMENT **pepa; /* prim element pointer list */
INT num_prims; /* number of prims on prim element */
/* list */
INT indx_inc[3]; /* if n is # of cells per axis, */
/* NumCells is n**3, */
/* indx_inc[0,1,2] = 1, n, n**2; */
/* inc for index1D. */
INT num_buckets; /* # buckets in hashtable */
REAL min[3]; /* cell min boundary, world coord */
REAL cellsize[3]; /* cellsize of voxels in this grid */
/* in world coord */
INT subdiv_level; /* # levels of space subdiv */
/* to reach this grid, */
/* 0 is top level. */
BTNODE *bintree; /* root of bintree for this grid */
struct grid *next; /* grid list */
}
GRID;
/*
* RAYINFO is ray information that is specific to a particular grid and
* is pushed onto a stack when the ray descends a level in the space
* subdivision heirarchy. Distances are in world coordinate units.
*/
typedef struct rayinfo
{
GRID *grid; /* Grid for this rayinfo. */
REAL d[3]; /* Dist along ray from world coord origin to */
/* next voxel boundary. */
INT entry_plane; /* Entry plane for current voxel, */
/* (0,1,2) => (x,y,z). */
REAL t_in; /* Dist along ray from world coord origin to */
/* entry point of current voxel. */
INT exit_plane; /* Exit plane for current voxel, */
/* (0,1,2) => (x,y,z). */
REAL t_out; /* Dist along ray from world coord origin to */
/* exit point of current voxel. */
REAL delta[3]; /* Dist along ray between voxel boundaries. */
INT index3D[3]; /* Current cell in cell units wrt grid origin*/
INT index1D; /* Index1D = i + j * n + k * n**2 */
/* where index3D[] = i,j,k and n is the */
/* # of divisions per axis. */
INT indx_inc1D[3]; /* Including sign of ray direction. */
struct rayinfo *next; /* Ptr to next structure. */
}
RAYINFO;
/*
* Define ray message information structure.
*/
typedef struct ray
{
LONG id; /* Ray id. */
INT x, y; /* Pixel ray is part of. */
VEC3 P; /* Position (origin). */
VEC3 D; /* Direction. */
INT level; /* Level of ray in ray tree. */
RAYINFO *ri; /* Grid dependent ray info. */
INT ri_indx;
INT indx_inc3D[3]; /* Incl sign of ray direction*/
RAYINFO rinfo[MAX_RAYINFO + 1];
R32 weight; /* Ray weight. */
R32 dummy;
}
RAY;
/*
* Define ray job bundle structure.
*/
typedef struct rayjob
{
INT x, y; /* Primary ray pixel start address. */
INT xlen, ylen; /* Length of scanline bundle. */
INT xcurr, ycurr; /* Current ray pixel address. */
}
RAYJOB;
/*
* Define shared workpool job entry structure.
*/
typedef struct wpjob
{
INT ypix, xpix; /* Primary ray pixel address. */
INT xdim, ydim; /* Pixel bundle size. */
struct wpjob *next;
}
WPJOB;
/*
* Define heap node header structure (the arena).
*/
typedef struct node
{
struct node huge *next; /* Ptr to next free node. */
UINT size; /* Size of node in bytes excl header.*/
BOOL free; /* TRUE = free, FALSE = in use. */
UINT cksm; /* Arena integrity check. */
}
NODE;
/*
* Define global memory structure.
*/
typedef struct gmem
{
INT nprocs; /* Number of processes. */
INT pid; /* Global process id counter. */
INT rid; /* Global ray id counter. */
OBJECT *modelroot; /* Root of model list. */
GRID *world_level_grid; /* Zero level grid pointer. */
NODE huge *freelist; /* Ptr to global free memory heap. */
INT wpstat[MAX_PROCS][INT_PAD_SIZE]; /* Shared work pool
status hints. Padded to avoid
false-sharing */
WPJOB *workpool[MAX_PROCS][INT_PAD_SIZE]; /* Ptr to heads of
shared work pools. Padded to
avoid false-sharing */
BARDEC(start) /* Barrier for startup sync. */
LOCKDEC(pidlock) /* Lock to increment pid. */
LOCKDEC(ridlock) /* Lock to increment rid. */
LOCKDEC(memlock) /* Lock for memory manager. */
ALOCKDEC(wplock, MAX_PROCS) /* Locks for shared work pools. */
UINT par_start_time;
UINT partime[MAX_PROCS];
}
GMEM;
/*
* Define polygon data structure.
*/
typedef struct poly
{
INT nverts; /* Number of vertices in polygon. */
VEC3 norm; /* Face normal. */
REAL d; /* Plane eqn D. */
VEC3 *vptr; /* Global vertex list pointer. */
INT *vindex; /* Index of vertices. */
INT axis_proj; /* Best axis for projection. */
}
POLY;
/*
* Define sphere data structure.
*/
typedef struct sphere
{
POINT center; /* Center of sphere. */
REAL rad; /* Radius of sphere. */
REAL rad2; /* Radius squared of sphere. */
}
SPHERE;
typedef struct tri
{
VEC3 norm; /* Face normal. */
REAL d; /* Plane equation D. */
VEC3 *vptr; /* Global vertex list pointer. */
VEC3 *nptr; /* Global normal list pointer. */
INT vindex[3]; /* Index of vertices. */
INT indx; /* Normal component max flag. */
BOOL norminterp; /* Do normal interpolation? */
BOOL vorder; /* Vertex order orientation. */
}
TRI;
/*
* Define flags and associated types.
*/
INT DataType; /* Ascii or binary geometry file. */
INT TraversalType; /* Linked list or HUG traversal. */
INT bundlex, bundley; /* Bundle sizes for workpools. */
INT blockx, blocky; /* Block sizes for workpools. */
INT NumSubRays; /* Number of subpixel rays to calc. */
BOOL GeoFile; /* TRUE if geometry file name found. */
BOOL PicFile; /* TRUE if picture file name found. */
BOOL ModelNorm; /* TRUE if model must be normalized. */
BOOL ModelTransform; /* TRUE if model transform present. */
BOOL AntiAlias; /* TRUE if antialiasing enabled. */
CHAR *ProgName; /* The program name. */
CHAR GeoFileName[80]; /* Geometry file name. */
CHAR PicFileName[80]; /* Picture file name. */
VIEW View; /* Viewing parameters. */
DISPLAY Display; /* Display parameters. */
LIGHT *lights; /* Ptr to light list. */
INT nlights; /* Number of lights in scene. */
GMEM *gm; /* Ptr to global memory structure. */
GRID *world_level_grid; /* Zero level grid pointer. */
GRID *gridlist;
INT hu_max_prims_cell; /* Max # of prims per cell. */
INT hu_gridsize; /* Grid size. */
INT hu_numbuckets; /* Hash table bucket size. */
INT hu_max_subdiv_level; /* Maximum level of hierarchy. */
INT hu_lazy; /* Lazy evaluation indicator. */
INT prim_obj_cnt; /* Totals for model. */
INT prim_elem_cnt;
INT subdiv_cnt;
INT bintree_cnt;
INT grids;
INT total_cells;
INT empty_voxels;
INT nonempty_voxels;
INT nonempty_leafs;
INT prims_in_leafs;
UINT empty_masks[sizeof(UINT)*8];
UINT nonempty_masks[sizeof(UINT)*8];
/*
* Function prototypes.
*/
/* bbox.c */
void InquireBoundBoxValues(BBOX *pbb, REAL *minx, REAL *miny, REAL *minz, REAL *maxx, REAL *maxy, REAL *maxz);
void NormalizeBoundBox(BBOX *pbb, MATRIX mat);
/* cr.c */
void prn_gridlist(void);
void prn_ds_stats(void);
void init_masks(void);
GRID *init_world_grid(VOXEL *v, ELEMENT **pepa, INT num_pe);
VOXEL *init_world_voxel(ELEMENT **pepa, INT numelements);
void mark_empty(INT index1D, GRID *g);
void mark_nonempty(INT index1D, GRID *g);
void insert_in_hashtable(VOXEL *v, GRID *g);
ELEMENT **prims_in_box2(ELEMENT **pepa, INT n_in, BBOX b, INT *n);
BTNODE *init_bintree(GRID *ng);
void subdiv_bintree(BTNODE *btn, GRID *g);
void create_bintree(BTNODE *root, GRID *g);
ELEMENT **bintree_lookup(BTNODE *root, INT i, INT j, INT k, GRID *g, INT *n);
void deleteBinTree(BTNODE *binTree);
GRID *create_grid(VOXEL *v, GRID *g, INT num_prims);
/* env.c */
void PrintEnv(void);
void InitEnv(void);
void InitLights(void);
void InitDisplay(void);
BOOL VerifyColorRange(COLOR c);
void TransformLights(MATRIX m);
void ViewRotate(MATRIX M, REAL x, REAL y, REAL z);
void CreateViewMatrix(void);
void TransformViewRay(POINT tray);
void NormalizeEnv(MATRIX normMat);
CHAR LookupCommand(CHAR *s);
void ReadEnvFile(CHAR *EnvFileName);
/* fbuf.c */
void RunLengthEncode(FILE *pf, PIXEL *fb, INT xsize);
void OpenFrameBuffer(void);
void AddPixelColor(COLOR c, INT x, INT y);
void CloseFrameBuffer(CHAR *PicFileName);
/* geo.c */
ELEMENT **MakeElementArray(INT *totalElements);
void PrintGeo(OBJECT *po);
void NormalizeGeo(OBJECT *po, MATRIX model, MATRIX modelInvT);
void ReadGeoFile(CHAR *GeoFileName);
/* huprn.c */
void prn_voxel(VOXEL *v);
void prn_grid(GRID *g);
void prn_ray(RAY *r);
void prn_PrimElem(ELEMENT *p);
void prn_bintree_node(BTNODE *b);
void prn_bintree_leaves(BTNODE *root);
void prn_pepa_prim_list(ELEMENT **pepa, INT nprims);
/* husetup.c */
void Huniform_defaults(void);
void BuildHierarchy_Uniform(void);
void IntersectHuniformPrimlist(INT *intersectPrim, IRECORD *hit, VOXEL *v, RAY *r, INT pid);
REAL HuniformShadowIntersect(RAY *r, REAL lightlength, ELEMENT *pe, INT pid);
BOOL TraverseHierarchyUniform(RAY *r, IRECORD *hit, INT pid);
/* hutv.c */
void prn_tv_stats(void);
INT send_ray(RAY *r, VOXEL *v);
VOXEL *lookup_hashtable(INT indx, GRID *g);
INT lookup_emptycells(INT indx, GRID *g);
void pop_up_a_grid(RAY *r);
void push_down_grid(RAY *r, VOXEL *v);
INT step_grid(RAY *r);
INT next_voxel(RAY *r);
VOXEL *next_nonempty_voxel(RAY *r);
VOXEL *next_nonempty_leaf(RAY *r, INT step, INT *status);
VOXEL *init_ray(RAY *r, GRID *g);
/* isect.c */
BOOL Intersect(RAY *pr, IRECORD *hit);
REAL ShadowIntersect(RAY *pr, REAL lightdist, ELEMENT *pe);
/* main.c */
void Usage(void);
void PrintStatistics(void);
void StartRayTrace(void);
/* matrix.c */
void VecNorm(POINT V);
void VecMatMult(POINT Vt, MATRIX M, POINT V);
void PrintMatrix(MATRIX M, CHAR *s);
void MatrixIdentity(MATRIX M);
void MatrixCopy(MATRIX A, MATRIX B);
void MatrixTranspose(MATRIX MT, MATRIX M);
void MatrixMult(MATRIX C, MATRIX A, MATRIX B);
void MatrixInverse(MATRIX Minv, MATRIX Mat);
void Translate(MATRIX M, REAL dx, REAL dy, REAL dz);
void Scale(MATRIX M, REAL sx, REAL sy, REAL sz);
void Rotate(INT axis, MATRIX M, REAL angle);
/* memory.c */
void *LocalMalloc(UINT n, CHAR *msg);
void LocalFree(void *p);
void GlobalHeapWalk(void);
BOOL GlobalHeapInit(UINT size);
void *GlobalMalloc(UINT size, CHAR *msg);
void *GlobalCalloc(UINT n, UINT size);
void *GlobalRealloc(void *p, UINT size);
void GlobalFree(void *p);
UINT GlobalMemAvl(void);
UINT GlobalMemMax(void);
void *ObjectMalloc(INT ObjectType, INT count);
void ObjectFree(INT ObjectType, INT count, void *p);
RAYINFO *ma_rayinfo(RAY *r);
void free_rayinfo(RAY *r);
void reset_rayinfo(RAY *r);
void ma_print(void);
/* poly.c */
CHAR *PolyName(void);
void PolyPrint(OBJECT *po);
void PolyElementBoundBox(ELEMENT *pe, POLY *pp);
void PolyBoundBox(OBJECT *po);
void PolyNormal(IRECORD *hit, POINT Pi, POINT Ni);
void PolyDataNormalize(OBJECT *po, MATRIX normMat);
INT PolyPeIntersect(RAY *pr, ELEMENT *pe, IRECORD *hit);
INT PolyIntersect(RAY *pr, OBJECT *po, IRECORD *hit);
void PolyTransform(OBJECT *po, MATRIX xtrans, MATRIX xinvT);
void PolyRead(OBJECT *po, FILE *pf);
/* raystack.c */
void CopyRayMsg(RAY *rdst, RAY *rsrc);
void InitRayTreeStack(INT TreeDepth, INT pid);
unsigned long powint(long i, long j);
void PushRayTreeStack(RAY *rmsg, INT pid);
INT PopRayTreeStack(RAY *rmsg, INT pid);
/* shade.c */
void SpecularDirection(POINT R, POINT N, POINT I);
BOOL TransmissionDirection(POINT T, POINT N, POINT I, REAL kn);
void Shade(VEC3 iP, VEC3 N, RAY *ray, IRECORD *hit, INT pid);
/* sph.c */
CHAR *SphName(void);
void SphPrint(OBJECT *po);
void SphElementBoundBox(ELEMENT *pe, SPHERE *ps);
void SphBoundBox(OBJECT *po);
void SphNormal(IRECORD *hit, POINT Pi, POINT Ni);
void SphDataNormalize(OBJECT *po, MATRIX normMat);
INT SphPeIntersect(RAY *pr, ELEMENT *pe, IRECORD *hit);
INT SphIntersect(RAY *pr, OBJECT *po, IRECORD *hit);
void SphTransform(OBJECT *po, MATRIX xtrans, MATRIX xinvT);
void SphRead(OBJECT *po, FILE *pf);
/* trace.c */
REAL frand(void);
BOOL GetRayJobFromBundle(RAYJOB *job, INT *x, INT *y);
void ConvertPrimRayJobToRayMsg(RAY *ray, REAL x, REAL y);
void RayTrace(INT pid);
/* tri.c */
CHAR *TriName(void);
void TriPrint(OBJECT *po);
void TriElementBoundBox(ELEMENT *pe, TRI *pt);
void TriBoundBox(OBJECT *po);
void TriNormal(IRECORD *hit, POINT Pi, POINT Ni);
void TriDataNormalize(OBJECT *po, MATRIX normMat);
INT TriPeIntersect(RAY *pr, ELEMENT *pe, IRECORD *hit);
INT TriIntersect(RAY *pr, OBJECT *po, IRECORD *hit);
void TriTransform(OBJECT *po, MATRIX xtrans, MATRIX xinvT);
void TriRead(OBJECT *po, FILE *pf);
/* workpool.c */
void PutJob(INT xs, INT ys, INT xe, INT ye, INT xbe, INT ybe, INT pid);
INT GetJob(RAYJOB *job, INT pid);
INT GetJobs(RAYJOB *job, INT pid);
void PrintWorkPool(INT pid);
void InitWorkPool(INT pid);