{"action":"created","comment":{"url":"https://api.github.com/repos/GPUOpen-LibrariesAndSDKs/RadeonProRender-Baikal/pulls/comments/200155671","pull_request_review_id":134415970,"id":200155671,"node_id":"MDI0OlB1bGxSZXF1ZXN0UmV2aWV3Q29tbWVudDIwMDE1NTY3MQ==","diff_hunk":"@@ -0,0 +1,351 @@\n+/**********************************************************************\n+Copyright (c) 2018 Advanced Micro Devices, Inc. All rights reserved.\n+\n+Permission is hereby granted, free of charge, to any person obtaining a copy\n+of this software and associated documentation files (the \"Software\"), to deal\n+in the Software without restriction, including without limitation the rights\n+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n+copies of the Software, and to permit persons to whom the Software is\n+furnished to do so, subject to the following conditions:\n+\n+The above copyright notice and this permission notice shall be included in\n+all copies or substantial portions of the Software.\n+\n+THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL THE\n+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n+THE SOFTWARE.\n+********************************************************************/\n+\n+#include \"utils.h\"\n+#include \"render.h\"\n+#include \"scene_io.h\"\n+#include \"material_io.h\"\n+#include \"SceneGraph/light.h\"\n+#include \"Output/clwoutput.h\"\n+#include \"BaikalIO/image_io.h\"\n+\n+#include <filesystem>\n+#include <fstream>\n+#include \"XML/tinyxml2.h\"\n+\n+using namespace Baikal;\n+\n+namespace\n+{\n+    std::uint32_t constexpr kNumIterations = 4096;\n+\n+    bool operator != (RadeonRays::float3 left, RadeonRays::float3 right)\n+    {\n+        return (left.x != right.x) || (left.y != right.y) || (left.z != right.z);\n+    }\n+}\n+\n+struct OutputInfo\n+{\n+    Renderer::OutputType type;\n+    std::string name;\n+    // extension of the file to save\n+    std::string file_ext;\n+    int width, height;\n+};\n+\n+// if you need to add new output for saving to disk\n+// just put its description in thic collection\n+std::vector<OutputInfo> outputs_collection = {\n+    { Renderer::OutputType::kColor, \"color\", \"png\" },\n+    { Renderer::OutputType::kViewShadingNormal, \"view_shading_normal\", \"png\" },\n+    { Renderer::OutputType::kDepth, \"depth\", \"png\" },\n+    { Renderer::OutputType::kAlbedo, \"albedo\", \"png\" },\n+    { Renderer::OutputType::kGloss, \"gloss\", \"png\" }\n+};\n+\n+Render::Render(const std::filesystem::path& scene_file,\n+               std::uint32_t output_width,\n+               std::uint32_t output_height)\n+{\n+    std::vector<CLWPlatform> platforms;\n+    CLWPlatform::CreateAllPlatforms(platforms);\n+\n+    bool device_found = false;\n+\n+    for (const auto& platform: platforms)\n+    {\n+        for (auto i = 0u; i < platform.GetDeviceCount(); i++)\n+        {\n+            if (platform.GetDevice(i).GetType() == CL_DEVICE_TYPE_GPU)\n+            {\n+                m_context = CLWContext::Create(platform.GetDevice(i));\n+                device_found = true;\n+                break;\n+            }\n+        }\n+    }\n+\n+    if (!device_found)\n+    {\n+        THROW_EX(\"can't find device\");\n+    }\n+\n+    m_factory = std::make_unique<Baikal::ClwRenderFactory>(m_context, \"cache\");\n+    m_renderer = m_factory->CreateRenderer(Baikal::ClwRenderFactory::RendererType::kUnidirectionalPathTracer);\n+    m_controller = m_factory->CreateSceneController();\n+\n+    for (auto& output_info: outputs_collection)\n+    {\n+        m_outputs.push_back(m_factory->CreateOutput(output_width, output_height));\n+        m_renderer->SetOutput(output_info.type, m_outputs.back().get());\n+        output_info.width = output_width;\n+        output_info.height = output_height;\n+    }\n+\n+    if (!std::filesystem::exists(scene_file))\n+    {\n+        THROW_EX(\"There is no any scene file to load\");\n+    }\n+\n+    m_scene = Baikal::SceneIo::LoadScene(scene_file.string(),\n+                                         scene_file.parent_path().string());\n+}\n+\n+void Render::UpdateCameraSettings(const CameraInfo& cam_state)\n+{\n+    if (cam_state.aperture != m_camera->GetAperture())\n+    {\n+        m_camera->SetAperture(cam_state.aperture);\n+    }\n+\n+    if (cam_state.focal_length != m_camera->GetFocalLength())\n+    {\n+        m_camera->SetFocalLength(cam_state.focal_length);\n+    }\n+\n+    if (cam_state.focus_distance != m_camera->GetFocusDistance())\n+    {\n+        m_camera->SetFocusDistance(cam_state.focus_distance);\n+    }\n+\n+    auto cur_pos = m_camera->GetPosition();\n+    auto at = m_camera->GetForwardVector();\n+    auto up = m_camera->GetUpVector();\n+\n+    if (cur_pos != cam_state.pos ||\n+        at != cam_state.at ||\n+        up != cam_state.up)\n+    {\n+        m_camera->LookAt(cam_state.pos, cam_state.at, cam_state.up);\n+    }\n+}\n+\n+void Render::SaveOutput(OutputInfo desc,\n+                        int cam_index,\n+                        int spp,\n+                        bool gamma_correction_enabled,\n+                        const std::filesystem::path& output_dir)\n+{\n+    OIIO_NAMESPACE_USING;\n+\n+    auto output = m_renderer->GetOutput(desc.type);\n+\n+    assert(output);\n+\n+    auto buffer = static_cast<Baikal::ClwOutput*>(output)->data();\n+\n+    std::vector<RadeonRays::float3> output_data(buffer.GetElementCount());\n+    std::vector<RadeonRays::float3> image_data(buffer.GetElementCount());\n+\n+    output->GetData(output_data.data());\n+\n+    auto width = output->width();\n+    auto height = output->height();\n+\n+    if (gamma_correction_enabled)\n+    {\n+        for (auto y = 0u; y < height; ++y)\n+        {\n+            for (auto x = 0u; x < width; ++x)\n+            {\n+                float3 val = output_data[(height - 1 - y) * width + x];\n+                // \"The 4-th pixel component is a count of accumulated samples.\n+                //It can be different for every pixel in case of adaptive sampling.\n+                //So, we need to normalize pixel values here\".\n+                val *= (1.f / val.w);\n+                // gamma corection\n+                image_data[y * width + x].x = std::pow(val.x, 1.f / 2.2f);\n+                image_data[y * width + x].y = std::pow(val.y, 1.f / 2.2f);\n+                image_data[y * width + x].z = std::pow(val.z, 1.f / 2.2f);\n+            }\n+        }\n+    }\n+    else\n+    {\n+        for (auto y = 0u; y < height; ++y)\n+        {\n+            for (auto x = 0u; x < width; ++x)\n+            {\n+                float3 val = output_data[(height - 1 - y) * width + x];\n+                // \"The 4-th pixel component is a count of accumulated samples.\n+                //It can be different for every pixel in case of adaptive sampling.\n+                //So, we need to normalize pixel values here\".\n+                val *= (1.f / val.w);\n+                // invert the image \n+                image_data[y * width + x] = val;\n+            }\n+        }\n+    }\n+\n+    std::stringstream ss;\n+\n+    ss << \"cam_\" << cam_index << \"_\"\n+        << desc.name << \"_spp_\" << spp << \".png\";\n+\n+    std::filesystem::path file_name = output_dir;\n+    file_name.append(ss.str());\n+\n+    std::unique_ptr<ImageOutput> out(ImageOutput::create(ss.str()));\n+\n+    if (!out)\n+    {\n+        THROW_EX(\"Can't create image file on disk\");\n+    }\n+\n+    ImageSpec spec(width, height, 3, TypeDesc::FLOAT);\n+    out->open(file_name.string(), spec);\n+    out->write_image(TypeDesc::FLOAT, image_data.data(), sizeof(float3));\n+    out->close();\n+}\n+\n+void Render::SetLight(const std::vector<LightInfo>& light_settings)\n+{\n+    // clear light\n+    auto iter = m_scene->CreateLightIterator();\n+    while (iter->IsValid())\n+    {\n+        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