godot/thirdparty/embree/kernels/builders/splitter.h

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2020-12-19 13:50:20 +00:00
// Copyright 2009-2020 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "../common/scene.h"
#include "../common/primref.h"
namespace embree
{
namespace isa
{
template<size_t N>
__forceinline void splitPolygon(const BBox3fa& bounds,
const size_t dim,
const float pos,
const Vec3fa (&v)[N+1],
const Vec3fa (&inv_length)[N],
BBox3fa& left_o,
BBox3fa& right_o)
{
BBox3fa left = empty, right = empty;
/* clip triangle to left and right box by processing all edges */
for (size_t i=0; i<N; i++)
{
const Vec3fa &v0 = v[i];
const Vec3fa &v1 = v[i+1];
const float v0d = v0[dim];
const float v1d = v1[dim];
if (v0d <= pos) left. extend(v0); // this point is on left side
if (v0d >= pos) right.extend(v0); // this point is on right side
if ((v0d < pos && pos < v1d) || (v1d < pos && pos < v0d)) // the edge crosses the splitting location
{
assert((v1d-v0d) != 0.0f);
const Vec3fa c = madd(Vec3fa((pos-v0d)*inv_length[i][dim]),v1-v0,v0);
left.extend(c);
right.extend(c);
}
}
/* clip against current bounds */
left_o = intersect(left,bounds);
right_o = intersect(right,bounds);
}
template<size_t N>
__forceinline void splitPolygon(const PrimRef& prim,
const size_t dim,
const float pos,
const Vec3fa (&v)[N+1],
PrimRef& left_o,
PrimRef& right_o)
{
BBox3fa left = empty, right = empty;
for (size_t i=0; i<N; i++)
{
const Vec3fa &v0 = v[i];
const Vec3fa &v1 = v[i+1];
const float v0d = v0[dim];
const float v1d = v1[dim];
if (v0d <= pos) left. extend(v0); // this point is on left side
if (v0d >= pos) right.extend(v0); // this point is on right side
if ((v0d < pos && pos < v1d) || (v1d < pos && pos < v0d)) // the edge crosses the splitting location
{
assert((v1d-v0d) != 0.0f);
const float inv_length = 1.0f/(v1d-v0d);
const Vec3fa c = madd(Vec3fa((pos-v0d)*inv_length),v1-v0,v0);
left.extend(c);
right.extend(c);
}
}
/* clip against current bounds */
new (&left_o ) PrimRef(intersect(left ,prim.bounds()),prim.geomID(), prim.primID());
new (&right_o) PrimRef(intersect(right,prim.bounds()),prim.geomID(), prim.primID());
}
struct TriangleSplitter
{
__forceinline TriangleSplitter(const Scene* scene, const PrimRef& prim)
{
const unsigned int mask = 0xFFFFFFFF >> RESERVED_NUM_SPATIAL_SPLITS_GEOMID_BITS;
const TriangleMesh* mesh = (const TriangleMesh*) scene->get(prim.geomID() & mask );
TriangleMesh::Triangle tri = mesh->triangle(prim.primID());
v[0] = mesh->vertex(tri.v[0]);
v[1] = mesh->vertex(tri.v[1]);
v[2] = mesh->vertex(tri.v[2]);
v[3] = mesh->vertex(tri.v[0]);
inv_length[0] = Vec3fa(1.0f) / (v[1]-v[0]);
inv_length[1] = Vec3fa(1.0f) / (v[2]-v[1]);
inv_length[2] = Vec3fa(1.0f) / (v[0]-v[2]);
}
__forceinline void operator() (const PrimRef& prim, const size_t dim, const float pos, PrimRef& left_o, PrimRef& right_o) const {
splitPolygon<3>(prim,dim,pos,v,left_o,right_o);
}
__forceinline void operator() (const BBox3fa& prim, const size_t dim, const float pos, BBox3fa& left_o, BBox3fa& right_o) const {
splitPolygon<3>(prim,dim,pos,v,inv_length,left_o,right_o);
}
private:
Vec3fa v[4];
Vec3fa inv_length[3];
};
struct TriangleSplitterFactory
{
__forceinline TriangleSplitterFactory(const Scene* scene)
: scene(scene) {}
__forceinline TriangleSplitter operator() (const PrimRef& prim) const {
return TriangleSplitter(scene,prim);
}
private:
const Scene* scene;
};
struct QuadSplitter
{
__forceinline QuadSplitter(const Scene* scene, const PrimRef& prim)
{
const unsigned int mask = 0xFFFFFFFF >> RESERVED_NUM_SPATIAL_SPLITS_GEOMID_BITS;
const QuadMesh* mesh = (const QuadMesh*) scene->get(prim.geomID() & mask );
QuadMesh::Quad quad = mesh->quad(prim.primID());
v[0] = mesh->vertex(quad.v[0]);
v[1] = mesh->vertex(quad.v[1]);
v[2] = mesh->vertex(quad.v[2]);
v[3] = mesh->vertex(quad.v[3]);
v[4] = mesh->vertex(quad.v[0]);
inv_length[0] = Vec3fa(1.0f) / (v[1]-v[0]);
inv_length[1] = Vec3fa(1.0f) / (v[2]-v[1]);
inv_length[2] = Vec3fa(1.0f) / (v[3]-v[2]);
inv_length[3] = Vec3fa(1.0f) / (v[0]-v[3]);
}
__forceinline void operator() (const PrimRef& prim, const size_t dim, const float pos, PrimRef& left_o, PrimRef& right_o) const {
splitPolygon<4>(prim,dim,pos,v,left_o,right_o);
}
__forceinline void operator() (const BBox3fa& prim, const size_t dim, const float pos, BBox3fa& left_o, BBox3fa& right_o) const {
splitPolygon<4>(prim,dim,pos,v,inv_length,left_o,right_o);
}
private:
Vec3fa v[5];
Vec3fa inv_length[4];
};
struct QuadSplitterFactory
{
__forceinline QuadSplitterFactory(const Scene* scene)
: scene(scene) {}
__forceinline QuadSplitter operator() (const PrimRef& prim) const {
return QuadSplitter(scene,prim);
}
private:
const Scene* scene;
};
}
}