godot/thirdparty/embree/kernels/geometry/trianglev_mb.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 "primitive.h"
namespace embree
{
/* Stores the vertices of M triangles in struct of array layout */
template<int M>
struct TriangleMvMB
{
public:
struct Type : public PrimitiveType
{
const char* name() const;
size_t sizeActive(const char* This) const;
size_t sizeTotal(const char* This) const;
size_t getBytes(const char* This) const;
};
static Type type;
public:
/* primitive supports single time segments */
static const bool singleTimeSegment = true;
/* Returns maximum number of stored triangles */
static __forceinline size_t max_size() { return M; }
/* Returns required number of primitive blocks for N primitives */
static __forceinline size_t blocks(size_t N) { return (N+max_size()-1)/max_size(); }
public:
/* Default constructor */
__forceinline TriangleMvMB() {}
/* Construction from vertices and IDs */
__forceinline TriangleMvMB(const Vec3vf<M>& a0, const Vec3vf<M>& a1,
const Vec3vf<M>& b0, const Vec3vf<M>& b1,
const Vec3vf<M>& c0, const Vec3vf<M>& c1,
const vuint<M>& geomIDs, const vuint<M>& primIDs)
: v0(a0), v1(b0), v2(c0), dv0(a1-a0), dv1(b1-b0), dv2(c1-c0), geomIDs(geomIDs), primIDs(primIDs) {}
/* Returns a mask that tells which triangles are valid */
__forceinline vbool<M> valid() const { return geomIDs != vuint<M>(-1); }
/* Returns if the specified triangle is valid */
__forceinline bool valid(const size_t i) const { assert(i<M); return geomIDs[i] != -1; }
/* Returns the number of stored triangles */
__forceinline size_t size() const { return bsf(~movemask(valid())); }
/* Returns the geometry IDs */
__forceinline vuint<M>& geomID() { return geomIDs; }
__forceinline const vuint<M>& geomID() const { return geomIDs; }
__forceinline unsigned int geomID(const size_t i) const { assert(i<M); return geomIDs[i]; }
/* Returns the primitive IDs */
__forceinline vuint<M>& primID() { return primIDs; }
__forceinline const vuint<M>& primID() const { return primIDs; }
__forceinline unsigned int primID(const size_t i) const { assert(i<M); return primIDs[i]; }
/* Calculate the bounds of the triangles at t0 */
__forceinline BBox3fa bounds0() const
{
Vec3vf<M> lower = min(v0,v1,v2);
Vec3vf<M> upper = max(v0,v1,v2);
const vbool<M> mask = valid();
lower.x = select(mask,lower.x,vfloat<M>(pos_inf));
lower.y = select(mask,lower.y,vfloat<M>(pos_inf));
lower.z = select(mask,lower.z,vfloat<M>(pos_inf));
upper.x = select(mask,upper.x,vfloat<M>(neg_inf));
upper.y = select(mask,upper.y,vfloat<M>(neg_inf));
upper.z = select(mask,upper.z,vfloat<M>(neg_inf));
return BBox3fa(Vec3fa(reduce_min(lower.x),reduce_min(lower.y),reduce_min(lower.z)),
Vec3fa(reduce_max(upper.x),reduce_max(upper.y),reduce_max(upper.z)));
}
/* Calculate the bounds of the triangles at t1 */
__forceinline BBox3fa bounds1() const
{
const Vec3vf<M> p0 = v0+dv0;
const Vec3vf<M> p1 = v1+dv1;
const Vec3vf<M> p2 = v2+dv2;
Vec3vf<M> lower = min(p0,p1,p2);
Vec3vf<M> upper = max(p0,p1,p2);
const vbool<M> mask = valid();
lower.x = select(mask,lower.x,vfloat<M>(pos_inf));
lower.y = select(mask,lower.y,vfloat<M>(pos_inf));
lower.z = select(mask,lower.z,vfloat<M>(pos_inf));
upper.x = select(mask,upper.x,vfloat<M>(neg_inf));
upper.y = select(mask,upper.y,vfloat<M>(neg_inf));
upper.z = select(mask,upper.z,vfloat<M>(neg_inf));
return BBox3fa(Vec3fa(reduce_min(lower.x),reduce_min(lower.y),reduce_min(lower.z)),
Vec3fa(reduce_max(upper.x),reduce_max(upper.y),reduce_max(upper.z)));
}
/* Calculate the linear bounds of the primitive */
__forceinline LBBox3fa linearBounds() const {
return LBBox3fa(bounds0(),bounds1());
}
/* Fill triangle from triangle list */
__forceinline LBBox3fa fillMB(const PrimRef* prims, size_t& begin, size_t end, Scene* scene, size_t itime)
{
vuint<M> vgeomID = -1, vprimID = -1;
Vec3vf<M> va0 = zero, vb0 = zero, vc0 = zero;
Vec3vf<M> va1 = zero, vb1 = zero, vc1 = zero;
BBox3fa bounds0 = empty;
BBox3fa bounds1 = empty;
for (size_t i=0; i<M && begin<end; i++, begin++)
{
const PrimRef& prim = prims[begin];
const unsigned geomID = prim.geomID();
const unsigned primID = prim.primID();
const TriangleMesh* __restrict__ const mesh = scene->get<TriangleMesh>(geomID);
const TriangleMesh::Triangle& tri = mesh->triangle(primID);
const Vec3fa& a0 = mesh->vertex(tri.v[0],itime+0); bounds0.extend(a0);
const Vec3fa& a1 = mesh->vertex(tri.v[0],itime+1); bounds1.extend(a1);
const Vec3fa& b0 = mesh->vertex(tri.v[1],itime+0); bounds0.extend(b0);
const Vec3fa& b1 = mesh->vertex(tri.v[1],itime+1); bounds1.extend(b1);
const Vec3fa& c0 = mesh->vertex(tri.v[2],itime+0); bounds0.extend(c0);
const Vec3fa& c1 = mesh->vertex(tri.v[2],itime+1); bounds1.extend(c1);
vgeomID [i] = geomID;
vprimID [i] = primID;
va0.x[i] = a0.x; va0.y[i] = a0.y; va0.z[i] = a0.z;
va1.x[i] = a1.x; va1.y[i] = a1.y; va1.z[i] = a1.z;
vb0.x[i] = b0.x; vb0.y[i] = b0.y; vb0.z[i] = b0.z;
vb1.x[i] = b1.x; vb1.y[i] = b1.y; vb1.z[i] = b1.z;
vc0.x[i] = c0.x; vc0.y[i] = c0.y; vc0.z[i] = c0.z;
vc1.x[i] = c1.x; vc1.y[i] = c1.y; vc1.z[i] = c1.z;
}
new (this) TriangleMvMB(va0,va1,vb0,vb1,vc0,vc1,vgeomID,vprimID);
return LBBox3fa(bounds0,bounds1);
}
/* Fill triangle from triangle list */
__forceinline LBBox3fa fillMB(const PrimRefMB* prims, size_t& begin, size_t end, Scene* scene, const BBox1f time_range)
{
vuint<M> vgeomID = -1, vprimID = -1;
Vec3vf<M> va0 = zero, vb0 = zero, vc0 = zero;
Vec3vf<M> va1 = zero, vb1 = zero, vc1 = zero;
LBBox3fa allBounds = empty;
for (size_t i=0; i<M && begin<end; i++, begin++)
{
const PrimRefMB& prim = prims[begin];
const unsigned geomID = prim.geomID();
const unsigned primID = prim.primID();
const TriangleMesh* const mesh = scene->get<TriangleMesh>(geomID);
const range<int> itime_range = mesh->timeSegmentRange(time_range);
assert(itime_range.size() == 1);
const int ilower = itime_range.begin();
const TriangleMesh::Triangle& tri = mesh->triangle(primID);
allBounds.extend(mesh->linearBounds(primID, time_range));
const Vec3fa& a0 = mesh->vertex(tri.v[0],ilower+0);
const Vec3fa& a1 = mesh->vertex(tri.v[0],ilower+1);
const Vec3fa& b0 = mesh->vertex(tri.v[1],ilower+0);
const Vec3fa& b1 = mesh->vertex(tri.v[1],ilower+1);
const Vec3fa& c0 = mesh->vertex(tri.v[2],ilower+0);
const Vec3fa& c1 = mesh->vertex(tri.v[2],ilower+1);
const BBox1f time_range_v(mesh->timeStep(ilower+0),mesh->timeStep(ilower+1));
auto a01 = globalLinear(std::make_pair(a0,a1),time_range_v);
auto b01 = globalLinear(std::make_pair(b0,b1),time_range_v);
auto c01 = globalLinear(std::make_pair(c0,c1),time_range_v);
vgeomID [i] = geomID;
vprimID [i] = primID;
va0.x[i] = a01.first .x; va0.y[i] = a01.first .y; va0.z[i] = a01.first .z;
va1.x[i] = a01.second.x; va1.y[i] = a01.second.y; va1.z[i] = a01.second.z;
vb0.x[i] = b01.first .x; vb0.y[i] = b01.first .y; vb0.z[i] = b01.first .z;
vb1.x[i] = b01.second.x; vb1.y[i] = b01.second.y; vb1.z[i] = b01.second.z;
vc0.x[i] = c01.first .x; vc0.y[i] = c01.first .y; vc0.z[i] = c01.first .z;
vc1.x[i] = c01.second.x; vc1.y[i] = c01.second.y; vc1.z[i] = c01.second.z;
}
new (this) TriangleMvMB(va0,va1,vb0,vb1,vc0,vc1,vgeomID,vprimID);
return allBounds;
}
public:
Vec3vf<M> v0; // 1st vertex of the triangles
Vec3vf<M> v1; // 2nd vertex of the triangles
Vec3vf<M> v2; // 3rd vertex of the triangles
Vec3vf<M> dv0; // difference vector between time steps t0 and t1 for first vertex
Vec3vf<M> dv1; // difference vector between time steps t0 and t1 for second vertex
Vec3vf<M> dv2; // difference vector between time steps t0 and t1 for third vertex
private:
vuint<M> geomIDs; // geometry ID
vuint<M> primIDs; // primitive ID
};
template<int M>
typename TriangleMvMB<M>::Type TriangleMvMB<M>::type;
typedef TriangleMvMB<4> Triangle4vMB;
}