godot/thirdparty/embree/kernels/geometry/triangle.h

163 lines
6.0 KiB
C++

// Copyright 2009-2020 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "primitive.h"
namespace embree
{
/* Precalculated representation for M triangles. Stores for each
triangle a base vertex, two edges, and the geometry normal to
speed up intersection calculations */
template<int M>
struct TriangleM
{
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:
/* 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 TriangleM() {}
/* Construction from vertices and IDs */
__forceinline TriangleM(const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const vuint<M>& geomIDs, const vuint<M>& primIDs)
: v0(v0), e1(v0-v1), e2(v2-v0), geomIDs(geomIDs), primIDs(primIDs) {}
/* Returns a mask that tells which triangles are valid */
__forceinline vbool<M> valid() const { return geomIDs != vuint<M>(-1); }
/* Returns true 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 triangle */
__forceinline BBox3fa bounds() const
{
Vec3vf<M> p0 = v0;
Vec3vf<M> p1 = v0-e1;
Vec3vf<M> p2 = v0+e2;
Vec3vf<M> lower = min(p0,p1,p2);
Vec3vf<M> upper = max(p0,p1,p2);
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)));
}
/* Non temporal store */
__forceinline static void store_nt(TriangleM* dst, const TriangleM& src)
{
vfloat<M>::store_nt(&dst->v0.x,src.v0.x);
vfloat<M>::store_nt(&dst->v0.y,src.v0.y);
vfloat<M>::store_nt(&dst->v0.z,src.v0.z);
vfloat<M>::store_nt(&dst->e1.x,src.e1.x);
vfloat<M>::store_nt(&dst->e1.y,src.e1.y);
vfloat<M>::store_nt(&dst->e1.z,src.e1.z);
vfloat<M>::store_nt(&dst->e2.x,src.e2.x);
vfloat<M>::store_nt(&dst->e2.y,src.e2.y);
vfloat<M>::store_nt(&dst->e2.z,src.e2.z);
vuint<M>::store_nt(&dst->geomIDs,src.geomIDs);
vuint<M>::store_nt(&dst->primIDs,src.primIDs);
}
/* Fill triangle from triangle list */
__forceinline void fill(const PrimRef* prims, size_t& begin, size_t end, Scene* scene)
{
vuint<M> vgeomID = -1, vprimID = -1;
Vec3vf<M> v0 = zero, v1 = zero, v2 = zero;
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& p0 = mesh->vertex(tri.v[0]);
const Vec3fa& p1 = mesh->vertex(tri.v[1]);
const Vec3fa& p2 = mesh->vertex(tri.v[2]);
vgeomID [i] = geomID;
vprimID [i] = primID;
v0.x[i] = p0.x; v0.y[i] = p0.y; v0.z[i] = p0.z;
v1.x[i] = p1.x; v1.y[i] = p1.y; v1.z[i] = p1.z;
v2.x[i] = p2.x; v2.y[i] = p2.y; v2.z[i] = p2.z;
}
TriangleM::store_nt(this,TriangleM(v0,v1,v2,vgeomID,vprimID));
}
/* Updates the primitive */
__forceinline BBox3fa update(TriangleMesh* mesh)
{
BBox3fa bounds = empty;
vuint<M> vgeomID = -1, vprimID = -1;
Vec3vf<M> v0 = zero, v1 = zero, v2 = zero;
for (size_t i=0; i<M; i++)
{
if (unlikely(geomID(i) == -1)) break;
const unsigned geomId = geomID(i);
const unsigned primId = primID(i);
const TriangleMesh::Triangle& tri = mesh->triangle(primId);
const Vec3fa p0 = mesh->vertex(tri.v[0]);
const Vec3fa p1 = mesh->vertex(tri.v[1]);
const Vec3fa p2 = mesh->vertex(tri.v[2]);
bounds.extend(merge(BBox3fa(p0),BBox3fa(p1),BBox3fa(p2)));
vgeomID [i] = geomId;
vprimID [i] = primId;
v0.x[i] = p0.x; v0.y[i] = p0.y; v0.z[i] = p0.z;
v1.x[i] = p1.x; v1.y[i] = p1.y; v1.z[i] = p1.z;
v2.x[i] = p2.x; v2.y[i] = p2.y; v2.z[i] = p2.z;
}
TriangleM::store_nt(this,TriangleM(v0,v1,v2,vgeomID,vprimID));
return bounds;
}
public:
Vec3vf<M> v0; // base vertex of the triangles
Vec3vf<M> e1; // 1st edge of the triangles (v0-v1)
Vec3vf<M> e2; // 2nd edge of the triangles (v2-v0)
private:
vuint<M> geomIDs; // geometry IDs
vuint<M> primIDs; // primitive IDs
};
template<int M>
typename TriangleM<M>::Type TriangleM<M>::type;
typedef TriangleM<4> Triangle4;
}