a69cc9f13d
Since Embree v3.13.0 supports AARCH64, switch back to the
official repo instead of using Embree-aarch64.
`thirdparty/embree/patches/godot-changes.patch` should now contain
an accurate diff of the changes done to the library.
(cherry picked from commit 767e374dce
)
130 lines
4.8 KiB
C++
130 lines
4.8 KiB
C++
// Copyright 2009-2021 Intel Corporation
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// SPDX-License-Identifier: Apache-2.0
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#pragma once
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#include "../common/ray.h"
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#include "curve_intersector_precalculations.h"
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namespace embree
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{
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namespace isa
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{
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template<typename NativeCurve3fa, int M>
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struct DistanceCurveHit
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{
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__forceinline DistanceCurveHit() {}
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__forceinline DistanceCurveHit(const vbool<M>& valid, const vfloat<M>& U, const vfloat<M>& V, const vfloat<M>& T, const int i, const int N,
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const NativeCurve3fa& curve3D)
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: U(U), V(V), T(T), i(i), N(N), curve3D(curve3D), valid(valid) {}
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__forceinline void finalize()
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{
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vu = (vfloat<M>(step)+U+vfloat<M>(float(i)))*(1.0f/float(N));
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vv = V;
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vt = T;
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}
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__forceinline Vec2f uv (const size_t i) const { return Vec2f(vu[i],vv[i]); }
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__forceinline float t (const size_t i) const { return vt[i]; }
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__forceinline Vec3fa Ng(const size_t i) const {
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return curve3D.eval_du(vu[i]);
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}
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public:
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vfloat<M> U;
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vfloat<M> V;
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vfloat<M> T;
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int i, N;
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NativeCurve3fa curve3D;
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public:
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vbool<M> valid;
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vfloat<M> vu;
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vfloat<M> vv;
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vfloat<M> vt;
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};
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template<typename NativeCurve3fa>
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struct DistanceCurve1Intersector1
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{
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template<typename Epilog>
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__forceinline bool intersect(const CurvePrecalculations1& pre,Ray& ray,
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IntersectContext* context,
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const CurveGeometry* geom, const unsigned int primID,
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const Vec3fa& v0, const Vec3fa& v1, const Vec3fa& v2, const Vec3fa& v3,
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const Epilog& epilog)
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{
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const int N = geom->tessellationRate;
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/* transform control points into ray space */
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const NativeCurve3fa curve3Di(v0,v1,v2,v3);
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const NativeCurve3fa curve3D = enlargeRadiusToMinWidth(context,geom,ray.org,curve3Di);
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const NativeCurve3fa curve2D = curve3D.xfm_pr(pre.ray_space,ray.org);
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/* evaluate the bezier curve */
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vboolx valid = vfloatx(step) < vfloatx(float(N));
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const Vec4vfx p0 = curve2D.template eval0<VSIZEX>(0,N);
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const Vec4vfx p1 = curve2D.template eval1<VSIZEX>(0,N);
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/* approximative intersection with cone */
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const Vec4vfx v = p1-p0;
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const Vec4vfx w = -p0;
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const vfloatx d0 = madd(w.x,v.x,w.y*v.y);
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const vfloatx d1 = madd(v.x,v.x,v.y*v.y);
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const vfloatx u = clamp(d0*rcp(d1),vfloatx(zero),vfloatx(one));
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const Vec4vfx p = madd(u,v,p0);
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const vfloatx t = p.z*pre.depth_scale;
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const vfloatx d2 = madd(p.x,p.x,p.y*p.y);
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const vfloatx r = p.w;
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const vfloatx r2 = r*r;
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valid &= (d2 <= r2) & (vfloatx(ray.tnear()) <= t) & (t <= vfloatx(ray.tfar));
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if (EMBREE_CURVE_SELF_INTERSECTION_AVOIDANCE_FACTOR != 0.0f)
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valid &= t > float(EMBREE_CURVE_SELF_INTERSECTION_AVOIDANCE_FACTOR)*r*pre.depth_scale; // ignore self intersections
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/* update hit information */
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bool ishit = false;
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if (unlikely(any(valid))) {
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DistanceCurveHit<NativeCurve3fa,VSIZEX> hit(valid,u,0.0f,t,0,N,curve3D);
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ishit = ishit | epilog(valid,hit);
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}
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if (unlikely(VSIZEX < N))
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{
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/* process SIMD-size many segments per iteration */
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for (int i=VSIZEX; i<N; i+=VSIZEX)
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{
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/* evaluate the bezier curve */
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vboolx valid = vintx(i)+vintx(step) < vintx(N);
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const Vec4vfx p0 = curve2D.template eval0<VSIZEX>(i,N);
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const Vec4vfx p1 = curve2D.template eval1<VSIZEX>(i,N);
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/* approximative intersection with cone */
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const Vec4vfx v = p1-p0;
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const Vec4vfx w = -p0;
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const vfloatx d0 = madd(w.x,v.x,w.y*v.y);
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const vfloatx d1 = madd(v.x,v.x,v.y*v.y);
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const vfloatx u = clamp(d0*rcp(d1),vfloatx(zero),vfloatx(one));
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const Vec4vfx p = madd(u,v,p0);
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const vfloatx t = p.z*pre.depth_scale;
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const vfloatx d2 = madd(p.x,p.x,p.y*p.y);
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const vfloatx r = p.w;
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const vfloatx r2 = r*r;
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valid &= (d2 <= r2) & (vfloatx(ray.tnear()) <= t) & (t <= vfloatx(ray.tfar));
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if (EMBREE_CURVE_SELF_INTERSECTION_AVOIDANCE_FACTOR != 0.0f)
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valid &= t > float(EMBREE_CURVE_SELF_INTERSECTION_AVOIDANCE_FACTOR)*r*pre.depth_scale; // ignore self intersections
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/* update hit information */
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if (unlikely(any(valid))) {
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DistanceCurveHit<NativeCurve3fa,VSIZEX> hit(valid,u,0.0f,t,i,N,curve3D);
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ishit = ishit | epilog(valid,hit);
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}
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}
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}
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return ishit;
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}
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};
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}
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}
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