184 lines
6.7 KiB
C++
184 lines
6.7 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 "../common/scene_points.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<int M>
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struct SphereIntersectorHitM
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{
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__forceinline SphereIntersectorHitM() {}
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__forceinline SphereIntersectorHitM(const vfloat<M>& t, const Vec3vf<M>& Ng)
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: vt(t), vNg(Ng) {}
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__forceinline void finalize() {}
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__forceinline Vec2f uv(const size_t i) const {
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return Vec2f(0.0f, 0.0f);
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}
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__forceinline float t(const size_t i) const {
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return vt[i];
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}
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__forceinline Vec3fa Ng(const size_t i) const {
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return Vec3fa(vNg.x[i], vNg.y[i], vNg.z[i]);
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}
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public:
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vfloat<M> vt;
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Vec3vf<M> vNg;
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};
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template<int M>
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struct SphereIntersector1
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{
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typedef CurvePrecalculations1 Precalculations;
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template<typename Epilog>
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static __forceinline bool intersect(
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const vbool<M>& valid_i, Ray& ray,
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const Precalculations& pre, const Vec4vf<M>& v0, const Epilog& epilog)
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{
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vbool<M> valid = valid_i;
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const vfloat<M> rd2 = rcp(dot(ray.dir, ray.dir));
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const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z);
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const Vec3vf<M> ray_dir(ray.dir.x, ray.dir.y, ray.dir.z);
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const Vec3vf<M> center = v0.xyz();
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const vfloat<M> radius = v0.w;
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const Vec3vf<M> c0 = center - ray_org;
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const vfloat<M> projC0 = dot(c0, ray_dir) * rd2;
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const Vec3vf<M> perp = c0 - projC0 * ray_dir;
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const vfloat<M> l2 = dot(perp, perp);
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const vfloat<M> r2 = radius * radius;
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valid &= (l2 <= r2);
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if (unlikely(none(valid)))
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return false;
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const vfloat<M> td = sqrt((r2 - l2) * rd2);
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const vfloat<M> t_front = projC0 - td;
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const vfloat<M> t_back = projC0 + td;
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const vbool<M> valid_front = valid & (ray.tnear() <= t_front) & (t_front <= ray.tfar);
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const vbool<M> valid_back = valid & (ray.tnear() <= t_back ) & (t_back <= ray.tfar);
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/* check if there is a first hit */
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const vbool<M> valid_first = valid_front | valid_back;
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if (unlikely(none(valid_first)))
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return false;
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/* construct first hit */
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const vfloat<M> td_front = -td;
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const vfloat<M> td_back = +td;
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const vfloat<M> t_first = select(valid_front, t_front, t_back);
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const Vec3vf<M> Ng_first = select(valid_front, td_front, td_back) * ray_dir - perp;
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SphereIntersectorHitM<M> hit(t_first, Ng_first);
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/* invoke intersection filter for first hit */
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const bool is_hit_first = epilog(valid_first, hit);
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/* check for possible second hits before potentially accepted hit */
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const vfloat<M> t_second = t_back;
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const vbool<M> valid_second = valid_front & valid_back & (t_second <= ray.tfar);
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if (unlikely(none(valid_second)))
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return is_hit_first;
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/* invoke intersection filter for second hit */
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const Vec3vf<M> Ng_second = td_back * ray_dir - perp;
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hit = SphereIntersectorHitM<M> (t_second, Ng_second);
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const bool is_hit_second = epilog(valid_second, hit);
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return is_hit_first | is_hit_second;
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}
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template<typename Epilog>
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static __forceinline bool intersect(
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const vbool<M>& valid_i, Ray& ray, IntersectContext* context, const Points* geom,
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const Precalculations& pre, const Vec4vf<M>& v0i, const Epilog& epilog)
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{
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const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z);
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const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
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return intersect(valid_i,ray,pre,v0,epilog);
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}
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};
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template<int M, int K>
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struct SphereIntersectorK
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{
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typedef CurvePrecalculationsK<K> Precalculations;
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template<typename Epilog>
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static __forceinline bool intersect(const vbool<M>& valid_i,
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RayK<K>& ray, size_t k,
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IntersectContext* context,
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const Points* geom,
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const Precalculations& pre,
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const Vec4vf<M>& v0i,
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const Epilog& epilog)
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{
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vbool<M> valid = valid_i;
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const Vec3vf<M> ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]);
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const Vec3vf<M> ray_dir(ray.dir.x[k], ray.dir.y[k], ray.dir.z[k]);
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const vfloat<M> rd2 = rcp(dot(ray_dir, ray_dir));
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const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
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const Vec3vf<M> center = v0.xyz();
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const vfloat<M> radius = v0.w;
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const Vec3vf<M> c0 = center - ray_org;
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const vfloat<M> projC0 = dot(c0, ray_dir) * rd2;
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const Vec3vf<M> perp = c0 - projC0 * ray_dir;
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const vfloat<M> l2 = dot(perp, perp);
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const vfloat<M> r2 = radius * radius;
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valid &= (l2 <= r2);
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if (unlikely(none(valid)))
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return false;
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const vfloat<M> td = sqrt((r2 - l2) * rd2);
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const vfloat<M> t_front = projC0 - td;
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const vfloat<M> t_back = projC0 + td;
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const vbool<M> valid_front = valid & (ray.tnear()[k] <= t_front) & (t_front <= ray.tfar[k]);
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const vbool<M> valid_back = valid & (ray.tnear()[k] <= t_back ) & (t_back <= ray.tfar[k]);
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/* check if there is a first hit */
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const vbool<M> valid_first = valid_front | valid_back;
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if (unlikely(none(valid_first)))
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return false;
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/* construct first hit */
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const vfloat<M> td_front = -td;
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const vfloat<M> td_back = +td;
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const vfloat<M> t_first = select(valid_front, t_front, t_back);
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const Vec3vf<M> Ng_first = select(valid_front, td_front, td_back) * ray_dir - perp;
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SphereIntersectorHitM<M> hit(t_first, Ng_first);
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/* invoke intersection filter for first hit */
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const bool is_hit_first = epilog(valid_first, hit);
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/* check for possible second hits before potentially accepted hit */
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const vfloat<M> t_second = t_back;
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const vbool<M> valid_second = valid_front & valid_back & (t_second <= ray.tfar[k]);
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if (unlikely(none(valid_second)))
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return is_hit_first;
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/* invoke intersection filter for second hit */
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const Vec3vf<M> Ng_second = td_back * ray_dir - perp;
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hit = SphereIntersectorHitM<M> (t_second, Ng_second);
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const bool is_hit_second = epilog(valid_second, hit);
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return is_hit_first | is_hit_second;
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}
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};
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} // namespace isa
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} // namespace embree
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