initial commit, 4.5 stable
Some checks failed
🔗 GHA / 📊 Static checks (push) Has been cancelled
🔗 GHA / 🤖 Android (push) Has been cancelled
🔗 GHA / 🍏 iOS (push) Has been cancelled
🔗 GHA / 🐧 Linux (push) Has been cancelled
🔗 GHA / 🍎 macOS (push) Has been cancelled
🔗 GHA / 🏁 Windows (push) Has been cancelled
🔗 GHA / 🌐 Web (push) Has been cancelled
Some checks failed
🔗 GHA / 📊 Static checks (push) Has been cancelled
🔗 GHA / 🤖 Android (push) Has been cancelled
🔗 GHA / 🍏 iOS (push) Has been cancelled
🔗 GHA / 🐧 Linux (push) Has been cancelled
🔗 GHA / 🍎 macOS (push) Has been cancelled
🔗 GHA / 🏁 Windows (push) Has been cancelled
🔗 GHA / 🌐 Web (push) Has been cancelled
This commit is contained in:
269
thirdparty/embree/kernels/geometry/disc_intersector.h
vendored
Normal file
269
thirdparty/embree/kernels/geometry/disc_intersector.h
vendored
Normal file
@@ -0,0 +1,269 @@
|
||||
// Copyright 2009-2021 Intel Corporation
|
||||
// SPDX-License-Identifier: Apache-2.0
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "../common/ray.h"
|
||||
#include "../common/scene_points.h"
|
||||
#include "curve_intersector_precalculations.h"
|
||||
|
||||
namespace embree
|
||||
{
|
||||
namespace isa
|
||||
{
|
||||
template<int M>
|
||||
struct DiscIntersectorHitM
|
||||
{
|
||||
__forceinline DiscIntersectorHitM() {}
|
||||
|
||||
__forceinline DiscIntersectorHitM(const vfloat<M>& u, const vfloat<M>& v, const vfloat<M>& t, const Vec3vf<M>& Ng)
|
||||
: vu(u), vv(v), vt(t), vNg(Ng)
|
||||
{
|
||||
}
|
||||
|
||||
__forceinline void finalize() {}
|
||||
|
||||
__forceinline Vec2f uv(const size_t i) const {
|
||||
return Vec2f(vu[i], vv[i]);
|
||||
}
|
||||
__forceinline Vec2vf<M> uv() const {
|
||||
return Vec2vf<M>(vu, vv);
|
||||
}
|
||||
__forceinline float t(const size_t i) const {
|
||||
return vt[i];
|
||||
}
|
||||
__forceinline vfloat<M> t() const {
|
||||
return vt;
|
||||
}
|
||||
__forceinline Vec3fa Ng(const size_t i) const {
|
||||
return Vec3fa(vNg.x[i], vNg.y[i], vNg.z[i]);
|
||||
}
|
||||
__forceinline Vec3vf<M> Ng() const {
|
||||
return vNg;
|
||||
}
|
||||
|
||||
public:
|
||||
vfloat<M> vu;
|
||||
vfloat<M> vv;
|
||||
vfloat<M> vt;
|
||||
Vec3vf<M> vNg;
|
||||
};
|
||||
|
||||
template<>
|
||||
struct DiscIntersectorHitM<1>
|
||||
{
|
||||
__forceinline DiscIntersectorHitM() {}
|
||||
|
||||
__forceinline DiscIntersectorHitM(const float& u, const float& v, const float& t, const Vec3fa& Ng)
|
||||
: vu(u), vv(v), vt(t), vNg(Ng) {}
|
||||
|
||||
__forceinline void finalize() {}
|
||||
|
||||
__forceinline Vec2f uv() const {
|
||||
return Vec2f(vu, vv);
|
||||
}
|
||||
|
||||
__forceinline float t() const {
|
||||
return vt;
|
||||
}
|
||||
|
||||
__forceinline Vec3fa Ng() const {
|
||||
return vNg;
|
||||
}
|
||||
|
||||
public:
|
||||
float vu;
|
||||
float vv;
|
||||
float vt;
|
||||
Vec3fa vNg;
|
||||
};
|
||||
|
||||
template<int M>
|
||||
struct DiscIntersector1
|
||||
{
|
||||
typedef CurvePrecalculations1 Precalculations;
|
||||
|
||||
template<typename Ray, typename Epilog>
|
||||
static __forceinline bool intersect(
|
||||
const vbool<M>& valid_i,
|
||||
Ray& ray,
|
||||
RayQueryContext* context,
|
||||
const Points* geom,
|
||||
const Precalculations& pre,
|
||||
const Vec4vf<M>& v0i,
|
||||
const Epilog& epilog)
|
||||
{
|
||||
vbool<M> valid = valid_i;
|
||||
|
||||
const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z);
|
||||
const Vec3vf<M> ray_dir(ray.dir.x, ray.dir.y, ray.dir.z);
|
||||
const vfloat<M> rd2 = rcp(dot(ray_dir, ray_dir));
|
||||
|
||||
const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
|
||||
const Vec3vf<M> center = v0.xyz();
|
||||
const vfloat<M> radius = v0.w;
|
||||
|
||||
/* compute ray distance projC0 to hit point with ray oriented plane */
|
||||
const Vec3vf<M> c0 = center - ray_org;
|
||||
const vfloat<M> projC0 = dot(c0, ray_dir) * rd2;
|
||||
|
||||
valid &= (vfloat<M>(ray.tnear()) <= projC0) & (projC0 <= vfloat<M>(ray.tfar));
|
||||
if (unlikely(none(valid)))
|
||||
return false;
|
||||
|
||||
/* check if hit point lies inside disc */
|
||||
const Vec3vf<M> perp = c0 - projC0 * ray_dir;
|
||||
const vfloat<M> l2 = dot(perp, perp);
|
||||
const vfloat<M> r2 = radius * radius;
|
||||
valid &= (l2 <= r2);
|
||||
if (unlikely(none(valid)))
|
||||
return false;
|
||||
|
||||
/* We reject hits where the ray origin lies inside the ray
|
||||
* oriented disc to avoid self intersections. */
|
||||
#if defined(EMBREE_DISC_POINT_SELF_INTERSECTION_AVOIDANCE)
|
||||
const vfloat<M> m2 = dot(c0, c0);
|
||||
valid &= (m2 > r2);
|
||||
if (unlikely(none(valid)))
|
||||
return false;
|
||||
#endif
|
||||
|
||||
DiscIntersectorHitM<M> hit(zero, zero, projC0, -ray_dir);
|
||||
return epilog(valid, hit);
|
||||
}
|
||||
|
||||
template<typename Ray, typename Epilog>
|
||||
static __forceinline bool intersect(const vbool<M>& valid_i,
|
||||
Ray& ray,
|
||||
RayQueryContext* context,
|
||||
const Points* geom,
|
||||
const Precalculations& pre,
|
||||
const Vec4vf<M>& v0i,
|
||||
const Vec3vf<M>& normal,
|
||||
const Epilog& epilog)
|
||||
{
|
||||
vbool<M> valid = valid_i;
|
||||
const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z);
|
||||
|
||||
const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
|
||||
const Vec3vf<M> center = v0.xyz();
|
||||
const vfloat<M> radius = v0.w;
|
||||
|
||||
vfloat<M> divisor = dot(Vec3vf<M>((Vec3fa)ray.dir), normal);
|
||||
const vbool<M> parallel = divisor == vfloat<M>(0.f);
|
||||
valid &= !parallel;
|
||||
divisor = select(parallel, 1.f, divisor); // prevent divide by zero
|
||||
|
||||
vfloat<M> t = dot(center - Vec3vf<M>((Vec3fa)ray.org), Vec3vf<M>(normal)) / divisor;
|
||||
|
||||
valid &= (vfloat<M>(ray.tnear()) <= t) & (t <= vfloat<M>(ray.tfar));
|
||||
if (unlikely(none(valid)))
|
||||
return false;
|
||||
|
||||
Vec3vf<M> intersection = Vec3vf<M>((Vec3fa)ray.org) + Vec3vf<M>((Vec3fa)ray.dir) * t;
|
||||
vfloat<M> dist2 = dot(intersection - center, intersection - center);
|
||||
valid &= dist2 < radius * radius;
|
||||
if (unlikely(none(valid)))
|
||||
return false;
|
||||
|
||||
DiscIntersectorHitM<M> hit(zero, zero, t, normal);
|
||||
return epilog(valid, hit);
|
||||
}
|
||||
};
|
||||
|
||||
template<int M, int K>
|
||||
struct DiscIntersectorK
|
||||
{
|
||||
typedef CurvePrecalculationsK<K> Precalculations;
|
||||
|
||||
template<typename Epilog>
|
||||
static __forceinline bool intersect(const vbool<M>& valid_i,
|
||||
RayK<K>& ray,
|
||||
size_t k,
|
||||
RayQueryContext* context,
|
||||
const Points* geom,
|
||||
const Precalculations& pre,
|
||||
const Vec4vf<M>& v0i,
|
||||
const Epilog& epilog)
|
||||
{
|
||||
vbool<M> valid = valid_i;
|
||||
|
||||
const Vec3vf<M> ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]);
|
||||
const Vec3vf<M> ray_dir(ray.dir.x[k], ray.dir.y[k], ray.dir.z[k]);
|
||||
const vfloat<M> rd2 = rcp(dot(ray_dir, ray_dir));
|
||||
|
||||
const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
|
||||
const Vec3vf<M> center = v0.xyz();
|
||||
const vfloat<M> radius = v0.w;
|
||||
|
||||
/* compute ray distance projC0 to hit point with ray oriented plane */
|
||||
const Vec3vf<M> c0 = center - ray_org;
|
||||
const vfloat<M> projC0 = dot(c0, ray_dir) * rd2;
|
||||
|
||||
valid &= (vfloat<M>(ray.tnear()[k]) <= projC0) & (projC0 <= vfloat<M>(ray.tfar[k]));
|
||||
if (unlikely(none(valid)))
|
||||
return false;
|
||||
|
||||
/* check if hit point lies inside disc */
|
||||
const Vec3vf<M> perp = c0 - projC0 * ray_dir;
|
||||
const vfloat<M> l2 = dot(perp, perp);
|
||||
const vfloat<M> r2 = radius * radius;
|
||||
valid &= (l2 <= r2);
|
||||
if (unlikely(none(valid)))
|
||||
return false;
|
||||
|
||||
/* We reject hits where the ray origin lies inside the ray
|
||||
* oriented disc to avoid self intersections. */
|
||||
#if defined(EMBREE_DISC_POINT_SELF_INTERSECTION_AVOIDANCE)
|
||||
const vfloat<M> m2 = dot(c0, c0);
|
||||
valid &= (m2 > r2);
|
||||
if (unlikely(none(valid)))
|
||||
return false;
|
||||
#endif
|
||||
|
||||
DiscIntersectorHitM<M> hit(zero, zero, projC0, -ray_dir);
|
||||
return epilog(valid, hit);
|
||||
}
|
||||
|
||||
template<typename Epilog>
|
||||
static __forceinline bool intersect(const vbool<M>& valid_i,
|
||||
RayK<K>& ray,
|
||||
size_t k,
|
||||
RayQueryContext* context,
|
||||
const Points* geom,
|
||||
const Precalculations& pre,
|
||||
const Vec4vf<M>& v0i,
|
||||
const Vec3vf<M>& normal,
|
||||
const Epilog& epilog)
|
||||
{
|
||||
vbool<M> valid = valid_i;
|
||||
const Vec3vf<M> ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]);
|
||||
const Vec3vf<M> ray_dir(ray.dir.x[k], ray.dir.y[k], ray.dir.z[k]);
|
||||
|
||||
const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
|
||||
const Vec3vf<M> center = v0.xyz();
|
||||
const vfloat<M> radius = v0.w;
|
||||
|
||||
vfloat<M> divisor = dot(Vec3vf<M>(ray_dir), normal);
|
||||
const vbool<M> parallel = divisor == vfloat<M>(0.f);
|
||||
valid &= !parallel;
|
||||
divisor = select(parallel, 1.f, divisor); // prevent divide by zero
|
||||
|
||||
vfloat<M> t = dot(center - Vec3vf<M>(ray_org), Vec3vf<M>(normal)) / divisor;
|
||||
|
||||
valid &= (vfloat<M>(ray.tnear()[k]) <= t) & (t <= vfloat<M>(ray.tfar[k]));
|
||||
if (unlikely(none(valid)))
|
||||
return false;
|
||||
|
||||
Vec3vf<M> intersection = Vec3vf<M>(ray_org) + Vec3vf<M>(ray_dir) * t;
|
||||
vfloat<M> dist2 = dot(intersection - center, intersection - center);
|
||||
valid &= dist2 < radius * radius;
|
||||
if (unlikely(none(valid)))
|
||||
return false;
|
||||
|
||||
DiscIntersectorHitM<M> hit(zero, zero, t, normal);
|
||||
return epilog(valid, hit);
|
||||
}
|
||||
};
|
||||
} // namespace isa
|
||||
} // namespace embree
|
Reference in New Issue
Block a user