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