virtualx-engine/thirdparty/embree/kernels/builders/primrefgen.h

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// Copyright 2009-2021 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "../common/scene.h"
#include "priminfo.h"
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#include "priminfo_mb.h"
#include "bvh_builder_morton.h"
namespace embree
{
namespace isa
{
PrimInfo createPrimRefArray(Geometry* geometry, unsigned int geomID, size_t numPrimitives, mvector<PrimRef>& prims, BuildProgressMonitor& progressMonitor);
PrimInfo createPrimRefArray(Scene* scene, Geometry::GTypeMask types, bool mblur, size_t numPrimitives, mvector<PrimRef>& prims, BuildProgressMonitor& progressMonitor);
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PrimInfo createPrimRefArray(Scene* scene, Geometry::GTypeMask types, bool mblur, size_t numPrimitives, mvector<PrimRef>& prims, mvector<SubGridBuildData>& sgrids, BuildProgressMonitor& progressMonitor);
PrimInfo createPrimRefArrayMBlur(Scene* scene, Geometry::GTypeMask types, size_t numPrimitives, mvector<PrimRef>& prims, BuildProgressMonitor& progressMonitor, size_t itime = 0);
PrimInfoMB createPrimRefArrayMSMBlur(Scene* scene, Geometry::GTypeMask types, size_t numPrimitives, mvector<PrimRefMB>& prims, BuildProgressMonitor& progressMonitor, BBox1f t0t1 = BBox1f(0.0f,1.0f));
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PrimInfoMB createPrimRefArrayMSMBlur(Scene* scene, Geometry::GTypeMask types, size_t numPrimitives, mvector<PrimRefMB>& prims, mvector<SubGridBuildData>& sgrids, BuildProgressMonitor& progressMonitor, BBox1f t0t1 = BBox1f(0.0f,1.0f));
template<typename Mesh>
size_t createMortonCodeArray(Mesh* mesh, mvector<BVHBuilderMorton::BuildPrim>& morton, BuildProgressMonitor& progressMonitor);
/* special variants for grids */
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PrimInfo createPrimRefArrayGrids(Scene* scene, mvector<PrimRef>& prims, mvector<SubGridBuildData>& sgrids); // FIXME: remove
PrimInfo createPrimRefArrayGrids(GridMesh* mesh, mvector<PrimRef>& prims, mvector<SubGridBuildData>& sgrids);
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PrimInfoMB createPrimRefArrayMSMBlurGrid(Scene* scene, mvector<PrimRefMB>& prims, mvector<SubGridBuildData>& sgrids, BuildProgressMonitor& progressMonitor, BBox1f t0t1 = BBox1f(0.0f,1.0f));
}
}