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