234 lines
8.4 KiB
C++
234 lines
8.4 KiB
C++
// 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 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<M> vu;
|
|
vfloat<M> vv;
|
|
vfloat<M> vt;
|
|
Vec3vf<M> vNg;
|
|
};
|
|
|
|
template<int M>
|
|
struct DiscIntersector1
|
|
{
|
|
typedef CurvePrecalculations1 Precalculations;
|
|
|
|
template<typename Epilog>
|
|
static __forceinline bool intersect(
|
|
const vbool<M>& valid_i,
|
|
Ray& ray,
|
|
IntersectContext* 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 Epilog>
|
|
static __forceinline bool intersect(const vbool<M>& valid_i,
|
|
Ray& ray,
|
|
IntersectContext* 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,
|
|
IntersectContext* 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,
|
|
IntersectContext* 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
|