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- // 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 SphereIntersectorHitM
- {
- __forceinline SphereIntersectorHitM() {}
- __forceinline SphereIntersectorHitM(const vfloat<M>& t, const Vec3vf<M>& Ng)
- : vt(t), vNg(Ng) {}
- __forceinline void finalize() {}
- __forceinline Vec2f uv(const size_t i) const {
- return Vec2f(0.0f, 0.0f);
- }
- __forceinline Vec2vf<M> uv() const {
- return Vec2vf<M>(0.0f, 0.0f);
- }
- __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> vt;
- Vec3vf<M> vNg;
- };
- template<>
- struct SphereIntersectorHitM<1>
- {
- __forceinline SphereIntersectorHitM() {}
- __forceinline SphereIntersectorHitM(const float& t, const Vec3f& Ng)
- : vt(t), vNg(Ng) {}
- __forceinline void finalize() {}
- __forceinline Vec2f uv() const {
- return Vec2f(0.0f, 0.0f);
- }
- __forceinline float t() const {
- return vt;
- }
- __forceinline Vec3f Ng() const {
- return vNg;
- }
- public:
- float vt;
- Vec3f vNg;
- };
- template<int M>
- struct SphereIntersector1
- {
- typedef CurvePrecalculations1 Precalculations;
- template<typename Ray, typename Epilog>
- static __forceinline bool intersect(
- const vbool<M>& valid_i, Ray& ray,
- const Precalculations& pre, const Vec4vf<M>& v0, const Epilog& epilog)
- {
- vbool<M> valid = valid_i;
- const vfloat<M> rd2 = rcp(dot(ray.dir, ray.dir));
- 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 Vec3vf<M> center = v0.xyz();
- const vfloat<M> radius = v0.w;
- const Vec3vf<M> c0 = center - ray_org;
- const vfloat<M> projC0 = dot(c0, ray_dir) * rd2;
- 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;
- const vfloat<M> td = sqrt((r2 - l2) * rd2);
- const vfloat<M> t_front = projC0 - td;
- const vfloat<M> t_back = projC0 + td;
- const vbool<M> valid_front = valid & (ray.tnear() <= t_front) & (t_front <= ray.tfar);
- /* check if there is a first hit */
- #if defined (EMBREE_BACKFACE_CULLING_SPHERES)
- /* check if there is a first hit */
- const vbool<M> valid_first = valid_front;
- #else
- const vbool<M> valid_back = valid & (ray.tnear() <= t_back ) & (t_back <= ray.tfar);
- const vbool<M> valid_first = valid_front | valid_back;
- #endif
- if (unlikely(none(valid_first)))
- return false;
- /* construct first hit */
- const vfloat<M> td_front = -td;
- const vfloat<M> td_back = +td;
- const vfloat<M> t_first = select(valid_front, t_front, t_back);
- const Vec3vf<M> Ng_first = select(valid_front, td_front, td_back) * ray_dir - perp;
- SphereIntersectorHitM<M> hit(t_first, Ng_first);
- /* invoke intersection filter for first hit */
- const bool is_hit_first = epilog(valid_first, hit);
- #if defined (EMBREE_BACKFACE_CULLING_SPHERES)
- return is_hit_first;
- #else
- /* check for possible second hits before potentially accepted hit */
- const vfloat<M> t_second = t_back;
- const vbool<M> 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<M> Ng_second = td_back * ray_dir - perp;
- hit = SphereIntersectorHitM<M> (t_second, Ng_second);
- const bool is_hit_second = epilog(valid_second, hit);
- return is_hit_first | is_hit_second;
- #endif
- }
- template<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)
- {
- 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);
- return intersect(valid_i,ray,pre,v0,epilog);
- }
- };
- template<int M, int K>
- struct SphereIntersectorK
- {
- 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;
- const Vec3vf<M> c0 = center - ray_org;
- const vfloat<M> projC0 = dot(c0, ray_dir) * rd2;
- 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;
- const vfloat<M> td = sqrt((r2 - l2) * rd2);
- const vfloat<M> t_front = projC0 - td;
- const vfloat<M> t_back = projC0 + td;
- const vbool<M> valid_front = valid & (ray.tnear()[k] <= t_front) & (t_front <= ray.tfar[k]);
- /* check if there is a first hit */
- #if defined (EMBREE_BACKFACE_CULLING_SPHERES)
- const vbool<M> valid_first = valid_front;
- #else
- const vbool<M> valid_back = valid & (ray.tnear()[k] <= t_back ) & (t_back <= ray.tfar[k]);
- const vbool<M> valid_first = valid_front | valid_back;
- #endif
- if (unlikely(none(valid_first)))
- return false;
- /* construct first hit */
- const vfloat<M> td_front = -td;
- const vfloat<M> td_back = +td;
- const vfloat<M> t_first = select(valid_front, t_front, t_back);
- const Vec3vf<M> Ng_first = select(valid_front, td_front, td_back) * ray_dir - perp;
- SphereIntersectorHitM<M> hit(t_first, Ng_first);
- /* invoke intersection filter for first hit */
- const bool is_hit_first = epilog(valid_first, hit);
- #if defined (EMBREE_BACKFACE_CULLING_SPHERES)
- return is_hit_first;
- #else
- /* check for possible second hits before potentially accepted hit */
- const vfloat<M> t_second = t_back;
- const vbool<M> 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<M> Ng_second = td_back * ray_dir - perp;
- hit = SphereIntersectorHitM<M> (t_second, Ng_second);
- const bool is_hit_second = epilog(valid_second, hit);
-
- return is_hit_first | is_hit_second;
- #endif
- }
- };
- } // namespace isa
- } // namespace embree
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