// ======================================================================== // // Copyright 2009-2017 Intel Corporation // // // // Licensed under the Apache License, Version 2.0 (the "License"); // // you may not use this file except in compliance with the License. // // You may obtain a copy of the License at // // // // http://www.apache.org/licenses/LICENSE-2.0 // // // // Unless required by applicable law or agreed to in writing, software // // distributed under the License is distributed on an "AS IS" BASIS, // // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // // See the License for the specific language governing permissions and // // limitations under the License. // // ======================================================================== // #pragma once #include "../common/ray.h" #include "filter.h" // FIXME: remove this file later //#define Bezier1Intersector1 Hair1Intersector1 //#define Bezier1IntersectorK Hair1IntersectorK namespace embree { namespace isa { template struct HairHit { __forceinline HairHit() {} __forceinline HairHit(const vbool& valid, const vfloat& U, const vfloat& V, const vfloat& T, const int i, const int N, const Vec3fa& p0, const Vec3fa& p1, const Vec3fa& p2, const Vec3fa& p3) : U(U), V(V), T(T), i(i), N(N), p0(p0), p1(p1), p2(p2), p3(p3), valid(valid) {} __forceinline void finalize() { vu = (vfloat(step)+U+vfloat(float(i)))*(1.0f/float(N)); vv = V; vt = T; } __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 { Vec3fa T = NativeCurve3fa(p0,p1,p2,p3).eval_du(vu[i]); return T == Vec3fa(zero) ? Vec3fa(one) : T; } public: vfloat U; vfloat V; vfloat T; int i, N; Vec3fa p0,p1,p2,p3; public: vbool valid; vfloat vu; vfloat vv; vfloat vt; }; template struct Hair1Intersector1 { float depth_scale; LinearSpace3fa ray_space; __forceinline Hair1Intersector1() {} __forceinline Hair1Intersector1(const Ray& ray, const void* ptr) : depth_scale(rsqrt(dot(ray.dir,ray.dir))), ray_space(frame(depth_scale*ray.dir).transposed()) {} template __forceinline bool intersect(Ray& ray, const Vec3fa& v0, const Vec3fa& v1, const Vec3fa& v2, const Vec3fa& v3, const int N, const Epilog& epilog) const { /* transform control points into ray space */ Vec3fa w0 = xfmVector(ray_space,v0-ray.org); w0.w = v0.w; Vec3fa w1 = xfmVector(ray_space,v1-ray.org); w1.w = v1.w; Vec3fa w2 = xfmVector(ray_space,v2-ray.org); w2.w = v2.w; Vec3fa w3 = xfmVector(ray_space,v3-ray.org); w3.w = v3.w; NativeCurve3fa curve2D(w0,w1,w2,w3); /* evaluate the bezier curve */ vboolx valid = vfloatx(step) < vfloatx(float(N)); const Vec4vfx p0 = curve2D.template eval0(0,N); const Vec4vfx p1 = curve2D.template eval1(0,N); /* approximative intersection with cone */ const Vec4vfx v = p1-p0; const Vec4vfx w = -p0; const vfloatx d0 = madd(w.x,v.x,w.y*v.y); const vfloatx d1 = madd(v.x,v.x,v.y*v.y); const vfloatx u = clamp(d0*rcp(d1),vfloatx(zero),vfloatx(one)); const Vec4vfx p = madd(u,v,p0); const vfloatx t = p.z*depth_scale; const vfloatx d2 = madd(p.x,p.x,p.y*p.y); const vfloatx r = p.w; const vfloatx r2 = r*r; valid &= (d2 <= r2) & (vfloatx(ray.tnear) < t) & (t < vfloatx(ray.tfar)); /* update hit information */ bool ishit = false; if (unlikely(any(valid))) { HairHit hit(valid,u,0.0f,t,0,N,v0,v1,v2,v3); ishit = ishit | epilog(valid,hit); } if (unlikely(VSIZEX < N)) { /* process SIMD-size many segments per iteration */ for (int i=VSIZEX; i(i,N); const Vec4vfx p1 = curve2D.template eval1(i,N); /* approximative intersection with cone */ const Vec4vfx v = p1-p0; const Vec4vfx w = -p0; const vfloatx d0 = madd(w.x,v.x,w.y*v.y); const vfloatx d1 = madd(v.x,v.x,v.y*v.y); const vfloatx u = clamp(d0*rcp(d1),vfloatx(zero),vfloatx(one)); const Vec4vfx p = madd(u,v,p0); const vfloatx t = p.z*depth_scale; const vfloatx d2 = madd(p.x,p.x,p.y*p.y); const vfloatx r = p.w; const vfloatx r2 = r*r; valid &= (d2 <= r2) & (vfloatx(ray.tnear) < t) & (t < vfloatx(ray.tfar)); /* update hit information */ if (unlikely(any(valid))) { HairHit hit(valid,u,0.0f,t,i,N,v0,v1,v2,v3); ishit = ishit | epilog(valid,hit); } } } return ishit; } }; template struct Hair1IntersectorK { vfloat depth_scale; LinearSpace3fa ray_space[K]; __forceinline Hair1IntersectorK(const vbool& valid, const RayK& ray) { size_t mask = movemask(valid); depth_scale = rsqrt(dot(ray.dir,ray.dir)); while (mask) { size_t k = __bscf(mask); ray_space[k] = frame(depth_scale[k]*Vec3fa(ray.dir.x[k],ray.dir.y[k],ray.dir.z[k])).transposed(); } } __forceinline Hair1IntersectorK (const RayK& ray, size_t k) { Vec3fa ray_dir = Vec3fa(ray.dir.x[k],ray.dir.y[k],ray.dir.z[k]); depth_scale[k] = rsqrt(dot(ray_dir,ray_dir)); ray_space [k] = frame(depth_scale[k]*ray_dir).transposed(); } template __forceinline bool intersect(RayK& ray, size_t k, const Vec3fa& v0, const Vec3fa& v1, const Vec3fa& v2, const Vec3fa& v3, const int N, const Epilog& epilog) const { /* load ray */ const Vec3fa ray_org(ray.org.x[k],ray.org.y[k],ray.org.z[k]); const float ray_tnear = ray.tnear[k]; const float ray_tfar = ray.tfar [k]; /* transform control points into ray space */ Vec3fa w0 = xfmVector(ray_space[k],v0-ray_org); w0.w = v0.w; Vec3fa w1 = xfmVector(ray_space[k],v1-ray_org); w1.w = v1.w; Vec3fa w2 = xfmVector(ray_space[k],v2-ray_org); w2.w = v2.w; Vec3fa w3 = xfmVector(ray_space[k],v3-ray_org); w3.w = v3.w; NativeCurve3fa curve2D(w0,w1,w2,w3); /* process SIMD-size many segments per iteration */ bool ishit = false; for (int i=0; i(i,N); const Vec4vfx p1 = curve2D.template eval1(i,N); /* approximative intersection with cone */ const Vec4vfx v = p1-p0; const Vec4vfx w = -p0; const vfloatx d0 = madd(w.x,v.x,w.y*v.y); const vfloatx d1 = madd(v.x,v.x,v.y*v.y); const vfloatx u = clamp(d0*rcp(d1),vfloatx(zero),vfloatx(one)); const Vec4vfx p = madd(u,v,p0); const vfloatx t = p.z*depth_scale[k]; const vfloatx d2 = madd(p.x,p.x,p.y*p.y); const vfloatx r = p.w; const vfloatx r2 = r*r; valid &= (d2 <= r2) & (vfloatx(ray_tnear) < t) & (t < vfloatx(ray_tfar)); if (likely(none(valid))) continue; /* update hit information */ HairHit hit(valid,u,0.0f,t,i,N,v0,v1,v2,v3); ishit = ishit | epilog(valid,hit); } return ishit; } }; } }