// ======================================================================== // // 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" #include "quad_intersector.h" #define Bezier1Intersector1 Ribbon1Intersector1 #define Bezier1IntersectorK Ribbon1IntersectorK namespace embree { namespace isa { template struct RibbonHit { __forceinline RibbonHit() {} __forceinline RibbonHit(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; }; /* calculate squared distance of point p0 to line p1->p2 */ __forceinline std::pair sqr_point_line_distance(const Vec2vfx& p0, const Vec2vfx& p1, const Vec2vfx& p2) { const vfloatx num = det(p2-p1,p1-p0); const vfloatx den2 = dot(p2-p1,p2-p1); return std::make_pair(num*num,den2); } /* performs culling against a cylinder */ __forceinline vboolx cylinder_culling_test(const Vec2vfx& p0, const Vec2vfx& p1, const Vec2vfx& p2, const vfloatx& r) { const std::pair d = sqr_point_line_distance(p0,p1,p2); return d.first <= r*r*d.second; } template __forceinline bool intersect_ribbon(const Vec3fa& ray_org, const Vec3fa& ray_dir, const float ray_tnear, const float ray_tfar, const float depth_scale, const LinearSpace3fa& ray_space, const Vec3fa& v0, const Vec3fa& v1, const Vec3fa& v2, const Vec3fa& v3, const int N, const Epilog& epilog) { /* 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 */ bool ishit = false; vboolx valid = vfloatx(step) < vfloatx(float(N)); const Vec4vfx p0 = curve2D.template eval0(0,N); const Vec4vfx p1 = curve2D.template eval1(0,N); valid &= cylinder_culling_test(zero,Vec2vfx(p0.x,p0.y),Vec2vfx(p1.x,p1.y),max(p0.w,p1.w)); if (any(valid)) { const Vec3vfx dp0dt = curve2D.template derivative0(0,N); const Vec3vfx dp1dt = curve2D.template derivative1(0,N); const Vec3vfx n0(dp0dt.y,-dp0dt.x,0.0f); const Vec3vfx n1(dp1dt.y,-dp1dt.x,0.0f); const Vec3vfx nn0 = normalize(n0); const Vec3vfx nn1 = normalize(n1); const Vec3vfx lp0 = madd(p0.w,nn0,Vec3vfx(p0)); const Vec3vfx lp1 = madd(p1.w,nn1,Vec3vfx(p1)); const Vec3vfx up0 = nmadd(p0.w,nn0,Vec3vfx(p0)); const Vec3vfx up1 = nmadd(p1.w,nn1,Vec3vfx(p1)); vfloatx vu,vv,vt; vboolx valid0 = intersect_quad_backface_culling(valid,zero,Vec3fa(0,0,1),ray_tnear*depth_scale,ray_tfar*depth_scale,lp0,lp1,up1,up0,vu,vv,vt); if (any(valid0)) { vv = madd(2.0f,vv,vfloatx(-1.0f)); RibbonHit bhit(valid0,vu,vv,depth_scale*vt,0,N,v0,v1,v2,v3); ishit |= epilog(bhit.valid,bhit); } } 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); valid &= cylinder_culling_test(zero,Vec2vfx(p0.x,p0.y),Vec2vfx(p1.x,p1.y),max(p0.w,p1.w)); if (none(valid)) continue; const Vec3vfx dp0dt = curve2D.template derivative0(i,N); const Vec3vfx dp1dt = curve2D.template derivative1(i,N); const Vec3vfx n0(dp0dt.y,-dp0dt.x,0.0f); const Vec3vfx n1(dp1dt.y,-dp1dt.x,0.0f); const Vec3vfx nn0 = normalize(n0); const Vec3vfx nn1 = normalize(n1); const Vec3vfx lp0 = madd(p0.w,nn0,Vec3vfx(p0)); const Vec3vfx lp1 = madd(p1.w,nn1,Vec3vfx(p1)); const Vec3vfx up0 = nmadd(p0.w,nn0,Vec3vfx(p0)); const Vec3vfx up1 = nmadd(p1.w,nn1,Vec3vfx(p1)); vfloatx vu,vv,vt; vboolx valid0 = intersect_quad_backface_culling(valid,zero,Vec3fa(0,0,1),ray_tnear*depth_scale,ray_tfar*depth_scale,lp0,lp1,up1,up0,vu,vv,vt); if (any(valid0)) { vv = madd(2.0f,vv,vfloatx(-1.0f)); RibbonHit bhit(valid0,vu,vv,depth_scale*vt,i,N,v0,v1,v2,v3); ishit |= epilog(bhit.valid,bhit); } } } return ishit; } template struct Ribbon1Intersector1 { float depth_scale; LinearSpace3fa ray_space; __forceinline Ribbon1Intersector1() {} __forceinline Ribbon1Intersector1(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 { return intersect_ribbon(ray.org,ray.dir,ray.tnear,ray.tfar, depth_scale,ray_space, v0,v1,v2,v3,N, epilog); } }; template struct Ribbon1IntersectorK { vfloat depth_scale; LinearSpace3fa ray_space[K]; __forceinline Ribbon1IntersectorK(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(); } } 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 { const Vec3fa ray_org(ray.org.x[k],ray.org.y[k],ray.org.z[k]); const Vec3fa ray_dir(ray.dir.x[k],ray.dir.y[k],ray.dir.z[k]); const float ray_tnear = ray.tnear[k]; const float ray_tfar = ray.tfar [k]; return intersect_ribbon(ray_org,ray_dir,ray_tnear,ray_tfar, depth_scale[k],ray_space[k], v0,v1,v2,v3,N, epilog); } }; } }