// ======================================================================== // // 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 "primitive.h" #include "../common/scene.h" namespace embree { /* Stores M motion blur quads from an indexed face set */ template struct QuadMiMB { typedef Vec3> Vec3vfM; /* Virtual interface to query information about the quad type */ struct Type : public PrimitiveType { Type(); size_t size(const char* This) const; }; static Type type; public: /* Returns maximal number of stored quads */ static __forceinline size_t max_size() { return M; } /* Returns required number of primitive blocks for N primitives */ static __forceinline size_t blocks(size_t N) { return (N+max_size()-1)/max_size(); } public: /* Default constructor */ __forceinline QuadMiMB() { } /* Construction from vertices and IDs */ __forceinline QuadMiMB(const vint& v0, const vint& v1, const vint& v2, const vint& v3, const vint& geomIDs, const vint& primIDs) : v0(v0),v1(v1), v2(v2), v3(v3), geomIDs(geomIDs), primIDs(primIDs) { } /* Returns a mask that tells which quads are valid */ __forceinline vbool valid() const { return primIDs != vint(-1); } /* Returns if the specified quad is valid */ __forceinline bool valid(const size_t i) const { assert(i geomID() const { return geomIDs; } __forceinline int geomID(const size_t i) const { assert(i primID() const { return primIDs; } __forceinline int primID(const size_t i) const { assert(i &v, const size_t index, const Scene *const scene) const { const QuadMesh* mesh = scene->get(geomID(index)); return *(Vec3fa*)mesh->vertexPtr(v[index]); } template __forceinline Vec3 getVertex(const vint &v, const size_t index, const Scene *const scene, const size_t itime, const T& ftime) const { const QuadMesh* mesh = scene->get(geomID(index)); const Vec3fa v0 = *(Vec3fa*)mesh->vertexPtr(v[index],itime+0); const Vec3fa v1 = *(Vec3fa*)mesh->vertexPtr(v[index],itime+1); const Vec3 p0(v0.x,v0.y,v0.z); const Vec3 p1(v1.x,v1.y,v1.z); return lerp(p0,p1,ftime); } /* gather the quads */ template __forceinline void gather(const vbool& valid, Vec3>& p0, Vec3>& p1, Vec3>& p2, Vec3>& p3, const size_t index, const Scene* const scene, const vfloat& time) const { const QuadMesh* mesh = scene->get(geomID(index)); vfloat ftime; const vint itime = getTimeSegment(time, vfloat(mesh->fnumTimeSegments), ftime); const size_t first = __bsf(movemask(valid)); // assume itime is uniform p0 = getVertex(v0, index, scene, itime[first], ftime); p1 = getVertex(v1, index, scene, itime[first], ftime); p2 = getVertex(v2, index, scene, itime[first], ftime); p3 = getVertex(v3, index, scene, itime[first], ftime); } __forceinline void gather(Vec3>& p0, Vec3>& p1, Vec3>& p2, Vec3>& p3, const QuadMesh* mesh0, const QuadMesh* mesh1, const QuadMesh* mesh2, const QuadMesh* mesh3, const vint& itime) const; __forceinline void gather(Vec3>& p0, Vec3>& p1, Vec3>& p2, Vec3>& p3, const Scene *const scene, const float time) const; /* Calculate the bounds of the quads */ __forceinline const BBox3fa bounds(const Scene *const scene, const size_t itime=0) const { BBox3fa bounds = empty; for (size_t i=0; iget(geomID(i)); const Vec3fa &p0 = mesh->vertex(v0[i],itime); const Vec3fa &p1 = mesh->vertex(v1[i],itime); const Vec3fa &p2 = mesh->vertex(v2[i],itime); const Vec3fa &p3 = mesh->vertex(v3[i],itime); bounds.extend(p0); bounds.extend(p1); bounds.extend(p2); bounds.extend(p3); } return bounds; } /* Calculate the linear bounds of the primitive */ __forceinline LBBox3fa linearBounds(const Scene* const scene, const size_t itime) { return LBBox3fa(bounds(scene,itime+0),bounds(scene,itime+1)); } __forceinline LBBox3fa linearBounds(const Scene *const scene, size_t itime, size_t numTimeSteps) { LBBox3fa allBounds = empty; for (size_t i=0; iget(geomID(i)); allBounds.extend(mesh->linearBounds(primID(i), itime, numTimeSteps)); } return allBounds; } /* Fill quad from quad list */ __forceinline LBBox3fa fillMB(const PrimRef* prims, size_t& begin, size_t end, Scene* scene, size_t itime, size_t numTimeSteps) { vint geomID = -1, primID = -1; vint v0 = zero, v1 = zero, v2 = zero, v3 = zero; const PrimRef* prim = &prims[begin]; for (size_t i=0; iget(prim->geomID()); const QuadMesh::Quad& q = mesh->quad(prim->primID()); if (begingeomID(); primID[i] = prim->primID(); v0[i] = q.v[0]; v1[i] = q.v[1]; v2[i] = q.v[2]; v3[i] = q.v[3]; begin++; } else { assert(i); geomID[i] = geomID[0]; // always valid geomIDs primID[i] = -1; // indicates invalid data v0[i] = 0; v1[i] = 0; v2[i] = 0; v3[i] = 0; } if (begin( v0 = " << quad.v0 << ", v1 = " << quad.v1 << ", v2 = " << quad.v2 << ", v3 = " << quad.v3 << ", geomID = " << quad.geomIDs << ", primID = " << quad.primIDs << " )"; } public: vint v0; // index of 1st vertex vint v1; // index of 2nd vertex vint v2; // index of 3rd vertex vint v3; // index of 4th vertex vint geomIDs; // geometry ID of mesh vint primIDs; // primitive ID of primitive inside mesh }; template<> __forceinline void QuadMiMB<4>::gather(Vec3vf4& p0, Vec3vf4& p1, Vec3vf4& p2, Vec3vf4& p3, const QuadMesh* mesh0, const QuadMesh* mesh1, const QuadMesh* mesh2, const QuadMesh* mesh3, const vint4& itime) const { const vfloat4 a0 = vfloat4::loadu(mesh0->vertexPtr(v0[0],itime[0])); const vfloat4 a1 = vfloat4::loadu(mesh1->vertexPtr(v0[1],itime[1])); const vfloat4 a2 = vfloat4::loadu(mesh2->vertexPtr(v0[2],itime[2])); const vfloat4 a3 = vfloat4::loadu(mesh3->vertexPtr(v0[3],itime[3])); transpose(a0,a1,a2,a3,p0.x,p0.y,p0.z); const vfloat4 b0 = vfloat4::loadu(mesh0->vertexPtr(v1[0],itime[0])); const vfloat4 b1 = vfloat4::loadu(mesh1->vertexPtr(v1[1],itime[1])); const vfloat4 b2 = vfloat4::loadu(mesh2->vertexPtr(v1[2],itime[2])); const vfloat4 b3 = vfloat4::loadu(mesh3->vertexPtr(v1[3],itime[3])); transpose(b0,b1,b2,b3,p1.x,p1.y,p1.z); const vfloat4 c0 = vfloat4::loadu(mesh0->vertexPtr(v2[0],itime[0])); const vfloat4 c1 = vfloat4::loadu(mesh1->vertexPtr(v2[1],itime[1])); const vfloat4 c2 = vfloat4::loadu(mesh2->vertexPtr(v2[2],itime[2])); const vfloat4 c3 = vfloat4::loadu(mesh3->vertexPtr(v2[3],itime[3])); transpose(c0,c1,c2,c3,p2.x,p2.y,p2.z); const vfloat4 d0 = vfloat4::loadu(mesh0->vertexPtr(v3[0],itime[0])); const vfloat4 d1 = vfloat4::loadu(mesh1->vertexPtr(v3[1],itime[1])); const vfloat4 d2 = vfloat4::loadu(mesh2->vertexPtr(v3[2],itime[2])); const vfloat4 d3 = vfloat4::loadu(mesh3->vertexPtr(v3[3],itime[3])); transpose(d0,d1,d2,d3,p3.x,p3.y,p3.z); } template<> __forceinline void QuadMiMB<4>::gather(Vec3vf4& p0, Vec3vf4& p1, Vec3vf4& p2, Vec3vf4& p3, const Scene *const scene, const float time) const { const QuadMesh* mesh0 = scene->get(geomIDs[0]); const QuadMesh* mesh1 = scene->get(geomIDs[1]); const QuadMesh* mesh2 = scene->get(geomIDs[2]); const QuadMesh* mesh3 = scene->get(geomIDs[3]); const vfloat4 numTimeSegments(mesh0->fnumTimeSegments, mesh1->fnumTimeSegments, mesh2->fnumTimeSegments, mesh3->fnumTimeSegments); vfloat4 ftime; const vint4 itime = getTimeSegment(vfloat4(time), numTimeSegments, ftime); Vec3vf4 a0,a1,a2,a3; gather(a0,a1,a2,a3,mesh0,mesh1,mesh2,mesh3,itime); Vec3vf4 b0,b1,b2,b3; gather(b0,b1,b2,b3,mesh0,mesh1,mesh2,mesh3,itime+1); p0 = lerp(a0,b0,ftime); p1 = lerp(a1,b1,ftime); p2 = lerp(a2,b2,ftime); p3 = lerp(a3,b3,ftime); } template typename QuadMiMB::Type QuadMiMB::type; typedef QuadMiMB<4> Quad4iMB; }