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- // ======================================================================== //
- // 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
- namespace embree
- {
- namespace isa
- {
- /*! Intersects a ray with a quad with backface culling
- * enabled. The quad v0,v1,v2,v3 is split into two triangles
- * v0,v1,v3 and v2,v3,v1. The edge v1,v2 decides which of the two
- * triangles gets intersected. */
- template<int N>
- __forceinline vbool<N> intersect_quad_backface_culling(const vbool<N>& valid0,
- const Vec3fa& ray_org,
- const Vec3fa& ray_dir,
- const float ray_tnear,
- const float ray_tfar,
- const Vec3<vfloat<N>>& quad_v0,
- const Vec3<vfloat<N>>& quad_v1,
- const Vec3<vfloat<N>>& quad_v2,
- const Vec3<vfloat<N>>& quad_v3,
- vfloat<N>& u_o,
- vfloat<N>& v_o,
- vfloat<N>& t_o)
- {
- /* calculate vertices relative to ray origin */
- vbool<N> valid = valid0;
- typedef Vec3<vfloat<N>> Vec3vfN;
- const Vec3vfN O = Vec3vfN(ray_org);
- const Vec3vfN D = Vec3vfN(ray_dir);
- const Vec3vfN va = quad_v0-O;
- const Vec3vfN vb = quad_v1-O;
- const Vec3vfN vc = quad_v2-O;
- const Vec3vfN vd = quad_v3-O;
-
- const Vec3vfN edb = vb-vd;
- const vfloat<N> WW = dot(cross(vd,edb),D);
- const Vec3vfN v0 = select(WW <= 0.0f,va,vc);
- const Vec3vfN v1 = select(WW <= 0.0f,vb,vd);
- const Vec3vfN v2 = select(WW <= 0.0f,vd,vb);
- /* calculate edges */
- const Vec3vfN e0 = v2-v0;
- const Vec3vfN e1 = v0-v1;
-
- /* perform edge tests */
- const vfloat<N> U = dot(cross(v0,e0),D);
- const vfloat<N> V = dot(cross(v1,e1),D);
- valid &= max(U,V) <= 0.0f;
- if (unlikely(none(valid))) return false;
-
- /* calculate geometry normal and denominator */
- const Vec3vfN Ng = cross(e1,e0);
- const vfloat<N> den = dot(Ng,D);
- const vfloat<N> absDen = abs(den);
- const vfloat<N> sgnDen = signmsk(den);
-
- /* perform depth test */
- const vfloat<N> T = dot(v0,Ng);
- valid &= ((T^sgnDen) >= absDen*vfloat<N>(ray_tnear));
- valid &=(absDen*vfloat<N>(ray_tfar) >= (T^sgnDen));
- if (unlikely(none(valid))) return false;
-
- /* avoid division by 0 */
- valid &= den != vfloat<N>(zero);
- if (unlikely(none(valid))) return false;
-
- /* update hit information */
- const vfloat<N> rcpDen = rcp(den);
- t_o = T * rcpDen;
- u_o = U * rcpDen;
- v_o = V * rcpDen;
- u_o = select(WW <= 0.0f,u_o,1.0f-u_o);
- v_o = select(WW <= 0.0f,v_o,1.0f-v_o);
- return valid;
- }
- }
- }
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