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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
- #include "quad_intersector_moeller.h"
- /*! Modified Pluecker ray/triangle intersector. The test first shifts
- * the ray origin into the origin of the coordinate system and then
- * uses Pluecker coordinates for the intersection. Due to the shift,
- * the Pluecker coordinate calculation simplifies and the tests get
- * numerically stable. The edge equations are watertight along the
- * edge for neighboring triangles. */
- namespace embree
- {
- namespace isa
- {
- struct PlueckerIntersectorTriangle1
- {
- template<int M, typename Epilog>
- static __forceinline bool intersect(Ray& ray,
- const Vec3<vfloat<M>>& tri_v0,
- const Vec3<vfloat<M>>& tri_v1,
- const Vec3<vfloat<M>>& tri_v2,
- const vbool<M>& flags,
- const Epilog& epilog)
- {
- /* calculate vertices relative to ray origin */
- typedef Vec3<vfloat<M>> Vec3vfM;
- const Vec3vfM O = Vec3vfM(ray.org);
- const Vec3vfM D = Vec3vfM(ray.dir);
- const Vec3vfM v0 = tri_v0-O;
- const Vec3vfM v1 = tri_v1-O;
- const Vec3vfM v2 = tri_v2-O;
-
- /* calculate triangle edges */
- const Vec3vfM e0 = v2-v0;
- const Vec3vfM e1 = v0-v1;
- const Vec3vfM e2 = v1-v2;
-
- /* perform edge tests */
- const vfloat<M> U = dot(cross(v2+v0,e0),D);
- const vfloat<M> V = dot(cross(v0+v1,e1),D);
- const vfloat<M> W = dot(cross(v1+v2,e2),D);
- #if defined(EMBREE_BACKFACE_CULLING)
- const vfloat<M> maxUVW = max(U,V,W);
- vbool<M> valid = maxUVW <= 0.0f;
- #else
- const vfloat<M> minUVW = min(U,V,W);
- const vfloat<M> maxUVW = max(U,V,W);
- vbool<M> valid = (maxUVW <= 0.0f) | (minUVW >= 0.0f);
- #endif
- if (unlikely(none(valid))) return false;
-
- /* calculate geometry normal and denominator */
- const Vec3vfM Ng = stable_triangle_normal(e2,e1,e0);
- const vfloat<M> den = twice(dot(Ng,D));
- const vfloat<M> absDen = abs(den);
- const vfloat<M> sgnDen = signmsk(den);
-
- /* perform depth test */
- const vfloat<M> T = twice(dot(v0,Ng));
- valid &= ((T^sgnDen) >= absDen*vfloat<M>(ray.tnear));
- valid &=(absDen*vfloat<M>(ray.tfar) >= (T^sgnDen));
- if (unlikely(none(valid))) return false;
-
- /* avoid division by 0 */
- valid &= den != vfloat<M>(zero);
- if (unlikely(none(valid))) return false;
-
- /* update hit information */
- QuadHitM<M> hit(valid,U,V,T,den,Ng,flags);
- return epilog(valid,hit);
- }
- };
- /*! Intersects M quads with 1 ray */
- template<int M, bool filter>
- struct QuadMIntersector1Pluecker
- {
- __forceinline QuadMIntersector1Pluecker() {}
- __forceinline QuadMIntersector1Pluecker(const Ray& ray, const void* ptr) {}
- __forceinline void intersect(Ray& ray, IntersectContext* context,
- const Vec3<vfloat<M>>& v0, const Vec3<vfloat<M>>& v1, const Vec3<vfloat<M>>& v2, const Vec3<vfloat<M>>& v3,
- const vint<M>& geomID, const vint<M>& primID) const
- {
- Intersect1EpilogM<M,M,filter> epilog(ray,context,geomID,primID);
- PlueckerIntersectorTriangle1::intersect(ray,v0,v1,v3,vbool<M>(false),epilog);
- PlueckerIntersectorTriangle1::intersect(ray,v2,v3,v1,vbool<M>(true),epilog);
- }
-
- __forceinline bool occluded(Ray& ray, IntersectContext* context,
- const Vec3<vfloat<M>>& v0, const Vec3<vfloat<M>>& v1, const Vec3<vfloat<M>>& v2, const Vec3<vfloat<M>>& v3,
- const vint<M>& geomID, const vint<M>& primID) const
- {
- Occluded1EpilogM<M,M,filter> epilog(ray,context,geomID,primID);
- if (PlueckerIntersectorTriangle1::intersect(ray,v0,v1,v3,vbool<M>(false),epilog)) return true;
- if (PlueckerIntersectorTriangle1::intersect(ray,v2,v3,v1,vbool<M>(true ),epilog)) return true;
- return false;
- }
- };
- #if defined(__AVX512F__)
- /*! Intersects 4 quads with 1 ray using AVX512 */
- template<bool filter>
- struct QuadMIntersector1Pluecker<4,filter>
- {
- __forceinline QuadMIntersector1Pluecker() {}
- __forceinline QuadMIntersector1Pluecker(const Ray& ray, const void* ptr) {}
- template<typename Epilog>
- __forceinline bool intersect(Ray& ray, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const Epilog& epilog) const
- {
- const Vec3vf16 vtx0(select(0x0f0f,vfloat16(v0.x),vfloat16(v2.x)),
- select(0x0f0f,vfloat16(v0.y),vfloat16(v2.y)),
- select(0x0f0f,vfloat16(v0.z),vfloat16(v2.z)));
- #if !defined(EMBREE_BACKFACE_CULLING)
- const Vec3vf16 vtx1(vfloat16(v1.x),vfloat16(v1.y),vfloat16(v1.z));
- const Vec3vf16 vtx2(vfloat16(v3.x),vfloat16(v3.y),vfloat16(v3.z));
- #else
- const Vec3vf16 vtx1(select(0x0f0f,vfloat16(v1.x),vfloat16(v3.x)),
- select(0x0f0f,vfloat16(v1.y),vfloat16(v3.y)),
- select(0x0f0f,vfloat16(v1.z),vfloat16(v3.z)));
- const Vec3vf16 vtx2(select(0x0f0f,vfloat16(v3.x),vfloat16(v1.x)),
- select(0x0f0f,vfloat16(v3.y),vfloat16(v1.y)),
- select(0x0f0f,vfloat16(v3.z),vfloat16(v1.z)));
- #endif
- const vbool16 flags(0xf0f0);
- return PlueckerIntersectorTriangle1::intersect(ray,vtx0,vtx1,vtx2,flags,epilog);
- }
-
- __forceinline bool intersect(Ray& ray, IntersectContext* context,
- const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,
- const vint4& geomID, const vint4& primID) const
- {
- return intersect(ray,v0,v1,v2,v3,Intersect1EpilogM<8,16,filter>(ray,context,vint8(geomID),vint8(primID)));
- }
-
- __forceinline bool occluded(Ray& ray, IntersectContext* context,
- const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,
- const vint4& geomID, const vint4& primID) const
- {
- return intersect(ray,v0,v1,v2,v3,Occluded1EpilogM<8,16,filter>(ray,context,vint8(geomID),vint8(primID)));
- }
- };
- #elif defined (__AVX__)
- /*! Intersects 4 quads with 1 ray using AVX */
- template<bool filter>
- struct QuadMIntersector1Pluecker<4,filter>
- {
- __forceinline QuadMIntersector1Pluecker() {}
- __forceinline QuadMIntersector1Pluecker(const Ray& ray, const void* ptr) {}
-
- template<typename Epilog>
- __forceinline bool intersect(Ray& ray, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const Epilog& epilog) const
- {
- const Vec3vf8 vtx0(vfloat8(v0.x,v2.x),vfloat8(v0.y,v2.y),vfloat8(v0.z,v2.z));
- #if !defined(EMBREE_BACKFACE_CULLING)
- const Vec3vf8 vtx1(vfloat8(v1.x),vfloat8(v1.y),vfloat8(v1.z));
- const Vec3vf8 vtx2(vfloat8(v3.x),vfloat8(v3.y),vfloat8(v3.z));
- #else
- const Vec3vf8 vtx1(vfloat8(v1.x,v3.x),vfloat8(v1.y,v3.y),vfloat8(v1.z,v3.z));
- const Vec3vf8 vtx2(vfloat8(v3.x,v1.x),vfloat8(v3.y,v1.y),vfloat8(v3.z,v1.z));
- #endif
- const vbool8 flags(0,0,0,0,1,1,1,1);
- return PlueckerIntersectorTriangle1::intersect(ray,vtx0,vtx1,vtx2,flags,epilog);
- }
-
- __forceinline bool intersect(Ray& ray, IntersectContext* context, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,
- const vint4& geomID, const vint4& primID) const
- {
- return intersect(ray,v0,v1,v2,v3,Intersect1EpilogM<8,8,filter>(ray,context,vint8(geomID),vint8(primID)));
- }
-
- __forceinline bool occluded(Ray& ray, IntersectContext* context, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,
- const vint4& geomID, const vint4& primID) const
- {
- return intersect(ray,v0,v1,v2,v3,Occluded1EpilogM<8,8,filter>(ray,context,vint8(geomID),vint8(primID)));
- }
- };
- #endif
- /* ----------------------------- */
- /* -- ray packet intersectors -- */
- /* ----------------------------- */
- struct PlueckerIntersector1KTriangleM
- {
- /*! Intersect k'th ray from ray packet of size K with M triangles. */
- template<int M, int K, typename Epilog>
- static __forceinline bool intersect1(RayK<K>& ray,
- size_t k,
- const Vec3<vfloat<M>>& tri_v0,
- const Vec3<vfloat<M>>& tri_v1,
- const Vec3<vfloat<M>>& tri_v2,
- const vbool<M>& flags,
- const Epilog& epilog)
- {
- /* calculate vertices relative to ray origin */
- typedef Vec3<vfloat<M>> Vec3vfM;
- const Vec3vfM O = broadcast<vfloat<M>>(ray.org,k);
- const Vec3vfM D = broadcast<vfloat<M>>(ray.dir,k);
- const Vec3vfM v0 = tri_v0-O;
- const Vec3vfM v1 = tri_v1-O;
- const Vec3vfM v2 = tri_v2-O;
-
- /* calculate triangle edges */
- const Vec3vfM e0 = v2-v0;
- const Vec3vfM e1 = v0-v1;
- const Vec3vfM e2 = v1-v2;
-
- /* perform edge tests */
- const vfloat<M> U = dot(cross(v2+v0,e0),D);
- const vfloat<M> V = dot(cross(v0+v1,e1),D);
- const vfloat<M> W = dot(cross(v1+v2,e2),D);
- const vfloat<M> minUVW MAYBE_UNUSED = min(U,V,W);
- const vfloat<M> maxUVW = max(U,V,W);
- #if defined(EMBREE_BACKFACE_CULLING)
- vbool<M> valid = maxUVW <= 0.0f;
- #else
- vbool<M> valid = (minUVW >= 0.0f) | (maxUVW <= 0.0f);
- #endif
- if (unlikely(none(valid))) return false;
-
- /* calculate geometry normal and denominator */
- const Vec3vfM Ng = stable_triangle_normal(e2,e1,e0);
- const vfloat<M> den = twice(dot(Ng,D));
- const vfloat<M> absDen = abs(den);
- const vfloat<M> sgnDen = signmsk(den);
- /* perform depth test */
- const vfloat<M> T = twice(dot(v0,Ng));
- valid &= ((T^sgnDen) >= absDen*vfloat<M>(ray.tnear[k]));
- valid &= (absDen*vfloat<M>(ray.tfar[k]) >= (T^sgnDen));
- if (unlikely(none(valid))) return false;
-
- /* avoid division by 0 */
- valid &= den != vfloat<M>(zero);
- if (unlikely(none(valid))) return false;
-
- /* calculate hit information */
- QuadHitM<M> hit(valid,U,V,T,den,Ng,flags);
- return epilog(valid,hit);
- }
- };
- template<int M, int K, bool filter>
- struct QuadMIntersectorKPlueckerBase
- {
- __forceinline QuadMIntersectorKPlueckerBase(const vbool<K>& valid, const RayK<K>& ray) {}
-
- /*! Intersects K rays with one of M triangles. */
- template<typename Epilog>
- __forceinline vbool<K> intersectK(const vbool<K>& valid0,
- RayK<K>& ray,
- const Vec3<vfloat<K>>& tri_v0,
- const Vec3<vfloat<K>>& tri_v1,
- const Vec3<vfloat<K>>& tri_v2,
- const vbool<K>& flags,
- const Epilog& epilog) const
- {
- /* calculate vertices relative to ray origin */
- typedef Vec3<vfloat<K>> Vec3vfK;
- vbool<K> valid = valid0;
- const Vec3vfK O = ray.org;
- const Vec3vfK D = ray.dir;
- const Vec3vfK v0 = tri_v0-O;
- const Vec3vfK v1 = tri_v1-O;
- const Vec3vfK v2 = tri_v2-O;
-
- /* calculate triangle edges */
- const Vec3vfK e0 = v2-v0;
- const Vec3vfK e1 = v0-v1;
- const Vec3vfK e2 = v1-v2;
-
- /* perform edge tests */
- const vfloat<K> U = dot(Vec3vfK(cross(v2+v0,e0)),D);
- const vfloat<K> V = dot(Vec3vfK(cross(v0+v1,e1)),D);
- const vfloat<K> W = dot(Vec3vfK(cross(v1+v2,e2)),D);
- #if defined(EMBREE_BACKFACE_CULLING)
- const vfloat<K> maxUVW = max(U,V,W);
- valid &= maxUVW <= 0.0f;
- #else
- const vfloat<K> minUVW = min(U,V,W);
- const vfloat<K> maxUVW = max(U,V,W);
- valid &= (maxUVW <= 0.0f) | (minUVW >= 0.0f);
- #endif
- if (unlikely(none(valid))) return false;
-
- /* calculate geometry normal and denominator */
- const Vec3vfK Ng = stable_triangle_normal(e2,e1,e0);
- const vfloat<K> den = twice(dot(Vec3vfK(Ng),D));
- const vfloat<K> absDen = abs(den);
- const vfloat<K> sgnDen = signmsk(den);
- /* perform depth test */
- const vfloat<K> T = twice(dot(v0,Vec3vfK(Ng)));
- valid &= ((T^sgnDen) >= absDen*ray.tnear);
- valid &= (absDen*ray.tfar >= (T^sgnDen));
- if (unlikely(none(valid))) return false;
-
- /* avoid division by 0 */
- valid &= den != vfloat<K>(zero);
- if (unlikely(none(valid))) return false;
-
- /* calculate hit information */
- QuadHitK<K> hit(U,V,T,den,Ng,flags);
- return epilog(valid,hit);
- }
-
- /*! Intersects K rays with one of M quads. */
- template<typename Epilog>
- __forceinline bool intersectK(const vbool<K>& valid0,
- RayK<K>& ray,
- const Vec3<vfloat<K>>& v0,
- const Vec3<vfloat<K>>& v1,
- const Vec3<vfloat<K>>& v2,
- const Vec3<vfloat<K>>& v3,
- const Epilog& epilog) const
- {
- intersectK(valid0,ray,v0,v1,v3,vbool<K>(false),epilog);
- if (none(valid0)) return true;
- intersectK(valid0,ray,v2,v3,v1,vbool<K>(true ),epilog);
- return none(valid0);
- }
- };
- template<int M, int K, bool filter>
- struct QuadMIntersectorKPluecker : public QuadMIntersectorKPlueckerBase<M,K,filter>
- {
- __forceinline QuadMIntersectorKPluecker(const vbool<K>& valid, const RayK<K>& ray)
- : QuadMIntersectorKPlueckerBase<M,K,filter>(valid,ray) {}
- __forceinline void intersect1(RayK<K>& ray, size_t k, IntersectContext* context,
- const Vec3<vfloat<M>>& v0, const Vec3<vfloat<M>>& v1, const Vec3<vfloat<M>>& v2, const Vec3<vfloat<M>>& v3,
- const vint<M>& geomID, const vint<M>& primID) const
- {
- Intersect1KEpilogM<M,M,K,filter> epilog(ray,k,context,geomID,primID);
- PlueckerIntersector1KTriangleM::intersect1(ray,k,v0,v1,v3,vbool<M>(false),epilog);
- PlueckerIntersector1KTriangleM::intersect1(ray,k,v2,v3,v1,vbool<M>(true ),epilog);
- }
-
- __forceinline bool occluded1(RayK<K>& ray, size_t k, IntersectContext* context,
- const Vec3<vfloat<M>>& v0, const Vec3<vfloat<M>>& v1, const Vec3<vfloat<M>>& v2, const Vec3<vfloat<M>>& v3,
- const vint<M>& geomID, const vint<M>& primID) const
- {
- Occluded1KEpilogM<M,M,K,filter> epilog(ray,k,context,geomID,primID);
- if (PlueckerIntersector1KTriangleM::intersect1(ray,k,v0,v1,v3,vbool<M>(false),epilog)) return true;
- if (PlueckerIntersector1KTriangleM::intersect1(ray,k,v2,v3,v1,vbool<M>(true ),epilog)) return true;
- return false;
- }
- };
- #if defined(__AVX512F__)
- /*! Intersects 4 quads with 1 ray using AVX512 */
- template<int K, bool filter>
- struct QuadMIntersectorKPluecker<4,K,filter> : public QuadMIntersectorKPlueckerBase<4,K,filter>
- {
- __forceinline QuadMIntersectorKPluecker(const vbool<K>& valid, const RayK<K>& ray)
- : QuadMIntersectorKPlueckerBase<4,K,filter>(valid,ray) {}
- template<typename Epilog>
- __forceinline bool intersect1(RayK<K>& ray, size_t k, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const Epilog& epilog) const
- {
- const Vec3vf16 vtx0(select(0x0f0f,vfloat16(v0.x),vfloat16(v2.x)),
- select(0x0f0f,vfloat16(v0.y),vfloat16(v2.y)),
- select(0x0f0f,vfloat16(v0.z),vfloat16(v2.z)));
- #if !defined(EMBREE_BACKFACE_CULLING)
- const Vec3vf16 vtx1(vfloat16(v1.x),vfloat16(v1.y),vfloat16(v1.z));
- const Vec3vf16 vtx2(vfloat16(v3.x),vfloat16(v3.y),vfloat16(v3.z));
- #else
- const Vec3vf16 vtx1(select(0x0f0f,vfloat16(v1.x),vfloat16(v3.x)),
- select(0x0f0f,vfloat16(v1.y),vfloat16(v3.y)),
- select(0x0f0f,vfloat16(v1.z),vfloat16(v3.z)));
- const Vec3vf16 vtx2(select(0x0f0f,vfloat16(v3.x),vfloat16(v1.x)),
- select(0x0f0f,vfloat16(v3.y),vfloat16(v1.y)),
- select(0x0f0f,vfloat16(v3.z),vfloat16(v1.z)));
- #endif
- const vbool16 flags(0xf0f0);
- return PlueckerIntersector1KTriangleM::intersect1(ray,k,vtx0,vtx1,vtx2,flags,epilog);
- }
-
- __forceinline bool intersect1(RayK<K>& ray, size_t k, IntersectContext* context,
- const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,
- const vint4& geomID, const vint4& primID) const
- {
- return intersect1(ray,k,v0,v1,v2,v3,Intersect1KEpilogM<8,16,K,filter>(ray,k,context,vint8(geomID),vint8(primID)));
- }
-
- __forceinline bool occluded1(RayK<K>& ray, size_t k, IntersectContext* context,
- const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,
- const vint4& geomID, const vint4& primID) const
- {
- return intersect1(ray,k,v0,v1,v2,v3,Occluded1KEpilogM<8,16,K,filter>(ray,k,context,vint8(geomID),vint8(primID)));
- }
- };
- #elif defined (__AVX__)
- /*! Intersects 4 quads with 1 ray using AVX */
- template<int K, bool filter>
- struct QuadMIntersectorKPluecker<4,K,filter> : public QuadMIntersectorKPlueckerBase<4,K,filter>
- {
- __forceinline QuadMIntersectorKPluecker(const vbool<K>& valid, const RayK<K>& ray)
- : QuadMIntersectorKPlueckerBase<4,K,filter>(valid,ray) {}
-
- template<typename Epilog>
- __forceinline bool intersect1(RayK<K>& ray, size_t k, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const Epilog& epilog) const
- {
- const Vec3vf8 vtx0(vfloat8(v0.x,v2.x),vfloat8(v0.y,v2.y),vfloat8(v0.z,v2.z));
- const vbool8 flags(0,0,0,0,1,1,1,1);
- #if !defined(EMBREE_BACKFACE_CULLING)
- const Vec3vf8 vtx1(vfloat8(v1.x),vfloat8(v1.y),vfloat8(v1.z));
- const Vec3vf8 vtx2(vfloat8(v3.x),vfloat8(v3.y),vfloat8(v3.z));
- #else
- const Vec3vf8 vtx1(vfloat8(v1.x,v3.x),vfloat8(v1.y,v3.y),vfloat8(v1.z,v3.z));
- const Vec3vf8 vtx2(vfloat8(v3.x,v1.x),vfloat8(v3.y,v1.y),vfloat8(v3.z,v1.z));
- #endif
- return PlueckerIntersector1KTriangleM::intersect1(ray,k,vtx0,vtx1,vtx2,flags,epilog);
- }
-
- __forceinline bool intersect1(RayK<K>& ray, size_t k, IntersectContext* context,
- const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,
- const vint4& geomID, const vint4& primID) const
- {
- return intersect1(ray,k,v0,v1,v2,v3,Intersect1KEpilogM<8,8,K,filter>(ray,k,context,vint8(geomID),vint8(primID)));
- }
-
- __forceinline bool occluded1(RayK<K>& ray, size_t k, IntersectContext* context,
- const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,
- const vint4& geomID, const vint4& primID) const
- {
- return intersect1(ray,k,v0,v1,v2,v3,Occluded1KEpilogM<8,8,K,filter>(ray,k,context,vint8(geomID),vint8(primID)));
- }
- };
- #endif
- }
- }
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