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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 "primitive.h"
- #include "../common/scene.h"
- namespace embree
- {
- /* Stores M motion blur quads from an indexed face set */
- template <int M>
- struct QuadMiMB
- {
- typedef Vec3<vfloat<M>> 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<M>& v0,
- const vint<M>& v1,
- const vint<M>& v2,
- const vint<M>& v3,
- const vint<M>& geomIDs,
- const vint<M>& primIDs)
- : v0(v0),v1(v1), v2(v2), v3(v3), geomIDs(geomIDs), primIDs(primIDs)
- {
- }
- /* Returns a mask that tells which quads are valid */
- __forceinline vbool<M> valid() const { return primIDs != vint<M>(-1); }
-
- /* Returns if the specified quad is valid */
- __forceinline bool valid(const size_t i) const { assert(i<M); return primIDs[i] != -1; }
-
- /* Returns the number of stored quads */
- __forceinline size_t size() const { return __bsf(~movemask(valid())); }
-
- /* Returns the geometry IDs */
- __forceinline vint<M> geomID() const { return geomIDs; }
- __forceinline int geomID(const size_t i) const { assert(i<M); assert(geomIDs[i] != -1); return geomIDs[i]; }
-
- /* Returns the primitive IDs */
- __forceinline vint<M> primID() const { return primIDs; }
- __forceinline int primID(const size_t i) const { assert(i<M); return primIDs[i]; }
- __forceinline Vec3fa& getVertex(const vint<M> &v, const size_t index, const Scene *const scene) const
- {
- const QuadMesh* mesh = scene->get<QuadMesh>(geomID(index));
- return *(Vec3fa*)mesh->vertexPtr(v[index]);
- }
- template<typename T>
- __forceinline Vec3<T> getVertex(const vint<M> &v, const size_t index, const Scene *const scene, const size_t itime, const T& ftime) const
- {
- const QuadMesh* mesh = scene->get<QuadMesh>(geomID(index));
- const Vec3fa v0 = *(Vec3fa*)mesh->vertexPtr(v[index],itime+0);
- const Vec3fa v1 = *(Vec3fa*)mesh->vertexPtr(v[index],itime+1);
- const Vec3<T> p0(v0.x,v0.y,v0.z);
- const Vec3<T> p1(v1.x,v1.y,v1.z);
- return lerp(p0,p1,ftime);
- }
- /* gather the quads */
- template<int K>
- __forceinline void gather(const vbool<K>& valid,
- Vec3<vfloat<K>>& p0,
- Vec3<vfloat<K>>& p1,
- Vec3<vfloat<K>>& p2,
- Vec3<vfloat<K>>& p3,
- const size_t index,
- const Scene* const scene,
- const vfloat<K>& time) const
- {
- const QuadMesh* mesh = scene->get<QuadMesh>(geomID(index));
- vfloat<K> ftime;
- const vint<K> itime = getTimeSegment(time, vfloat<K>(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<vfloat<M>>& p0,
- Vec3<vfloat<M>>& p1,
- Vec3<vfloat<M>>& p2,
- Vec3<vfloat<M>>& p3,
- const QuadMesh* mesh0,
- const QuadMesh* mesh1,
- const QuadMesh* mesh2,
- const QuadMesh* mesh3,
- const vint<M>& itime) const;
- __forceinline void gather(Vec3<vfloat<M>>& p0,
- Vec3<vfloat<M>>& p1,
- Vec3<vfloat<M>>& p2,
- Vec3<vfloat<M>>& 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; i<M && valid(i); i++)
- {
- const QuadMesh* mesh = scene->get<QuadMesh>(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; i<M && valid(i); i++)
- {
- const QuadMesh* mesh = scene->get<QuadMesh>(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<M> geomID = -1, primID = -1;
- vint<M> v0 = zero, v1 = zero, v2 = zero, v3 = zero;
- const PrimRef* prim = &prims[begin];
-
- for (size_t i=0; i<M; i++)
- {
- const QuadMesh* mesh = scene->get<QuadMesh>(prim->geomID());
- const QuadMesh::Quad& q = mesh->quad(prim->primID());
- if (begin<end) {
- geomID[i] = prim->geomID();
- 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<end) prim = &prims[begin];
- }
-
- new (this) QuadMiMB(v0,v1,v2,v3,geomID,primID); // FIXME: use non temporal store
- return linearBounds(scene,itime,numTimeSteps);
- }
- friend std::ostream& operator<<(std::ostream& cout, const QuadMiMB& quad) {
- return cout << "QuadMiMB<" << M << ">( v0 = " << quad.v0 << ", v1 = " << quad.v1 << ", v2 = " << quad.v2 << ", v3 = " << quad.v3 << ", geomID = " << quad.geomIDs << ", primID = " << quad.primIDs << " )";
- }
- public:
- vint<M> v0; // index of 1st vertex
- vint<M> v1; // index of 2nd vertex
- vint<M> v2; // index of 3rd vertex
- vint<M> v3; // index of 4th vertex
- vint<M> geomIDs; // geometry ID of mesh
- vint<M> 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<QuadMesh>(geomIDs[0]);
- const QuadMesh* mesh1 = scene->get<QuadMesh>(geomIDs[1]);
- const QuadMesh* mesh2 = scene->get<QuadMesh>(geomIDs[2]);
- const QuadMesh* mesh3 = scene->get<QuadMesh>(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<int M>
- typename QuadMiMB<M>::Type QuadMiMB<M>::type;
- typedef QuadMiMB<4> Quad4iMB;
- }
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