trianglev.h 6.6 KB

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  1. // ======================================================================== //
  2. // Copyright 2009-2017 Intel Corporation //
  3. // //
  4. // Licensed under the Apache License, Version 2.0 (the "License"); //
  5. // you may not use this file except in compliance with the License. //
  6. // You may obtain a copy of the License at //
  7. // //
  8. // http://www.apache.org/licenses/LICENSE-2.0 //
  9. // //
  10. // Unless required by applicable law or agreed to in writing, software //
  11. // distributed under the License is distributed on an "AS IS" BASIS, //
  12. // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. //
  13. // See the License for the specific language governing permissions and //
  14. // limitations under the License. //
  15. // ======================================================================== //
  16. #pragma once
  17. #include "primitive.h"
  18. namespace embree
  19. {
  20. /* Stores the vertices of M triangles in struct of array layout */
  21. template <int M>
  22. struct TriangleMv
  23. {
  24. typedef Vec3<vfloat<M>> Vec3vfM;
  25. public:
  26. struct Type : public PrimitiveType
  27. {
  28. Type();
  29. size_t size(const char* This) const;
  30. };
  31. static Type type;
  32. public:
  33. /* Returns maximal number of stored triangles */
  34. static __forceinline size_t max_size() { return M; }
  35. /* Returns required number of primitive blocks for N primitives */
  36. static __forceinline size_t blocks(size_t N) { return (N+max_size()-1)/max_size(); }
  37. public:
  38. /* Default constructor */
  39. __forceinline TriangleMv() {}
  40. /* Construction from vertices and IDs */
  41. __forceinline TriangleMv(const Vec3vfM& v0, const Vec3vfM& v1, const Vec3vfM& v2, const vint<M>& geomIDs, const vint<M>& primIDs)
  42. : v0(v0), v1(v1), v2(v2), geomIDs(geomIDs), primIDs(primIDs) {}
  43. /* Returns a mask that tells which triangles are valid */
  44. __forceinline vbool<M> valid() const { return geomIDs != vint<M>(-1); }
  45. /* Returns true if the specified triangle is valid */
  46. __forceinline bool valid(const size_t i) const { assert(i<M); return geomIDs[i] != -1; }
  47. /* Returns the number of stored triangles */
  48. __forceinline size_t size() const { return __bsf(~movemask(valid())); }
  49. /* Returns the geometry IDs */
  50. __forceinline vint<M> geomID() const { return geomIDs; }
  51. __forceinline int geomID(const size_t i) const { assert(i<M); return geomIDs[i]; }
  52. /* Returns the primitive IDs */
  53. __forceinline vint<M> primID() const { return primIDs; }
  54. __forceinline int primID(const size_t i) const { assert(i<M); return primIDs[i]; }
  55. /* Calculate the bounds of the triangles */
  56. __forceinline BBox3fa bounds() const
  57. {
  58. Vec3vfM lower = min(v0,v1,v2);
  59. Vec3vfM upper = max(v0,v1,v2);
  60. vbool<M> mask = valid();
  61. lower.x = select(mask,lower.x,vfloat<M>(pos_inf));
  62. lower.y = select(mask,lower.y,vfloat<M>(pos_inf));
  63. lower.z = select(mask,lower.z,vfloat<M>(pos_inf));
  64. upper.x = select(mask,upper.x,vfloat<M>(neg_inf));
  65. upper.y = select(mask,upper.y,vfloat<M>(neg_inf));
  66. upper.z = select(mask,upper.z,vfloat<M>(neg_inf));
  67. return BBox3fa(Vec3fa(reduce_min(lower.x),reduce_min(lower.y),reduce_min(lower.z)),
  68. Vec3fa(reduce_max(upper.x),reduce_max(upper.y),reduce_max(upper.z)));
  69. }
  70. /* Non temporal store */
  71. __forceinline static void store_nt(TriangleMv* dst, const TriangleMv& src)
  72. {
  73. vfloat<M>::store_nt(&dst->v0.x,src.v0.x);
  74. vfloat<M>::store_nt(&dst->v0.y,src.v0.y);
  75. vfloat<M>::store_nt(&dst->v0.z,src.v0.z);
  76. vfloat<M>::store_nt(&dst->v1.x,src.v1.x);
  77. vfloat<M>::store_nt(&dst->v1.y,src.v1.y);
  78. vfloat<M>::store_nt(&dst->v1.z,src.v1.z);
  79. vfloat<M>::store_nt(&dst->v2.x,src.v2.x);
  80. vfloat<M>::store_nt(&dst->v2.y,src.v2.y);
  81. vfloat<M>::store_nt(&dst->v2.z,src.v2.z);
  82. vint<M>::store_nt(&dst->geomIDs,src.geomIDs);
  83. vint<M>::store_nt(&dst->primIDs,src.primIDs);
  84. }
  85. /* Fill triangle from triangle list */
  86. __forceinline void fill(const PrimRef* prims, size_t& begin, size_t end, Scene* scene)
  87. {
  88. vint<M> vgeomID = -1, vprimID = -1;
  89. Vec3vfM v0 = zero, v1 = zero, v2 = zero;
  90. for (size_t i=0; i<M && begin<end; i++, begin++)
  91. {
  92. const PrimRef& prim = prims[begin];
  93. const unsigned geomID = prim.geomID();
  94. const unsigned primID = prim.primID();
  95. const TriangleMesh* __restrict__ const mesh = scene->get<TriangleMesh>(geomID);
  96. const TriangleMesh::Triangle& tri = mesh->triangle(primID);
  97. const Vec3fa& p0 = mesh->vertex(tri.v[0]);
  98. const Vec3fa& p1 = mesh->vertex(tri.v[1]);
  99. const Vec3fa& p2 = mesh->vertex(tri.v[2]);
  100. vgeomID [i] = geomID;
  101. vprimID [i] = primID;
  102. v0.x[i] = p0.x; v0.y[i] = p0.y; v0.z[i] = p0.z;
  103. v1.x[i] = p1.x; v1.y[i] = p1.y; v1.z[i] = p1.z;
  104. v2.x[i] = p2.x; v2.y[i] = p2.y; v2.z[i] = p2.z;
  105. }
  106. TriangleMv::store_nt(this,TriangleMv(v0,v1,v2,vgeomID,vprimID));
  107. }
  108. /* Updates the primitive */
  109. __forceinline BBox3fa update(TriangleMesh* mesh)
  110. {
  111. BBox3fa bounds = empty;
  112. vint<M> vgeomID = -1, vprimID = -1;
  113. Vec3vfM v0 = zero, v1 = zero, v2 = zero;
  114. for (size_t i=0; i<M; i++)
  115. {
  116. if (primID(i) == -1) break;
  117. const unsigned geomId = geomID(i);
  118. const unsigned primId = primID(i);
  119. const TriangleMesh::Triangle& tri = mesh->triangle(primId);
  120. const Vec3fa p0 = mesh->vertex(tri.v[0]);
  121. const Vec3fa p1 = mesh->vertex(tri.v[1]);
  122. const Vec3fa p2 = mesh->vertex(tri.v[2]);
  123. bounds.extend(merge(BBox3fa(p0),BBox3fa(p1),BBox3fa(p2)));
  124. vgeomID [i] = geomId;
  125. vprimID [i] = primId;
  126. v0.x[i] = p0.x; v0.y[i] = p0.y; v0.z[i] = p0.z;
  127. v1.x[i] = p1.x; v1.y[i] = p1.y; v1.z[i] = p1.z;
  128. v2.x[i] = p2.x; v2.y[i] = p2.y; v2.z[i] = p2.z;
  129. }
  130. new (this) TriangleMv(v0,v1,v2,vgeomID,vprimID);
  131. return bounds;
  132. }
  133. public:
  134. Vec3vfM v0; // 1st vertex of the triangles
  135. Vec3vfM v1; // 2nd vertex of the triangles
  136. Vec3vfM v2; // 3rd vertex of the triangles
  137. vint<M> geomIDs; // geometry ID
  138. vint<M> primIDs; // primitive ID
  139. };
  140. template<int M>
  141. typename TriangleMv<M>::Type TriangleMv<M>::type;
  142. typedef TriangleMv<4> Triangle4v;
  143. }