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										 |  |  | // Copyright 2009-2021 Intel Corporation
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											2021-04-20 18:38:09 +02:00
										 |  |  | // SPDX-License-Identifier: Apache-2.0
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							|  |  |  | #pragma once
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							|  |  |  | #include "../common/ray.h"
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							|  |  |  | #include "../common/scene_points.h"
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							|  |  |  | #include "curve_intersector_precalculations.h"
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							|  |  |  | namespace embree | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   namespace isa | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     template<int M> | 
					
						
							|  |  |  |     struct SphereIntersectorHitM | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       __forceinline SphereIntersectorHitM() {} | 
					
						
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							|  |  |  |       __forceinline SphereIntersectorHitM(const vfloat<M>& t, const Vec3vf<M>& Ng) | 
					
						
							|  |  |  |         : vt(t), vNg(Ng) {} | 
					
						
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							|  |  |  |       __forceinline void finalize() {} | 
					
						
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							|  |  |  |       __forceinline Vec2f uv(const size_t i) const { | 
					
						
							|  |  |  |         return Vec2f(0.0f, 0.0f); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       __forceinline float t(const size_t i) const { | 
					
						
							|  |  |  |         return vt[i]; | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       __forceinline Vec3fa Ng(const size_t i) const { | 
					
						
							|  |  |  |         return Vec3fa(vNg.x[i], vNg.y[i], vNg.z[i]); | 
					
						
							|  |  |  |       } | 
					
						
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							|  |  |  |      public: | 
					
						
							|  |  |  |       vfloat<M> vt; | 
					
						
							|  |  |  |       Vec3vf<M> vNg; | 
					
						
							|  |  |  |     }; | 
					
						
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							|  |  |  |     template<int M> | 
					
						
							|  |  |  |     struct SphereIntersector1 | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       typedef CurvePrecalculations1 Precalculations; | 
					
						
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							|  |  |  |       template<typename Epilog> | 
					
						
							|  |  |  |       static __forceinline bool intersect( | 
					
						
							|  |  |  |           const vbool<M>& valid_i, Ray& ray, | 
					
						
							|  |  |  |           const Precalculations& pre, const Vec4vf<M>& v0, const Epilog& epilog) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         vbool<M> valid = valid_i; | 
					
						
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							|  |  |  |         const vfloat<M> rd2    = rcp(dot(ray.dir, ray.dir)); | 
					
						
							|  |  |  |         const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z); | 
					
						
							|  |  |  |         const Vec3vf<M> ray_dir(ray.dir.x, ray.dir.y, ray.dir.z); | 
					
						
							|  |  |  |         const Vec3vf<M> center = v0.xyz(); | 
					
						
							|  |  |  |         const vfloat<M> radius = v0.w; | 
					
						
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							|  |  |  |         const Vec3vf<M> c0     = center - ray_org; | 
					
						
							|  |  |  |         const vfloat<M> projC0 = dot(c0, ray_dir) * rd2; | 
					
						
							|  |  |  |         const Vec3vf<M> perp   = c0 - projC0 * ray_dir; | 
					
						
							|  |  |  |         const vfloat<M> l2     = dot(perp, perp); | 
					
						
							|  |  |  |         const vfloat<M> r2     = radius * radius; | 
					
						
							|  |  |  |         valid &= (l2 <= r2); | 
					
						
							|  |  |  |         if (unlikely(none(valid))) | 
					
						
							|  |  |  |           return false; | 
					
						
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							|  |  |  |         const vfloat<M> td      = sqrt((r2 - l2) * rd2); | 
					
						
							|  |  |  |         const vfloat<M> t_front = projC0 - td; | 
					
						
							|  |  |  |         const vfloat<M> t_back  = projC0 + td; | 
					
						
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							|  |  |  |         const vbool<M> valid_front = valid & (ray.tnear() <= t_front) & (t_front <= ray.tfar); | 
					
						
							|  |  |  |         const vbool<M> valid_back  = valid & (ray.tnear() <= t_back ) & (t_back  <= ray.tfar); | 
					
						
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							|  |  |  |         /* check if there is a first hit */ | 
					
						
							|  |  |  |         const vbool<M> valid_first = valid_front | valid_back; | 
					
						
							|  |  |  |         if (unlikely(none(valid_first))) | 
					
						
							|  |  |  |           return false; | 
					
						
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							|  |  |  |         /* construct first hit */ | 
					
						
							|  |  |  |         const vfloat<M> td_front = -td; | 
					
						
							|  |  |  |         const vfloat<M> td_back  = +td; | 
					
						
							|  |  |  |         const vfloat<M> t_first  = select(valid_front, t_front, t_back); | 
					
						
							|  |  |  |         const Vec3vf<M> Ng_first = select(valid_front, td_front, td_back) * ray_dir - perp; | 
					
						
							|  |  |  |         SphereIntersectorHitM<M> hit(t_first, Ng_first); | 
					
						
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							|  |  |  |         /* invoke intersection filter for first hit */ | 
					
						
							|  |  |  |         const bool is_hit_first = epilog(valid_first, hit); | 
					
						
							|  |  |  |                  | 
					
						
							|  |  |  |         /* check for possible second hits before potentially accepted hit */ | 
					
						
							|  |  |  |         const vfloat<M> t_second = t_back; | 
					
						
							|  |  |  |         const vbool<M> valid_second = valid_front & valid_back & (t_second <= ray.tfar); | 
					
						
							|  |  |  |         if (unlikely(none(valid_second))) | 
					
						
							|  |  |  |           return is_hit_first; | 
					
						
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							|  |  |  |         /* invoke intersection filter for second hit */ | 
					
						
							|  |  |  |         const Vec3vf<M> Ng_second = td_back * ray_dir - perp; | 
					
						
							|  |  |  |         hit = SphereIntersectorHitM<M> (t_second, Ng_second); | 
					
						
							|  |  |  |         const bool is_hit_second = epilog(valid_second, hit); | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         return is_hit_first | is_hit_second; | 
					
						
							|  |  |  |       } | 
					
						
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							|  |  |  |       template<typename Epilog> | 
					
						
							|  |  |  |       static __forceinline bool intersect( | 
					
						
							|  |  |  |         const vbool<M>& valid_i, Ray& ray, IntersectContext* context, const Points* geom, | 
					
						
							|  |  |  |         const Precalculations& pre, const Vec4vf<M>& v0i, const Epilog& epilog) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z); | 
					
						
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										 |  |  |         const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i); | 
					
						
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										 |  |  |         return intersect(valid_i,ray,pre,v0,epilog); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |     }; | 
					
						
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							|  |  |  |     template<int M, int K> | 
					
						
							|  |  |  |     struct SphereIntersectorK | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       typedef CurvePrecalculationsK<K> Precalculations; | 
					
						
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							|  |  |  |       template<typename Epilog> | 
					
						
							|  |  |  |       static __forceinline bool intersect(const vbool<M>& valid_i, | 
					
						
							|  |  |  |                                           RayK<K>& ray, size_t k, | 
					
						
							|  |  |  |                                           IntersectContext* context, | 
					
						
							|  |  |  |                                           const Points* geom, | 
					
						
							|  |  |  |                                           const Precalculations& pre, | 
					
						
							|  |  |  |                                           const Vec4vf<M>& v0i, | 
					
						
							|  |  |  |                                           const Epilog& epilog) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         vbool<M> valid = valid_i; | 
					
						
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							|  |  |  |         const Vec3vf<M> ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]); | 
					
						
							|  |  |  |         const Vec3vf<M> ray_dir(ray.dir.x[k], ray.dir.y[k], ray.dir.z[k]); | 
					
						
							|  |  |  |         const vfloat<M> rd2 = rcp(dot(ray_dir, ray_dir)); | 
					
						
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										 |  |  |         const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i); | 
					
						
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										 |  |  |         const Vec3vf<M> center = v0.xyz(); | 
					
						
							|  |  |  |         const vfloat<M> radius = v0.w; | 
					
						
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							|  |  |  |         const Vec3vf<M> c0     = center - ray_org; | 
					
						
							|  |  |  |         const vfloat<M> projC0 = dot(c0, ray_dir) * rd2; | 
					
						
							|  |  |  |         const Vec3vf<M> perp   = c0 - projC0 * ray_dir; | 
					
						
							|  |  |  |         const vfloat<M> l2     = dot(perp, perp); | 
					
						
							|  |  |  |         const vfloat<M> r2     = radius * radius; | 
					
						
							|  |  |  |         valid &= (l2 <= r2); | 
					
						
							|  |  |  |         if (unlikely(none(valid))) | 
					
						
							|  |  |  |           return false; | 
					
						
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							|  |  |  |         const vfloat<M> td      = sqrt((r2 - l2) * rd2); | 
					
						
							|  |  |  |         const vfloat<M> t_front = projC0 - td; | 
					
						
							|  |  |  |         const vfloat<M> t_back  = projC0 + td; | 
					
						
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							|  |  |  |         const vbool<M> valid_front = valid & (ray.tnear()[k] <= t_front) & (t_front <= ray.tfar[k]); | 
					
						
							|  |  |  |         const vbool<M> valid_back  = valid & (ray.tnear()[k] <= t_back ) & (t_back  <= ray.tfar[k]); | 
					
						
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							|  |  |  |         /* check if there is a first hit */ | 
					
						
							|  |  |  |         const vbool<M> valid_first = valid_front | valid_back; | 
					
						
							|  |  |  |         if (unlikely(none(valid_first))) | 
					
						
							|  |  |  |           return false; | 
					
						
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							|  |  |  |         /* construct first hit */ | 
					
						
							|  |  |  |         const vfloat<M> td_front = -td; | 
					
						
							|  |  |  |         const vfloat<M> td_back  = +td; | 
					
						
							|  |  |  |         const vfloat<M> t_first  = select(valid_front, t_front, t_back); | 
					
						
							|  |  |  |         const Vec3vf<M> Ng_first = select(valid_front, td_front, td_back) * ray_dir - perp; | 
					
						
							|  |  |  |         SphereIntersectorHitM<M> hit(t_first, Ng_first); | 
					
						
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							|  |  |  |         /* invoke intersection filter for first hit */ | 
					
						
							|  |  |  |         const bool is_hit_first = epilog(valid_first, hit); | 
					
						
							|  |  |  |                  | 
					
						
							|  |  |  |         /* check for possible second hits before potentially accepted hit */ | 
					
						
							|  |  |  |         const vfloat<M> t_second = t_back; | 
					
						
							|  |  |  |         const vbool<M> valid_second = valid_front & valid_back & (t_second <= ray.tfar[k]); | 
					
						
							|  |  |  |         if (unlikely(none(valid_second))) | 
					
						
							|  |  |  |           return is_hit_first; | 
					
						
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							|  |  |  |         /* invoke intersection filter for second hit */ | 
					
						
							|  |  |  |         const Vec3vf<M> Ng_second = td_back * ray_dir - perp; | 
					
						
							|  |  |  |         hit = SphereIntersectorHitM<M> (t_second, Ng_second); | 
					
						
							|  |  |  |         const bool is_hit_second = epilog(valid_second, hit); | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         return is_hit_first | is_hit_second; | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |     }; | 
					
						
							|  |  |  |   }  // namespace isa
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							|  |  |  | }  // namespace embree
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