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											2021-05-20 12:49:33 +02:00
										 |  |  | // 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 "bezier_curve.h"
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							|  |  |  | 
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							|  |  |  | namespace embree | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   namespace isa | 
					
						
							|  |  |  |   {    | 
					
						
							|  |  |  |     template<typename V> | 
					
						
							|  |  |  |       struct TensorLinearQuadraticBezierSurface | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         QuadraticBezierCurve<V> L; | 
					
						
							|  |  |  |         QuadraticBezierCurve<V> R; | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline TensorLinearQuadraticBezierSurface() {} | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline TensorLinearQuadraticBezierSurface(const TensorLinearQuadraticBezierSurface<V>& curve) | 
					
						
							|  |  |  |           : L(curve.L), R(curve.R) {} | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline TensorLinearQuadraticBezierSurface& operator= (const TensorLinearQuadraticBezierSurface& other) { | 
					
						
							|  |  |  |           L = other.L; R = other.R; return *this; | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |            | 
					
						
							|  |  |  |           __forceinline TensorLinearQuadraticBezierSurface(const QuadraticBezierCurve<V>& L, const QuadraticBezierCurve<V>& R) | 
					
						
							|  |  |  |             : L(L), R(R) {} | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline BBox<V> bounds() const { | 
					
						
							|  |  |  |           return merge(L.bounds(),R.bounds()); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |       }; | 
					
						
							|  |  |  |      | 
					
						
							|  |  |  |     template<> | 
					
						
							|  |  |  |       struct TensorLinearQuadraticBezierSurface<Vec2fa> | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       QuadraticBezierCurve<vfloat4> LR; | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline TensorLinearQuadraticBezierSurface() {} | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline TensorLinearQuadraticBezierSurface(const TensorLinearQuadraticBezierSurface<Vec2fa>& curve) | 
					
						
							|  |  |  |         : LR(curve.LR) {} | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline TensorLinearQuadraticBezierSurface& operator= (const TensorLinearQuadraticBezierSurface& other) { | 
					
						
							|  |  |  |         LR = other.LR; return *this; | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline TensorLinearQuadraticBezierSurface(const QuadraticBezierCurve<vfloat4>& LR) | 
					
						
							|  |  |  |         : LR(LR) {} | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline BBox<Vec2fa> bounds() const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         const BBox<vfloat4> b = LR.bounds(); | 
					
						
							|  |  |  |         const BBox<Vec2fa> bl(Vec2fa(b.lower),Vec2fa(b.upper)); | 
					
						
							|  |  |  |         const BBox<Vec2fa> br(Vec2fa(shuffle<2,3,2,3>(b.lower)),Vec2fa(shuffle<2,3,2,3>(b.upper))); | 
					
						
							|  |  |  |         return merge(bl,br); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |     }; | 
					
						
							|  |  |  |      | 
					
						
							|  |  |  |     template<typename V> | 
					
						
							|  |  |  |       struct TensorLinearCubicBezierSurface | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         CubicBezierCurve<V> L; | 
					
						
							|  |  |  |         CubicBezierCurve<V> R; | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline TensorLinearCubicBezierSurface() {} | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline TensorLinearCubicBezierSurface(const TensorLinearCubicBezierSurface& curve) | 
					
						
							|  |  |  |           : L(curve.L), R(curve.R) {} | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline TensorLinearCubicBezierSurface& operator= (const TensorLinearCubicBezierSurface& other) { | 
					
						
							|  |  |  |           L = other.L; R = other.R; return *this; | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |            | 
					
						
							|  |  |  |         __forceinline TensorLinearCubicBezierSurface(const CubicBezierCurve<V>& L, const CubicBezierCurve<V>& R) | 
					
						
							|  |  |  |           : L(L), R(R) {} | 
					
						
							|  |  |  | 
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							|  |  |  |         template<template<typename T> class SourceCurve> | 
					
						
							|  |  |  |         __forceinline static TensorLinearCubicBezierSurface fromCenterAndNormalCurve(const SourceCurve<Vec3ff>& center, const SourceCurve<Vec3fa>& normal) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |           SourceCurve<Vec3ff> vcurve = center; | 
					
						
							|  |  |  |           SourceCurve<Vec3fa> ncurve = normal; | 
					
						
							|  |  |  |            | 
					
						
							|  |  |  |           /* here we construct a patch which follows the curve l(t) =
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							|  |  |  |            * p(t) +/- r(t)*normalize(cross(n(t),dp(t))) */ | 
					
						
							|  |  |  |            | 
					
						
							|  |  |  |           const Vec3ff p0   = vcurve.eval(0.0f); | 
					
						
							|  |  |  |           const Vec3ff dp0  = vcurve.eval_du(0.0f); | 
					
						
							|  |  |  |           const Vec3ff ddp0 = vcurve.eval_dudu(0.0f); | 
					
						
							|  |  |  | 
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							|  |  |  |           const Vec3fa n0   = ncurve.eval(0.0f); | 
					
						
							|  |  |  |           const Vec3fa dn0  = ncurve.eval_du(0.0f); | 
					
						
							|  |  |  | 
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							|  |  |  |           const Vec3ff p1   = vcurve.eval(1.0f); | 
					
						
							|  |  |  |           const Vec3ff dp1  = vcurve.eval_du(1.0f); | 
					
						
							|  |  |  |           const Vec3ff ddp1 = vcurve.eval_dudu(1.0f); | 
					
						
							|  |  |  | 
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							|  |  |  |           const Vec3fa n1   = ncurve.eval(1.0f); | 
					
						
							|  |  |  |           const Vec3fa dn1  = ncurve.eval_du(1.0f); | 
					
						
							|  |  |  | 
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							|  |  |  |           const Vec3fa bt0  = cross(n0,dp0); | 
					
						
							|  |  |  |           const Vec3fa dbt0 = cross(dn0,dp0) + cross(n0,ddp0); | 
					
						
							|  |  |  | 
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							|  |  |  |           const Vec3fa bt1  = cross(n1,dp1); | 
					
						
							|  |  |  |           const Vec3fa dbt1 = cross(dn1,dp1) + cross(n1,ddp1); | 
					
						
							|  |  |  |              | 
					
						
							|  |  |  |           const Vec3fa k0  = normalize(bt0); | 
					
						
							|  |  |  |           const Vec3fa dk0 = dnormalize(bt0,dbt0); | 
					
						
							|  |  |  |            | 
					
						
							|  |  |  |           const Vec3fa k1 = normalize(bt1); | 
					
						
							|  |  |  |           const Vec3fa dk1 = dnormalize(bt1,dbt1); | 
					
						
							|  |  |  |                      | 
					
						
							|  |  |  |           const Vec3fa l0 = p0 - p0.w*k0; | 
					
						
							|  |  |  |           const Vec3fa dl0 = dp0 - (dp0.w*k0 + p0.w*dk0); | 
					
						
							|  |  |  | 
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							|  |  |  |           const Vec3fa r0 = p0 + p0.w*k0; | 
					
						
							|  |  |  |           const Vec3fa dr0 = dp0 + (dp0.w*k0 + p0.w*dk0); | 
					
						
							|  |  |  | 
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							|  |  |  |           const Vec3fa l1 = p1 - p1.w*k1; | 
					
						
							|  |  |  |           const Vec3fa dl1 = dp1 - (dp1.w*k1 + p1.w*dk1); | 
					
						
							|  |  |  | 
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							|  |  |  |           const Vec3fa r1 = p1 + p1.w*k1; | 
					
						
							|  |  |  |           const Vec3fa dr1 = dp1 + (dp1.w*k1 + p1.w*dk1); | 
					
						
							|  |  |  | 
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							|  |  |  |           const float scale = 1.0f/3.0f; | 
					
						
							|  |  |  |           CubicBezierCurve<V> L(l0,l0+scale*dl0,l1-scale*dl1,l1); | 
					
						
							|  |  |  |           CubicBezierCurve<V> R(r0,r0+scale*dr0,r1-scale*dr1,r1); | 
					
						
							|  |  |  |           return TensorLinearCubicBezierSurface(L,R); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  | 
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							|  |  |  |         __forceinline BBox<V> bounds() const { | 
					
						
							|  |  |  |           return merge(L.bounds(),R.bounds()); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  | 
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							|  |  |  |         __forceinline BBox3fa accurateBounds() const { | 
					
						
							|  |  |  |           return merge(L.accurateBounds(),R.accurateBounds()); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline CubicBezierCurve<Interval1f> reduce_v() const { | 
					
						
							|  |  |  |           return merge(CubicBezierCurve<Interval<V>>(L),CubicBezierCurve<Interval<V>>(R)); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline LinearBezierCurve<Interval1f> reduce_u() const { | 
					
						
							|  |  |  |           return LinearBezierCurve<Interval1f>(L.bounds(),R.bounds()); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline TensorLinearCubicBezierSurface<float> xfm(const V& dx) const { | 
					
						
							|  |  |  |           return TensorLinearCubicBezierSurface<float>(L.xfm(dx),R.xfm(dx)); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline TensorLinearCubicBezierSurface<vfloatx> vxfm(const V& dx) const { | 
					
						
							|  |  |  |           return TensorLinearCubicBezierSurface<vfloatx>(L.vxfm(dx),R.vxfm(dx)); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline TensorLinearCubicBezierSurface<float> xfm(const V& dx, const V& p) const { | 
					
						
							|  |  |  |           return TensorLinearCubicBezierSurface<float>(L.xfm(dx,p),R.xfm(dx,p)); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  | 
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							|  |  |  |         __forceinline TensorLinearCubicBezierSurface<Vec3fa> xfm(const LinearSpace3fa& space) const { | 
					
						
							|  |  |  |           return TensorLinearCubicBezierSurface(L.xfm(space),R.xfm(space)); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline TensorLinearCubicBezierSurface<Vec3fa> xfm(const LinearSpace3fa& space, const Vec3fa& p) const { | 
					
						
							|  |  |  |           return TensorLinearCubicBezierSurface(L.xfm(space,p),R.xfm(space,p)); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  | 
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							|  |  |  |         __forceinline TensorLinearCubicBezierSurface<Vec3fa> xfm(const LinearSpace3fa& space, const Vec3fa& p, const float s) const { | 
					
						
							|  |  |  |           return TensorLinearCubicBezierSurface(L.xfm(space,p,s),R.xfm(space,p,s)); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  | 
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							|  |  |  |         __forceinline TensorLinearCubicBezierSurface clip_u(const Interval1f& u) const { | 
					
						
							|  |  |  |           return TensorLinearCubicBezierSurface(L.clip(u),R.clip(u)); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline TensorLinearCubicBezierSurface clip_v(const Interval1f& v) const { | 
					
						
							|  |  |  |           return TensorLinearCubicBezierSurface(clerp(L,R,V(v.lower)),clerp(L,R,V(v.upper))); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline TensorLinearCubicBezierSurface clip(const Interval1f& u, const Interval1f& v) const { | 
					
						
							|  |  |  |           return clip_v(v).clip_u(u); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline void split_u(TensorLinearCubicBezierSurface& left, TensorLinearCubicBezierSurface& right, const float u = 0.5f) const | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |           CubicBezierCurve<V> L0,L1; L.split(L0,L1,u); | 
					
						
							|  |  |  |           CubicBezierCurve<V> R0,R1; R.split(R0,R1,u); | 
					
						
							|  |  |  |           new (&left ) TensorLinearCubicBezierSurface(L0,R0); | 
					
						
							|  |  |  |           new (&right) TensorLinearCubicBezierSurface(L1,R1); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline TensorLinearCubicBezierSurface<Vec2vfx> vsplit_u(vboolx& valid, const BBox1f& u) const { | 
					
						
							|  |  |  |           valid = true; clear(valid,VSIZEX-1); | 
					
						
							|  |  |  |           return TensorLinearCubicBezierSurface<Vec2vfx>(L.split(u),R.split(u)); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline V eval(const float u, const float v) const { | 
					
						
							|  |  |  |           return clerp(L,R,V(v)).eval(u); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline V eval_du(const float u, const float v) const { | 
					
						
							|  |  |  |           return clerp(L,R,V(v)).eval_dt(u); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline V eval_dv(const float u, const float v) const { | 
					
						
							|  |  |  |           return (R-L).eval(u); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline void eval(const float u, const float v, V& p, V& dpdu, V& dpdv) const | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |           V p0, dp0du; L.eval(u,p0,dp0du); | 
					
						
							|  |  |  |           V p1, dp1du; R.eval(u,p1,dp1du); | 
					
						
							|  |  |  |           p = lerp(p0,p1,v); | 
					
						
							|  |  |  |           dpdu = lerp(dp0du,dp1du,v); | 
					
						
							|  |  |  |           dpdv = p1-p0; | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline TensorLinearQuadraticBezierSurface<V> derivative_u() const { | 
					
						
							|  |  |  |           return TensorLinearQuadraticBezierSurface<V>(L.derivative(),R.derivative()); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline CubicBezierCurve<V> derivative_v() const { | 
					
						
							|  |  |  |           return R-L; | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline V axis_u() const { | 
					
						
							|  |  |  |           return (L.end()-L.begin())+(R.end()-R.begin()); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         __forceinline V axis_v() const { | 
					
						
							|  |  |  |           return (R.begin()-L.begin())+(R.end()-L.end()); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         friend embree_ostream operator<<(embree_ostream cout, const TensorLinearCubicBezierSurface& a) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |           return cout << "TensorLinearCubicBezierSurface" << embree_endl | 
					
						
							|  |  |  |                       << "{" << embree_endl | 
					
						
							|  |  |  |                       << "  L = " << a.L << ", " << embree_endl | 
					
						
							|  |  |  |                       << "  R = " << a.R << embree_endl | 
					
						
							|  |  |  |                       << "}"; | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         friend __forceinline TensorLinearCubicBezierSurface clerp(const TensorLinearCubicBezierSurface& a, const TensorLinearCubicBezierSurface& b, const float t) { | 
					
						
							|  |  |  |           return TensorLinearCubicBezierSurface(clerp(a.L,b.L,V(t)), clerp(a.R,b.R,V(t))); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |       }; | 
					
						
							|  |  |  |      | 
					
						
							|  |  |  |     template<> | 
					
						
							|  |  |  |       struct TensorLinearCubicBezierSurface<Vec2fa> | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       CubicBezierCurve<vfloat4> LR; | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline TensorLinearCubicBezierSurface() {} | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline TensorLinearCubicBezierSurface(const TensorLinearCubicBezierSurface& curve) | 
					
						
							|  |  |  |         : LR(curve.LR) {} | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline TensorLinearCubicBezierSurface& operator= (const TensorLinearCubicBezierSurface& other) { | 
					
						
							|  |  |  |         LR = other.LR; return *this; | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline TensorLinearCubicBezierSurface(const CubicBezierCurve<vfloat4>& LR) | 
					
						
							|  |  |  |         : LR(LR) {} | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline TensorLinearCubicBezierSurface(const CubicBezierCurve<Vec2fa>& L, const CubicBezierCurve<Vec2fa>& R) | 
					
						
							|  |  |  |         : LR(shuffle<0,1,0,1>(vfloat4(L.v0),vfloat4(R.v0)),shuffle<0,1,0,1>(vfloat4(L.v1),vfloat4(R.v1)),shuffle<0,1,0,1>(vfloat4(L.v2),vfloat4(R.v2)),shuffle<0,1,0,1>(vfloat4(L.v3),vfloat4(R.v3))) {} | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline CubicBezierCurve<Vec2fa> getL() const { | 
					
						
							|  |  |  |         return CubicBezierCurve<Vec2fa>(Vec2fa(LR.v0),Vec2fa(LR.v1),Vec2fa(LR.v2),Vec2fa(LR.v3)); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline CubicBezierCurve<Vec2fa> getR() const { | 
					
						
							|  |  |  |         return CubicBezierCurve<Vec2fa>(Vec2fa(shuffle<2,3,2,3>(LR.v0)),Vec2fa(shuffle<2,3,2,3>(LR.v1)),Vec2fa(shuffle<2,3,2,3>(LR.v2)),Vec2fa(shuffle<2,3,2,3>(LR.v3))); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline BBox<Vec2fa> bounds() const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         const BBox<vfloat4> b = LR.bounds(); | 
					
						
							|  |  |  |         const BBox<Vec2fa> bl(Vec2fa(b.lower),Vec2fa(b.upper)); | 
					
						
							|  |  |  |         const BBox<Vec2fa> br(Vec2fa(shuffle<2,3,2,3>(b.lower)),Vec2fa(shuffle<2,3,2,3>(b.upper))); | 
					
						
							|  |  |  |         return merge(bl,br); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline BBox1f bounds(const Vec2fa& axis) const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         const CubicBezierCurve<vfloat4> LRx = LR; | 
					
						
							|  |  |  |         const CubicBezierCurve<vfloat4> LRy(shuffle<1,0,3,2>(LR.v0),shuffle<1,0,3,2>(LR.v1),shuffle<1,0,3,2>(LR.v2),shuffle<1,0,3,2>(LR.v3)); | 
					
						
							|  |  |  |         const CubicBezierCurve<vfloat4> LRa = cmadd(shuffle<0>(vfloat4(axis)),LRx,shuffle<1>(vfloat4(axis))*LRy); | 
					
						
							|  |  |  |         const BBox<vfloat4> Lb = LRa.bounds(); | 
					
						
							|  |  |  |         const BBox<vfloat4> Rb(shuffle<3>(Lb.lower),shuffle<3>(Lb.upper)); | 
					
						
							|  |  |  |         const BBox<vfloat4> b = merge(Lb,Rb); | 
					
						
							|  |  |  |         return BBox1f(b.lower[0],b.upper[0]); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |       __forceinline TensorLinearCubicBezierSurface<float> xfm(const Vec2fa& dx) const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         const CubicBezierCurve<vfloat4> LRx = LR; | 
					
						
							|  |  |  |         const CubicBezierCurve<vfloat4> LRy(shuffle<1,0,3,2>(LR.v0),shuffle<1,0,3,2>(LR.v1),shuffle<1,0,3,2>(LR.v2),shuffle<1,0,3,2>(LR.v3)); | 
					
						
							|  |  |  |         const CubicBezierCurve<vfloat4> LRa = cmadd(shuffle<0>(vfloat4(dx)),LRx,shuffle<1>(vfloat4(dx))*LRy); | 
					
						
							|  |  |  |         return TensorLinearCubicBezierSurface<float>(CubicBezierCurve<float>(LRa.v0[0],LRa.v1[0],LRa.v2[0],LRa.v3[0]), | 
					
						
							|  |  |  |                                                      CubicBezierCurve<float>(LRa.v0[2],LRa.v1[2],LRa.v2[2],LRa.v3[2])); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline TensorLinearCubicBezierSurface<float> xfm(const Vec2fa& dx, const Vec2fa& p) const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         const vfloat4 pxyxy = shuffle<0,1,0,1>(vfloat4(p)); | 
					
						
							|  |  |  |         const CubicBezierCurve<vfloat4> LRx = LR-pxyxy; | 
					
						
							|  |  |  |         const CubicBezierCurve<vfloat4> LRy(shuffle<1,0,3,2>(LR.v0),shuffle<1,0,3,2>(LR.v1),shuffle<1,0,3,2>(LR.v2),shuffle<1,0,3,2>(LR.v3)); | 
					
						
							|  |  |  |         const CubicBezierCurve<vfloat4> LRa = cmadd(shuffle<0>(vfloat4(dx)),LRx,shuffle<1>(vfloat4(dx))*LRy); | 
					
						
							|  |  |  |         return TensorLinearCubicBezierSurface<float>(CubicBezierCurve<float>(LRa.v0[0],LRa.v1[0],LRa.v2[0],LRa.v3[0]), | 
					
						
							|  |  |  |                                                      CubicBezierCurve<float>(LRa.v0[2],LRa.v1[2],LRa.v2[2],LRa.v3[2])); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |       __forceinline TensorLinearCubicBezierSurface clip_u(const Interval1f& u) const { | 
					
						
							|  |  |  |         return TensorLinearCubicBezierSurface(LR.clip(u)); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline TensorLinearCubicBezierSurface clip_v(const Interval1f& v) const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         const CubicBezierCurve<vfloat4> LL(shuffle<0,1,0,1>(LR.v0),shuffle<0,1,0,1>(LR.v1),shuffle<0,1,0,1>(LR.v2),shuffle<0,1,0,1>(LR.v3)); | 
					
						
							|  |  |  |         const CubicBezierCurve<vfloat4> RR(shuffle<2,3,2,3>(LR.v0),shuffle<2,3,2,3>(LR.v1),shuffle<2,3,2,3>(LR.v2),shuffle<2,3,2,3>(LR.v3)); | 
					
						
							|  |  |  |         return TensorLinearCubicBezierSurface(clerp(LL,RR,vfloat4(v.lower,v.lower,v.upper,v.upper))); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline TensorLinearCubicBezierSurface clip(const Interval1f& u, const Interval1f& v) const { | 
					
						
							|  |  |  |         return clip_v(v).clip_u(u); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline void split_u(TensorLinearCubicBezierSurface& left, TensorLinearCubicBezierSurface& right, const float u = 0.5f) const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         CubicBezierCurve<vfloat4> LR0,LR1; LR.split(LR0,LR1,u); | 
					
						
							|  |  |  |         new (&left ) TensorLinearCubicBezierSurface(LR0); | 
					
						
							|  |  |  |         new (&right) TensorLinearCubicBezierSurface(LR1); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline TensorLinearCubicBezierSurface<Vec2vfx> vsplit_u(vboolx& valid, const BBox1f& u) const { | 
					
						
							|  |  |  |         valid = true; clear(valid,VSIZEX-1); | 
					
						
							|  |  |  |         return TensorLinearCubicBezierSurface<Vec2vfx>(getL().split(u),getR().split(u)); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline Vec2fa eval(const float u, const float v) const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         const vfloat4 p = LR.eval(u); | 
					
						
							|  |  |  |         return Vec2fa(lerp(shuffle<0,1,0,1>(p),shuffle<2,3,2,3>(p),v)); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline Vec2fa eval_du(const float u, const float v) const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         const vfloat4 dpdu = LR.eval_dt(u); | 
					
						
							|  |  |  |         return Vec2fa(lerp(shuffle<0,1,0,1>(dpdu),shuffle<2,3,2,3>(dpdu),v)); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline Vec2fa eval_dv(const float u, const float v) const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         const vfloat4 p = LR.eval(u); | 
					
						
							|  |  |  |         return Vec2fa(shuffle<2,3,2,3>(p)-shuffle<0,1,0,1>(p)); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline void eval(const float u, const float v, Vec2fa& p, Vec2fa& dpdu, Vec2fa& dpdv) const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         vfloat4 p0, dp0du; LR.eval(u,p0,dp0du); | 
					
						
							|  |  |  |         p = Vec2fa(lerp(shuffle<0,1,0,1>(p0),shuffle<2,3,2,3>(p0),v)); | 
					
						
							|  |  |  |         dpdu = Vec2fa(lerp(shuffle<0,1,0,1>(dp0du),shuffle<2,3,2,3>(dp0du),v)); | 
					
						
							|  |  |  |         dpdv = Vec2fa(shuffle<2,3,2,3>(p0)-shuffle<0,1,0,1>(p0)); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline TensorLinearQuadraticBezierSurface<Vec2fa> derivative_u() const { | 
					
						
							|  |  |  |         return TensorLinearQuadraticBezierSurface<Vec2fa>(LR.derivative()); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline CubicBezierCurve<Vec2fa> derivative_v() const { | 
					
						
							|  |  |  |         return getR()-getL(); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline Vec2fa axis_u() const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         const CubicBezierCurve<Vec2fa> L = getL(); | 
					
						
							|  |  |  |         const CubicBezierCurve<Vec2fa> R = getR(); | 
					
						
							|  |  |  |         return (L.end()-L.begin())+(R.end()-R.begin()); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline Vec2fa axis_v() const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         const CubicBezierCurve<Vec2fa> L = getL(); | 
					
						
							|  |  |  |         const CubicBezierCurve<Vec2fa> R = getR(); | 
					
						
							|  |  |  |         return (R.begin()-L.begin())+(R.end()-L.end()); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       friend embree_ostream operator<<(embree_ostream cout, const TensorLinearCubicBezierSurface& a) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         return cout << "TensorLinearCubicBezierSurface" << embree_endl | 
					
						
							|  |  |  |                     << "{" << embree_endl | 
					
						
							|  |  |  |                     << "  L = " << a.getL() << ", " << embree_endl | 
					
						
							|  |  |  |                     << "  R = " << a.getR() << embree_endl | 
					
						
							|  |  |  |                     << "}"; | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |     }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     typedef TensorLinearCubicBezierSurface<float> TensorLinearCubicBezierSurface1f; | 
					
						
							|  |  |  |     typedef TensorLinearCubicBezierSurface<Vec2fa> TensorLinearCubicBezierSurface2fa; | 
					
						
							|  |  |  |     typedef TensorLinearCubicBezierSurface<Vec3fa> TensorLinearCubicBezierSurface3fa; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | } |