mirror of
				https://github.com/godotengine/godot.git
				synced 2025-11-03 23:21:15 +00:00 
			
		
		
		
	Since Embree v3.13.0 supports AARCH64, switch back to the official repo instead of using Embree-aarch64. `thirdparty/embree/patches/godot-changes.patch` should now contain an accurate diff of the changes done to the library.
		
			
				
	
	
		
			216 lines
		
	
	
	
		
			7.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			216 lines
		
	
	
	
		
			7.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2009-2021 Intel Corporation
 | 
						|
// SPDX-License-Identifier: Apache-2.0
 | 
						|
 | 
						|
#pragma once
 | 
						|
 | 
						|
#include "../common/ray.h"
 | 
						|
#include "../common/scene_points.h"
 | 
						|
#include "curve_intersector_precalculations.h"
 | 
						|
 | 
						|
namespace embree
 | 
						|
{
 | 
						|
  namespace isa
 | 
						|
  {
 | 
						|
    template<int M>
 | 
						|
    struct DiscIntersectorHitM
 | 
						|
    {
 | 
						|
      __forceinline DiscIntersectorHitM() {}
 | 
						|
 | 
						|
      __forceinline DiscIntersectorHitM(const vfloat<M>& u, const vfloat<M>& v, const vfloat<M>& t, const Vec3vf<M>& Ng)
 | 
						|
          : vu(u), vv(v), vt(t), vNg(Ng)
 | 
						|
      {
 | 
						|
      }
 | 
						|
 | 
						|
      __forceinline void finalize() {}
 | 
						|
 | 
						|
      __forceinline Vec2f uv(const size_t i) const
 | 
						|
      {
 | 
						|
        return Vec2f(vu[i], vv[i]);
 | 
						|
      }
 | 
						|
      __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]);
 | 
						|
      }
 | 
						|
 | 
						|
     public:
 | 
						|
      vfloat<M> vu;
 | 
						|
      vfloat<M> vv;
 | 
						|
      vfloat<M> vt;
 | 
						|
      Vec3vf<M> vNg;
 | 
						|
    };
 | 
						|
 | 
						|
    template<int M>
 | 
						|
    struct DiscIntersector1
 | 
						|
    {
 | 
						|
      typedef CurvePrecalculations1 Precalculations;
 | 
						|
 | 
						|
      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)
 | 
						|
      {
 | 
						|
        vbool<M> valid = valid_i;
 | 
						|
 | 
						|
        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 vfloat<M> rd2    = rcp(dot(ray_dir, ray_dir));
 | 
						|
 | 
						|
        const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
 | 
						|
        const Vec3vf<M> center = v0.xyz();
 | 
						|
        const vfloat<M> radius = v0.w;
 | 
						|
 | 
						|
        const Vec3vf<M> c0     = center - ray_org;
 | 
						|
        const vfloat<M> projC0 = dot(c0, ray_dir) * rd2;
 | 
						|
 | 
						|
        valid &= (vfloat<M>(ray.tnear()) <= projC0) & (projC0 <= vfloat<M>(ray.tfar));
 | 
						|
        if (EMBREE_CURVE_SELF_INTERSECTION_AVOIDANCE_FACTOR != 0.0f)
 | 
						|
          valid &= projC0 > float(EMBREE_CURVE_SELF_INTERSECTION_AVOIDANCE_FACTOR) * radius * pre.depth_scale;  // ignore self intersections
 | 
						|
        if (unlikely(none(valid)))
 | 
						|
          return false;
 | 
						|
        
 | 
						|
        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;
 | 
						|
 | 
						|
        DiscIntersectorHitM<M> hit(zero, zero, projC0, -ray_dir);
 | 
						|
        return epilog(valid, hit);
 | 
						|
      }
 | 
						|
 | 
						|
      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 Vec3vf<M>& normal,
 | 
						|
                                          const Epilog& epilog)
 | 
						|
      {
 | 
						|
        vbool<M> valid         = valid_i;
 | 
						|
        const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z);
 | 
						|
 | 
						|
        const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
 | 
						|
        const Vec3vf<M> center = v0.xyz();
 | 
						|
        const vfloat<M> radius = v0.w;
 | 
						|
 | 
						|
        vfloat<M> divisor       = dot(Vec3vf<M>((Vec3fa)ray.dir), normal);
 | 
						|
        const vbool<M> parallel = divisor == vfloat<M>(0.f);
 | 
						|
        valid &= !parallel;
 | 
						|
        divisor = select(parallel, 1.f, divisor);  // prevent divide by zero
 | 
						|
 | 
						|
        vfloat<M> t = dot(center - Vec3vf<M>((Vec3fa)ray.org), Vec3vf<M>(normal)) / divisor;
 | 
						|
 | 
						|
        valid &= (vfloat<M>(ray.tnear()) <= t) & (t <= vfloat<M>(ray.tfar));
 | 
						|
        if (unlikely(none(valid)))
 | 
						|
          return false;
 | 
						|
 | 
						|
        Vec3vf<M> intersection = Vec3vf<M>((Vec3fa)ray.org) + Vec3vf<M>((Vec3fa)ray.dir) * t;
 | 
						|
        vfloat<M> dist2        = dot(intersection - center, intersection - center);
 | 
						|
        valid &= dist2 < radius * radius;
 | 
						|
        if (unlikely(none(valid)))
 | 
						|
          return false;
 | 
						|
 | 
						|
        DiscIntersectorHitM<M> hit(zero, zero, t, normal);
 | 
						|
        return epilog(valid, hit);
 | 
						|
      }
 | 
						|
    };
 | 
						|
 | 
						|
    template<int M, int K>
 | 
						|
    struct DiscIntersectorK
 | 
						|
    {
 | 
						|
      typedef CurvePrecalculationsK<K> Precalculations;
 | 
						|
 | 
						|
      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;
 | 
						|
 | 
						|
        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));
 | 
						|
 | 
						|
        const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
 | 
						|
        const Vec3vf<M> center = v0.xyz();
 | 
						|
        const vfloat<M> radius = v0.w;
 | 
						|
 | 
						|
        const Vec3vf<M> c0     = center - ray_org;
 | 
						|
        const vfloat<M> projC0 = dot(c0, ray_dir) * rd2;
 | 
						|
 | 
						|
        valid &= (vfloat<M>(ray.tnear()[k]) <= projC0) & (projC0 <= vfloat<M>(ray.tfar[k]));
 | 
						|
        if (EMBREE_CURVE_SELF_INTERSECTION_AVOIDANCE_FACTOR != 0.0f)
 | 
						|
          valid &= projC0 > float(EMBREE_CURVE_SELF_INTERSECTION_AVOIDANCE_FACTOR) * radius * pre.depth_scale[k];  // ignore self intersections
 | 
						|
        if (unlikely(none(valid)))
 | 
						|
          return false;
 | 
						|
 | 
						|
        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;
 | 
						|
 | 
						|
        DiscIntersectorHitM<M> hit(zero, zero, projC0, -ray_dir);
 | 
						|
        return epilog(valid, hit);
 | 
						|
      }
 | 
						|
 | 
						|
      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 Vec3vf<M>& normal,
 | 
						|
                                          const Epilog& epilog)
 | 
						|
      {
 | 
						|
        vbool<M> valid         = valid_i;
 | 
						|
        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 Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
 | 
						|
        const Vec3vf<M> center = v0.xyz();
 | 
						|
        const vfloat<M> radius = v0.w;
 | 
						|
        
 | 
						|
        vfloat<M> divisor       = dot(Vec3vf<M>(ray_dir), normal);
 | 
						|
        const vbool<M> parallel = divisor == vfloat<M>(0.f);
 | 
						|
        valid &= !parallel;
 | 
						|
        divisor = select(parallel, 1.f, divisor);  // prevent divide by zero
 | 
						|
 | 
						|
        vfloat<M> t = dot(center - Vec3vf<M>(ray_org), Vec3vf<M>(normal)) / divisor;
 | 
						|
 | 
						|
        valid &= (vfloat<M>(ray.tnear()[k]) <= t) & (t <= vfloat<M>(ray.tfar[k]));
 | 
						|
        if (unlikely(none(valid)))
 | 
						|
          return false;
 | 
						|
 | 
						|
        Vec3vf<M> intersection = Vec3vf<M>(ray_org) + Vec3vf<M>(ray_dir) * t;
 | 
						|
        vfloat<M> dist2        = dot(intersection - center, intersection - center);
 | 
						|
        valid &= dist2 < radius * radius;
 | 
						|
        if (unlikely(none(valid)))
 | 
						|
          return false;
 | 
						|
 | 
						|
        DiscIntersectorHitM<M> hit(zero, zero, t, normal);
 | 
						|
        return epilog(valid, hit);
 | 
						|
      }
 | 
						|
    };
 | 
						|
  }  // namespace isa
 | 
						|
}  // namespace embree
 |