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		767e374dce
		
	
	
	
	
		
			
			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.
		
			
				
	
	
		
			183 lines
		
	
	
	
		
			6.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			183 lines
		
	
	
	
		
			6.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright 2009-2021 Intel Corporation
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| // SPDX-License-Identifier: Apache-2.0
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| 
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| #pragma once
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| 
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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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| 
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| namespace embree
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| {
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|   namespace isa
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|   {
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|     template<int M>
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|     struct SphereIntersectorHitM
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|     {
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|       __forceinline SphereIntersectorHitM() {}
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| 
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|       __forceinline SphereIntersectorHitM(const vfloat<M>& t, const Vec3vf<M>& Ng)
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|         : vt(t), vNg(Ng) {}
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| 
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|       __forceinline void finalize() {}
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| 
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|       __forceinline Vec2f uv(const size_t i) const {
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|         return Vec2f(0.0f, 0.0f);
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|       }
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|       __forceinline float t(const size_t i) const {
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|         return vt[i];
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|       }
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|       __forceinline Vec3fa Ng(const size_t i) const {
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|         return Vec3fa(vNg.x[i], vNg.y[i], vNg.z[i]);
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|       }
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| 
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|      public:
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|       vfloat<M> vt;
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|       Vec3vf<M> vNg;
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|     };
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| 
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|     template<int M>
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|     struct SphereIntersector1
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|     {
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|       typedef CurvePrecalculations1 Precalculations;
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| 
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|       template<typename Epilog>
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|       static __forceinline bool intersect(
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|           const vbool<M>& valid_i, Ray& ray,
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|           const Precalculations& pre, const Vec4vf<M>& v0, const Epilog& epilog)
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|       {
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|         vbool<M> valid = valid_i;
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| 
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|         const vfloat<M> rd2    = rcp(dot(ray.dir, ray.dir));
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|         const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z);
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|         const Vec3vf<M> ray_dir(ray.dir.x, ray.dir.y, ray.dir.z);
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|         const Vec3vf<M> center = v0.xyz();
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|         const vfloat<M> radius = v0.w;
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| 
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|         const Vec3vf<M> c0     = center - ray_org;
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|         const vfloat<M> projC0 = dot(c0, ray_dir) * rd2;
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|         const Vec3vf<M> perp   = c0 - projC0 * ray_dir;
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|         const vfloat<M> l2     = dot(perp, perp);
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|         const vfloat<M> r2     = radius * radius;
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|         valid &= (l2 <= r2);
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|         if (unlikely(none(valid)))
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|           return false;
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| 
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|         const vfloat<M> td      = sqrt((r2 - l2) * rd2);
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|         const vfloat<M> t_front = projC0 - td;
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|         const vfloat<M> t_back  = projC0 + td;
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| 
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|         const vbool<M> valid_front = valid & (ray.tnear() <= t_front) & (t_front <= ray.tfar);
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|         const vbool<M> valid_back  = valid & (ray.tnear() <= t_back ) & (t_back  <= ray.tfar);
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| 
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|         /* check if there is a first hit */
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|         const vbool<M> valid_first = valid_front | valid_back;
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|         if (unlikely(none(valid_first)))
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|           return false;
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| 
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|         /* construct first hit */
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|         const vfloat<M> td_front = -td;
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|         const vfloat<M> td_back  = +td;
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|         const vfloat<M> t_first  = select(valid_front, t_front, t_back);
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|         const Vec3vf<M> Ng_first = select(valid_front, td_front, td_back) * ray_dir - perp;
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|         SphereIntersectorHitM<M> hit(t_first, Ng_first);
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| 
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|         /* invoke intersection filter for first hit */
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|         const bool is_hit_first = epilog(valid_first, hit);
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|                 
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|         /* check for possible second hits before potentially accepted hit */
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|         const vfloat<M> t_second = t_back;
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|         const vbool<M> valid_second = valid_front & valid_back & (t_second <= ray.tfar);
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|         if (unlikely(none(valid_second)))
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|           return is_hit_first;
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| 
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|         /* invoke intersection filter for second hit */
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|         const Vec3vf<M> Ng_second = td_back * ray_dir - perp;
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|         hit = SphereIntersectorHitM<M> (t_second, Ng_second);
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|         const bool is_hit_second = epilog(valid_second, hit);
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|         
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|         return is_hit_first | is_hit_second;
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|       }
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| 
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|       template<typename Epilog>
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|       static __forceinline bool intersect(
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|         const vbool<M>& valid_i, Ray& ray, IntersectContext* context, const Points* geom,
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|         const Precalculations& pre, const Vec4vf<M>& v0i, const Epilog& epilog)
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|       {
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|         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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|       }
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|     };
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| 
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|     template<int M, int K>
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|     struct SphereIntersectorK
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|     {
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|       typedef CurvePrecalculationsK<K> Precalculations;
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| 
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|       template<typename Epilog>
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|       static __forceinline bool intersect(const vbool<M>& valid_i,
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|                                           RayK<K>& ray, size_t k,
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|                                           IntersectContext* context,
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|                                           const Points* geom,
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|                                           const Precalculations& pre,
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|                                           const Vec4vf<M>& v0i,
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|                                           const Epilog& epilog)
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|       {
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|         vbool<M> valid = valid_i;
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| 
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|         const Vec3vf<M> ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]);
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|         const Vec3vf<M> ray_dir(ray.dir.x[k], ray.dir.y[k], ray.dir.z[k]);
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|         const vfloat<M> rd2 = rcp(dot(ray_dir, ray_dir));
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| 
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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();
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|         const vfloat<M> radius = v0.w;
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| 
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|         const Vec3vf<M> c0     = center - ray_org;
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|         const vfloat<M> projC0 = dot(c0, ray_dir) * rd2;
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|         const Vec3vf<M> perp   = c0 - projC0 * ray_dir;
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|         const vfloat<M> l2     = dot(perp, perp);
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|         const vfloat<M> r2     = radius * radius;
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|         valid &= (l2 <= r2);
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|         if (unlikely(none(valid)))
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|           return false;
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| 
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|         const vfloat<M> td      = sqrt((r2 - l2) * rd2);
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|         const vfloat<M> t_front = projC0 - td;
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|         const vfloat<M> t_back  = projC0 + td;
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| 
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|         const vbool<M> valid_front = valid & (ray.tnear()[k] <= t_front) & (t_front <= ray.tfar[k]);
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|         const vbool<M> valid_back  = valid & (ray.tnear()[k] <= t_back ) & (t_back  <= ray.tfar[k]);
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| 
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|         /* check if there is a first hit */
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|         const vbool<M> valid_first = valid_front | valid_back;
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|         if (unlikely(none(valid_first)))
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|           return false;
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| 
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|         /* construct first hit */
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|         const vfloat<M> td_front = -td;
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|         const vfloat<M> td_back  = +td;
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|         const vfloat<M> t_first  = select(valid_front, t_front, t_back);
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|         const Vec3vf<M> Ng_first = select(valid_front, td_front, td_back) * ray_dir - perp;
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|         SphereIntersectorHitM<M> hit(t_first, Ng_first);
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| 
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|         /* invoke intersection filter for first hit */
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|         const bool is_hit_first = epilog(valid_first, hit);
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|                 
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|         /* check for possible second hits before potentially accepted hit */
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|         const vfloat<M> t_second = t_back;
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|         const vbool<M> valid_second = valid_front & valid_back & (t_second <= ray.tfar[k]);
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|         if (unlikely(none(valid_second)))
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|           return is_hit_first;
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| 
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|         /* invoke intersection filter for second hit */
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|         const Vec3vf<M> Ng_second = td_back * ray_dir - perp;
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|         hit = SphereIntersectorHitM<M> (t_second, Ng_second);
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|         const bool is_hit_second = epilog(valid_second, hit);
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|         
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|         return is_hit_first | is_hit_second;
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|       }
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|     };
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|   }  // namespace isa
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| }  // namespace embree
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