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			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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#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
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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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      __forceinline SphereIntersectorHitM(const vfloat<M>& t, const Vec3vf<M>& Ng)
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        : vt(t), vNg(Ng) {}
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      __forceinline void finalize() {}
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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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     public:
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      vfloat<M> vt;
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      Vec3vf<M> vNg;
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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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      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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        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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        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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        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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        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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        /* 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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        /* 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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        /* invoke intersection filter for first hit */
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        const bool is_hit_first = epilog(valid_first, hit);
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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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        /* 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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        return is_hit_first | is_hit_second;
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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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    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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      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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        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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        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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        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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        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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        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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        /* 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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        /* 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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        /* invoke intersection filter for first hit */
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        const bool is_hit_first = epilog(valid_first, hit);
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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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        /* 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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        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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