| 1 | // Copyright 2009-2021 Intel Corporation | 
| 2 | // SPDX-License-Identifier: Apache-2.0 | 
| 3 |  | 
| 4 | #pragma once | 
| 5 |  | 
| 6 | #include "../common/scene.h" | 
| 7 | #include "../common/primref.h" | 
| 8 |  | 
| 9 | namespace embree | 
| 10 | { | 
| 11 |   namespace isa | 
| 12 |   { | 
| 13 |     template<size_t N> | 
| 14 |     __forceinline void splitPolygon(const BBox3fa& bounds,  | 
| 15 |                                     const size_t dim,  | 
| 16 |                                     const float pos,  | 
| 17 |                                     const Vec3fa (&v)[N+1], | 
| 18 |                                     const Vec3fa (&inv_length)[N], | 
| 19 |                                     BBox3fa& left_o,  | 
| 20 |                                     BBox3fa& right_o) | 
| 21 |     { | 
| 22 |       BBox3fa left = empty, right = empty; | 
| 23 |       /* clip triangle to left and right box by processing all edges */ | 
| 24 |       for (size_t i=0; i<N; i++) | 
| 25 |       { | 
| 26 |         const Vec3fa &v0 = v[i];  | 
| 27 |         const Vec3fa &v1 = v[i+1];  | 
| 28 |         const float v0d = v0[dim]; | 
| 29 |         const float v1d = v1[dim]; | 
| 30 |          | 
| 31 |         if (v0d <= pos) left. extend(other: v0); // this point is on left side | 
| 32 |         if (v0d >= pos) right.extend(other: v0); // this point is on right side | 
| 33 |          | 
| 34 |         if ((v0d < pos && pos < v1d) || (v1d < pos && pos < v0d)) // the edge crosses the splitting location | 
| 35 |         { | 
| 36 |           assert((v1d-v0d) != 0.0f); | 
| 37 |           const Vec3fa c = madd(a: Vec3fa((pos-v0d)*inv_length[i][dim]),b: v1-v0,c: v0); | 
| 38 |           left.extend(other: c); | 
| 39 |           right.extend(other: c); | 
| 40 |         } | 
| 41 |       } | 
| 42 |        | 
| 43 |       /* clip against current bounds */ | 
| 44 |       left_o  = intersect(a: left,b: bounds); | 
| 45 |       right_o = intersect(a: right,b: bounds); | 
| 46 |     } | 
| 47 |      | 
| 48 |     template<size_t N> | 
| 49 |       __forceinline void splitPolygon(const PrimRef& prim,  | 
| 50 |                                       const size_t dim,  | 
| 51 |                                       const float pos,  | 
| 52 |                                       const Vec3fa (&v)[N+1], | 
| 53 |                                       PrimRef& left_o,  | 
| 54 |                                       PrimRef& right_o) | 
| 55 |     { | 
| 56 |       BBox3fa left = empty, right = empty; | 
| 57 |       for (size_t i=0; i<N; i++) | 
| 58 |       { | 
| 59 |         const Vec3fa &v0 = v[i];  | 
| 60 |         const Vec3fa &v1 = v[i+1];  | 
| 61 |         const float v0d = v0[dim]; | 
| 62 |         const float v1d = v1[dim]; | 
| 63 |          | 
| 64 |         if (v0d <= pos) left. extend(other: v0); // this point is on left side | 
| 65 |         if (v0d >= pos) right.extend(other: v0); // this point is on right side | 
| 66 |          | 
| 67 |         if ((v0d < pos && pos < v1d) || (v1d < pos && pos < v0d)) // the edge crosses the splitting location | 
| 68 |         { | 
| 69 |           assert((v1d-v0d) != 0.0f); | 
| 70 |           const float inv_length = 1.0f/(v1d-v0d); | 
| 71 |           const Vec3fa c = madd(a: Vec3fa((pos-v0d)*inv_length),b: v1-v0,c: v0); | 
| 72 |           left.extend(other: c); | 
| 73 |           right.extend(other: c); | 
| 74 |         } | 
| 75 |       } | 
| 76 |        | 
| 77 |       /* clip against current bounds */ | 
| 78 |       new (&left_o ) PrimRef(intersect(a: left ,b: prim.bounds()),prim.geomID(), prim.primID()); | 
| 79 |       new (&right_o) PrimRef(intersect(a: right,b: prim.bounds()),prim.geomID(), prim.primID()); | 
| 80 |     } | 
| 81 |      | 
| 82 |     struct TriangleSplitter | 
| 83 |     { | 
| 84 |       __forceinline TriangleSplitter(const Scene* scene, const PrimRef& prim) | 
| 85 |       { | 
| 86 |         const unsigned int mask = 0xFFFFFFFF >> RESERVED_NUM_SPATIAL_SPLITS_GEOMID_BITS; | 
| 87 |         const TriangleMesh* mesh = (const TriangleMesh*) scene->get(i: prim.geomID() & mask );   | 
| 88 |         TriangleMesh::Triangle tri = mesh->triangle(i: prim.primID()); | 
| 89 |         v[0] = mesh->vertex(i: tri.v[0]); | 
| 90 |         v[1] = mesh->vertex(i: tri.v[1]); | 
| 91 |         v[2] = mesh->vertex(i: tri.v[2]); | 
| 92 |         v[3] = mesh->vertex(i: tri.v[0]); | 
| 93 |         inv_length[0] = Vec3fa(1.0f) / (v[1]-v[0]); | 
| 94 |         inv_length[1] = Vec3fa(1.0f) / (v[2]-v[1]); | 
| 95 |         inv_length[2] = Vec3fa(1.0f) / (v[0]-v[2]); | 
| 96 |       } | 
| 97 |        | 
| 98 |       __forceinline void operator() (const PrimRef& prim, const size_t dim, const float pos, PrimRef& left_o, PrimRef& right_o) const { | 
| 99 |         splitPolygon<3>(prim,dim,pos,v,left_o,right_o); | 
| 100 |       } | 
| 101 |        | 
| 102 |       __forceinline void operator() (const BBox3fa& prim, const size_t dim, const float pos, BBox3fa& left_o, BBox3fa& right_o) const { | 
| 103 |         splitPolygon<3>(bounds: prim,dim,pos,v,inv_length,left_o,right_o); | 
| 104 |       } | 
| 105 |        | 
| 106 |     private: | 
| 107 |       Vec3fa v[4]; | 
| 108 |       Vec3fa inv_length[3]; | 
| 109 |     }; | 
| 110 |      | 
| 111 |     struct TriangleSplitterFactory | 
| 112 |     { | 
| 113 |       __forceinline TriangleSplitterFactory(const Scene* scene) | 
| 114 |         : scene(scene) {} | 
| 115 |        | 
| 116 |       __forceinline TriangleSplitter operator() (const PrimRef& prim) const { | 
| 117 |         return TriangleSplitter(scene,prim); | 
| 118 |       } | 
| 119 |        | 
| 120 |     private: | 
| 121 |       const Scene* scene; | 
| 122 |     }; | 
| 123 |      | 
| 124 |     struct QuadSplitter | 
| 125 |     { | 
| 126 |       __forceinline QuadSplitter(const Scene* scene, const PrimRef& prim) | 
| 127 |       { | 
| 128 |         const unsigned int mask = 0xFFFFFFFF >> RESERVED_NUM_SPATIAL_SPLITS_GEOMID_BITS; | 
| 129 |         const QuadMesh* mesh = (const QuadMesh*) scene->get(i: prim.geomID() & mask );   | 
| 130 |         QuadMesh::Quad quad = mesh->quad(i: prim.primID()); | 
| 131 |         v[0] = mesh->vertex(i: quad.v[0]); | 
| 132 |         v[1] = mesh->vertex(i: quad.v[1]); | 
| 133 |         v[2] = mesh->vertex(i: quad.v[2]); | 
| 134 |         v[3] = mesh->vertex(i: quad.v[3]); | 
| 135 |         v[4] = mesh->vertex(i: quad.v[0]); | 
| 136 |         inv_length[0] = Vec3fa(1.0f) / (v[1]-v[0]); | 
| 137 |         inv_length[1] = Vec3fa(1.0f) / (v[2]-v[1]); | 
| 138 |         inv_length[2] = Vec3fa(1.0f) / (v[3]-v[2]); | 
| 139 |         inv_length[3] = Vec3fa(1.0f) / (v[0]-v[3]); | 
| 140 |       } | 
| 141 |        | 
| 142 |       __forceinline void operator() (const PrimRef& prim, const size_t dim, const float pos, PrimRef& left_o, PrimRef& right_o) const { | 
| 143 |         splitPolygon<4>(prim,dim,pos,v,left_o,right_o); | 
| 144 |       } | 
| 145 |        | 
| 146 |       __forceinline void operator() (const BBox3fa& prim, const size_t dim, const float pos, BBox3fa& left_o, BBox3fa& right_o) const { | 
| 147 |         splitPolygon<4>(bounds: prim,dim,pos,v,inv_length,left_o,right_o); | 
| 148 |       } | 
| 149 |        | 
| 150 |     private: | 
| 151 |       Vec3fa v[5]; | 
| 152 |       Vec3fa inv_length[4]; | 
| 153 |     }; | 
| 154 |      | 
| 155 |     struct QuadSplitterFactory | 
| 156 |     { | 
| 157 |       __forceinline QuadSplitterFactory(const Scene* scene) | 
| 158 |         : scene(scene) {} | 
| 159 |        | 
| 160 |       __forceinline QuadSplitter operator() (const PrimRef& prim) const { | 
| 161 |         return QuadSplitter(scene,prim); | 
| 162 |       } | 
| 163 |        | 
| 164 |     private: | 
| 165 |       const Scene* scene; | 
| 166 |     }; | 
| 167 |  | 
| 168 |  | 
| 169 |     struct DummySplitter | 
| 170 |     { | 
| 171 |       __forceinline DummySplitter(const Scene* scene, const PrimRef& prim) | 
| 172 |       { | 
| 173 |       } | 
| 174 |     }; | 
| 175 |      | 
| 176 |     struct DummySplitterFactory | 
| 177 |     { | 
| 178 |       __forceinline DummySplitterFactory(const Scene* scene) | 
| 179 |         : scene(scene) {} | 
| 180 |        | 
| 181 |       __forceinline DummySplitter operator() (const PrimRef& prim) const { | 
| 182 |         return DummySplitter(scene,prim); | 
| 183 |       } | 
| 184 |        | 
| 185 |     private: | 
| 186 |       const Scene* scene; | 
| 187 |     }; | 
| 188 |      | 
| 189 |   } | 
| 190 | } | 
| 191 |  | 
| 192 |  |