1 | // Copyright 2009-2021 Intel Corporation |
2 | // SPDX-License-Identifier: Apache-2.0 |
3 | |
4 | #pragma once |
5 | |
6 | #include "../common/ray.h" |
7 | #include "curve_intersector_precalculations.h" |
8 | |
9 | namespace embree |
10 | { |
11 | namespace isa |
12 | { |
13 | template<typename NativeCurve3fa, int M> |
14 | struct DistanceCurveHit |
15 | { |
16 | __forceinline DistanceCurveHit() {} |
17 | |
18 | __forceinline DistanceCurveHit(const vbool<M>& valid, const vfloat<M>& U, const vfloat<M>& V, const vfloat<M>& T, const int i, const int N, |
19 | const NativeCurve3fa& curve3D) |
20 | : U(U), V(V), T(T), i(i), N(N), curve3D(curve3D), valid(valid) {} |
21 | |
22 | __forceinline void finalize() |
23 | { |
24 | vu = (vfloat<M>(step)+U+vfloat<M>(float(i)))*(1.0f/float(N)); |
25 | vv = V; |
26 | vt = T; |
27 | } |
28 | |
29 | __forceinline Vec2f uv (const size_t i) const { return Vec2f(vu[i],vv[i]); } |
30 | __forceinline float t (const size_t i) const { return vt[i]; } |
31 | __forceinline Vec3fa Ng(const size_t i) const { |
32 | return curve3D.eval_du(vu[i]); |
33 | } |
34 | |
35 | public: |
36 | vfloat<M> U; |
37 | vfloat<M> V; |
38 | vfloat<M> T; |
39 | int i, N; |
40 | NativeCurve3fa curve3D; |
41 | |
42 | public: |
43 | vbool<M> valid; |
44 | vfloat<M> vu; |
45 | vfloat<M> vv; |
46 | vfloat<M> vt; |
47 | }; |
48 | |
49 | template<typename NativeCurve3fa> |
50 | struct DistanceCurve1Intersector1 |
51 | { |
52 | template<typename Epilog> |
53 | __forceinline bool intersect(const CurvePrecalculations1& pre,Ray& ray, |
54 | IntersectContext* context, |
55 | const CurveGeometry* geom, const unsigned int primID, |
56 | const Vec3fa& v0, const Vec3fa& v1, const Vec3fa& v2, const Vec3fa& v3, |
57 | const Epilog& epilog) |
58 | { |
59 | const int N = geom->tessellationRate; |
60 | |
61 | /* transform control points into ray space */ |
62 | const NativeCurve3fa curve3Di(v0,v1,v2,v3); |
63 | const NativeCurve3fa curve3D = enlargeRadiusToMinWidth(context,geom,ray.org,curve3Di); |
64 | const NativeCurve3fa curve2D = curve3D.xfm_pr(pre.ray_space,ray.org); |
65 | |
66 | /* evaluate the bezier curve */ |
67 | vboolx valid = vfloatx(step) < vfloatx(float(N)); |
68 | const Vec4vfx p0 = curve2D.template eval0<VSIZEX>(0,N); |
69 | const Vec4vfx p1 = curve2D.template eval1<VSIZEX>(0,N); |
70 | |
71 | /* approximative intersection with cone */ |
72 | const Vec4vfx v = p1-p0; |
73 | const Vec4vfx w = -p0; |
74 | const vfloatx d0 = madd(a: w.x,b: v.x,c: w.y*v.y); |
75 | const vfloatx d1 = madd(a: v.x,b: v.x,c: v.y*v.y); |
76 | const vfloatx u = clamp(x: d0*rcp(a: d1),lower: vfloatx(zero),upper: vfloatx(one)); |
77 | const Vec4vfx p = madd(a: u,b: v,c: p0); |
78 | const vfloatx t = p.z*pre.depth_scale; |
79 | const vfloatx d2 = madd(a: p.x,b: p.x,c: p.y*p.y); |
80 | const vfloatx r = p.w; |
81 | const vfloatx r2 = r*r; |
82 | valid &= (d2 <= r2) & (vfloatx(ray.tnear()) <= t) & (t <= vfloatx(ray.tfar)); |
83 | if (EMBREE_CURVE_SELF_INTERSECTION_AVOIDANCE_FACTOR != 0.0f) |
84 | valid &= t > float(EMBREE_CURVE_SELF_INTERSECTION_AVOIDANCE_FACTOR)*r*pre.depth_scale; // ignore self intersections |
85 | |
86 | /* update hit information */ |
87 | bool ishit = false; |
88 | if (unlikely(any(valid))) { |
89 | DistanceCurveHit<NativeCurve3fa,VSIZEX> hit(valid,u,0.0f,t,0,N,curve3D); |
90 | ishit = ishit | epilog(valid,hit); |
91 | } |
92 | |
93 | if (unlikely(VSIZEX < N)) |
94 | { |
95 | /* process SIMD-size many segments per iteration */ |
96 | for (int i=VSIZEX; i<N; i+=VSIZEX) |
97 | { |
98 | /* evaluate the bezier curve */ |
99 | vboolx valid = vintx(i)+vintx(step) < vintx(N); |
100 | const Vec4vfx p0 = curve2D.template eval0<VSIZEX>(i,N); |
101 | const Vec4vfx p1 = curve2D.template eval1<VSIZEX>(i,N); |
102 | |
103 | /* approximative intersection with cone */ |
104 | const Vec4vfx v = p1-p0; |
105 | const Vec4vfx w = -p0; |
106 | const vfloatx d0 = madd(a: w.x,b: v.x,c: w.y*v.y); |
107 | const vfloatx d1 = madd(a: v.x,b: v.x,c: v.y*v.y); |
108 | const vfloatx u = clamp(x: d0*rcp(a: d1),lower: vfloatx(zero),upper: vfloatx(one)); |
109 | const Vec4vfx p = madd(a: u,b: v,c: p0); |
110 | const vfloatx t = p.z*pre.depth_scale; |
111 | const vfloatx d2 = madd(a: p.x,b: p.x,c: p.y*p.y); |
112 | const vfloatx r = p.w; |
113 | const vfloatx r2 = r*r; |
114 | valid &= (d2 <= r2) & (vfloatx(ray.tnear()) <= t) & (t <= vfloatx(ray.tfar)); |
115 | if (EMBREE_CURVE_SELF_INTERSECTION_AVOIDANCE_FACTOR != 0.0f) |
116 | valid &= t > float(EMBREE_CURVE_SELF_INTERSECTION_AVOIDANCE_FACTOR)*r*pre.depth_scale; // ignore self intersections |
117 | |
118 | /* update hit information */ |
119 | if (unlikely(any(valid))) { |
120 | DistanceCurveHit<NativeCurve3fa,VSIZEX> hit(valid,u,0.0f,t,i,N,curve3D); |
121 | ishit = ishit | epilog(valid,hit); |
122 | } |
123 | } |
124 | } |
125 | return ishit; |
126 | } |
127 | }; |
128 | } |
129 | } |
130 | |