| 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(v0); // this point is on left side |
| 32 | if (v0d >= pos) right.extend(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(Vec3fa((pos-v0d)*inv_length[i][dim]),v1-v0,v0); |
| 38 | left.extend(c); |
| 39 | right.extend(c); |
| 40 | } |
| 41 | } |
| 42 | |
| 43 | /* clip against current bounds */ |
| 44 | left_o = intersect(left,bounds); |
| 45 | right_o = intersect(right,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(v0); // this point is on left side |
| 65 | if (v0d >= pos) right.extend(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(Vec3fa((pos-v0d)*inv_length),v1-v0,v0); |
| 72 | left.extend(c); |
| 73 | right.extend(c); |
| 74 | } |
| 75 | } |
| 76 | |
| 77 | /* clip against current bounds */ |
| 78 | new (&left_o ) PrimRef(intersect(left ,prim.bounds()),prim.geomID(), prim.primID()); |
| 79 | new (&right_o) PrimRef(intersect(right,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(prim.geomID() & mask ); |
| 88 | TriangleMesh::Triangle tri = mesh->triangle(prim.primID()); |
| 89 | v[0] = mesh->vertex(tri.v[0]); |
| 90 | v[1] = mesh->vertex(tri.v[1]); |
| 91 | v[2] = mesh->vertex(tri.v[2]); |
| 92 | v[3] = mesh->vertex(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>(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(prim.geomID() & mask ); |
| 130 | QuadMesh::Quad quad = mesh->quad(prim.primID()); |
| 131 | v[0] = mesh->vertex(quad.v[1]); |
| 132 | v[1] = mesh->vertex(quad.v[2]); |
| 133 | v[2] = mesh->vertex(quad.v[3]); |
| 134 | v[3] = mesh->vertex(quad.v[0]); |
| 135 | v[4] = mesh->vertex(quad.v[1]); |
| 136 | v[5] = mesh->vertex(quad.v[3]); |
| 137 | inv_length[0] = Vec3fa(1.0f) / (v[1] - v[0]); |
| 138 | inv_length[1] = Vec3fa(1.0f) / (v[2] - v[1]); |
| 139 | inv_length[2] = Vec3fa(1.0f) / (v[3] - v[2]); |
| 140 | inv_length[3] = Vec3fa(1.0f) / (v[4] - v[3]); |
| 141 | inv_length[4] = Vec3fa(1.0f) / (v[5] - v[4]); |
| 142 | } |
| 143 | |
| 144 | __forceinline void operator() (const PrimRef& prim, const size_t dim, const float pos, PrimRef& left_o, PrimRef& right_o) const { |
| 145 | splitPolygon<5>(prim,dim,pos,v,left_o,right_o); |
| 146 | } |
| 147 | |
| 148 | __forceinline void operator() (const BBox3fa& prim, const size_t dim, const float pos, BBox3fa& left_o, BBox3fa& right_o) const { |
| 149 | splitPolygon<5>(prim,dim,pos,v,inv_length,left_o,right_o); |
| 150 | } |
| 151 | |
| 152 | private: |
| 153 | Vec3fa v[6]; |
| 154 | Vec3fa inv_length[5]; |
| 155 | }; |
| 156 | |
| 157 | struct QuadSplitterFactory |
| 158 | { |
| 159 | __forceinline QuadSplitterFactory(const Scene* scene) |
| 160 | : scene(scene) {} |
| 161 | |
| 162 | __forceinline QuadSplitter operator() (const PrimRef& prim) const { |
| 163 | return QuadSplitter(scene,prim); |
| 164 | } |
| 165 | |
| 166 | private: |
| 167 | const Scene* scene; |
| 168 | }; |
| 169 | |
| 170 | |
| 171 | struct DummySplitter |
| 172 | { |
| 173 | __forceinline DummySplitter(const Scene* scene, const PrimRef& prim) |
| 174 | { |
| 175 | } |
| 176 | }; |
| 177 | |
| 178 | struct DummySplitterFactory |
| 179 | { |
| 180 | __forceinline DummySplitterFactory(const Scene* scene) |
| 181 | : scene(scene) {} |
| 182 | |
| 183 | __forceinline DummySplitter operator() (const PrimRef& prim) const { |
| 184 | return DummySplitter(scene,prim); |
| 185 | } |
| 186 | |
| 187 | private: |
| 188 | const Scene* scene; |
| 189 | }; |
| 190 | |
| 191 | } |
| 192 | } |
| 193 | |
| 194 | |