| 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 "../common/scene_points.h" | 
| 8 | #include "curve_intersector_precalculations.h" | 
| 9 |  | 
| 10 | namespace embree | 
| 11 | { | 
| 12 |   namespace isa | 
| 13 |   { | 
| 14 |     template<int M> | 
| 15 |     struct SphereIntersectorHitM | 
| 16 |     { | 
| 17 |       __forceinline SphereIntersectorHitM() {} | 
| 18 |  | 
| 19 |       __forceinline SphereIntersectorHitM(const vfloat<M>& t, const Vec3vf<M>& Ng) | 
| 20 |         : vt(t), vNg(Ng) {} | 
| 21 |  | 
| 22 |       __forceinline void finalize() {} | 
| 23 |  | 
| 24 |       __forceinline Vec2f uv(const size_t i) const { | 
| 25 |         return Vec2f(0.0f, 0.0f); | 
| 26 |       } | 
| 27 |       __forceinline float t(const size_t i) const { | 
| 28 |         return vt[i]; | 
| 29 |       } | 
| 30 |       __forceinline Vec3fa Ng(const size_t i) const { | 
| 31 |         return Vec3fa(vNg.x[i], vNg.y[i], vNg.z[i]); | 
| 32 |       } | 
| 33 |  | 
| 34 |      public: | 
| 35 |       vfloat<M> vt; | 
| 36 |       Vec3vf<M> vNg; | 
| 37 |     }; | 
| 38 |  | 
| 39 |     template<int M> | 
| 40 |     struct SphereIntersector1 | 
| 41 |     { | 
| 42 |       typedef CurvePrecalculations1 Precalculations; | 
| 43 |  | 
| 44 |       template<typename Epilog> | 
| 45 |       static __forceinline bool intersect( | 
| 46 |           const vbool<M>& valid_i, Ray& ray, | 
| 47 |           const Precalculations& pre, const Vec4vf<M>& v0, const Epilog& epilog) | 
| 48 |       { | 
| 49 |         vbool<M> valid = valid_i; | 
| 50 |  | 
| 51 |         const vfloat<M> rd2    = rcp(dot(ray.dir, ray.dir)); | 
| 52 |         const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z); | 
| 53 |         const Vec3vf<M> ray_dir(ray.dir.x, ray.dir.y, ray.dir.z); | 
| 54 |         const Vec3vf<M> center = v0.xyz(); | 
| 55 |         const vfloat<M> radius = v0.w; | 
| 56 |  | 
| 57 |         const Vec3vf<M> c0     = center - ray_org; | 
| 58 |         const vfloat<M> projC0 = dot(c0, ray_dir) * rd2; | 
| 59 |         const Vec3vf<M> perp   = c0 - projC0 * ray_dir; | 
| 60 |         const vfloat<M> l2     = dot(perp, perp); | 
| 61 |         const vfloat<M> r2     = radius * radius; | 
| 62 |         valid &= (l2 <= r2); | 
| 63 |         if (unlikely(none(valid))) | 
| 64 |           return false; | 
| 65 |  | 
| 66 |         const vfloat<M> td      = sqrt((r2 - l2) * rd2); | 
| 67 |         const vfloat<M> t_front = projC0 - td; | 
| 68 |         const vfloat<M> t_back  = projC0 + td; | 
| 69 |  | 
| 70 |         const vbool<M> valid_front = valid & (ray.tnear() <= t_front) & (t_front <= ray.tfar); | 
| 71 |         const vbool<M> valid_back  = valid & (ray.tnear() <= t_back ) & (t_back  <= ray.tfar); | 
| 72 |  | 
| 73 |         /* check if there is a first hit */ | 
| 74 |         const vbool<M> valid_first = valid_front | valid_back; | 
| 75 |         if (unlikely(none(valid_first))) | 
| 76 |           return false; | 
| 77 |  | 
| 78 |         /* construct first hit */ | 
| 79 |         const vfloat<M> td_front = -td; | 
| 80 |         const vfloat<M> td_back  = +td; | 
| 81 |         const vfloat<M> t_first  = select(valid_front, t_front, t_back); | 
| 82 |         const Vec3vf<M> Ng_first = select(valid_front, td_front, td_back) * ray_dir - perp; | 
| 83 |         SphereIntersectorHitM<M> hit(t_first, Ng_first); | 
| 84 |  | 
| 85 |         /* invoke intersection filter for first hit */ | 
| 86 |         const bool is_hit_first = epilog(valid_first, hit); | 
| 87 |                  | 
| 88 |         /* check for possible second hits before potentially accepted hit */ | 
| 89 |         const vfloat<M> t_second = t_back; | 
| 90 |         const vbool<M> valid_second = valid_front & valid_back & (t_second <= ray.tfar); | 
| 91 |         if (unlikely(none(valid_second))) | 
| 92 |           return is_hit_first; | 
| 93 |  | 
| 94 |         /* invoke intersection filter for second hit */ | 
| 95 |         const Vec3vf<M> Ng_second = td_back * ray_dir - perp; | 
| 96 |         hit = SphereIntersectorHitM<M> (t_second, Ng_second); | 
| 97 |         const bool is_hit_second = epilog(valid_second, hit); | 
| 98 |          | 
| 99 |         return is_hit_first | is_hit_second; | 
| 100 |       } | 
| 101 |  | 
| 102 |       template<typename Epilog> | 
| 103 |       static __forceinline bool intersect( | 
| 104 |         const vbool<M>& valid_i, Ray& ray, IntersectContext* context, const Points* geom, | 
| 105 |         const Precalculations& pre, const Vec4vf<M>& v0i, const Epilog& epilog) | 
| 106 |       { | 
| 107 |         const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z); | 
| 108 |         const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i); | 
| 109 |         return intersect(valid_i,ray,pre,v0,epilog); | 
| 110 |       } | 
| 111 |     }; | 
| 112 |  | 
| 113 |     template<int M, int K> | 
| 114 |     struct SphereIntersectorK | 
| 115 |     { | 
| 116 |       typedef CurvePrecalculationsK<K> Precalculations; | 
| 117 |  | 
| 118 |       template<typename Epilog> | 
| 119 |       static __forceinline bool intersect(const vbool<M>& valid_i, | 
| 120 |                                           RayK<K>& ray, size_t k, | 
| 121 |                                           IntersectContext* context, | 
| 122 |                                           const Points* geom, | 
| 123 |                                           const Precalculations& pre, | 
| 124 |                                           const Vec4vf<M>& v0i, | 
| 125 |                                           const Epilog& epilog) | 
| 126 |       { | 
| 127 |         vbool<M> valid = valid_i; | 
| 128 |  | 
| 129 |         const Vec3vf<M> ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]); | 
| 130 |         const Vec3vf<M> ray_dir(ray.dir.x[k], ray.dir.y[k], ray.dir.z[k]); | 
| 131 |         const vfloat<M> rd2 = rcp(dot(ray_dir, ray_dir)); | 
| 132 |  | 
| 133 |         const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i); | 
| 134 |         const Vec3vf<M> center = v0.xyz(); | 
| 135 |         const vfloat<M> radius = v0.w; | 
| 136 |  | 
| 137 |         const Vec3vf<M> c0     = center - ray_org; | 
| 138 |         const vfloat<M> projC0 = dot(c0, ray_dir) * rd2; | 
| 139 |         const Vec3vf<M> perp   = c0 - projC0 * ray_dir; | 
| 140 |         const vfloat<M> l2     = dot(perp, perp); | 
| 141 |         const vfloat<M> r2     = radius * radius; | 
| 142 |         valid &= (l2 <= r2); | 
| 143 |         if (unlikely(none(valid))) | 
| 144 |           return false; | 
| 145 |  | 
| 146 |         const vfloat<M> td      = sqrt((r2 - l2) * rd2); | 
| 147 |         const vfloat<M> t_front = projC0 - td; | 
| 148 |         const vfloat<M> t_back  = projC0 + td; | 
| 149 |  | 
| 150 |         const vbool<M> valid_front = valid & (ray.tnear()[k] <= t_front) & (t_front <= ray.tfar[k]); | 
| 151 |         const vbool<M> valid_back  = valid & (ray.tnear()[k] <= t_back ) & (t_back  <= ray.tfar[k]); | 
| 152 |  | 
| 153 |         /* check if there is a first hit */ | 
| 154 |         const vbool<M> valid_first = valid_front | valid_back; | 
| 155 |         if (unlikely(none(valid_first))) | 
| 156 |           return false; | 
| 157 |  | 
| 158 |         /* construct first hit */ | 
| 159 |         const vfloat<M> td_front = -td; | 
| 160 |         const vfloat<M> td_back  = +td; | 
| 161 |         const vfloat<M> t_first  = select(valid_front, t_front, t_back); | 
| 162 |         const Vec3vf<M> Ng_first = select(valid_front, td_front, td_back) * ray_dir - perp; | 
| 163 |         SphereIntersectorHitM<M> hit(t_first, Ng_first); | 
| 164 |  | 
| 165 |         /* invoke intersection filter for first hit */ | 
| 166 |         const bool is_hit_first = epilog(valid_first, hit); | 
| 167 |                  | 
| 168 |         /* check for possible second hits before potentially accepted hit */ | 
| 169 |         const vfloat<M> t_second = t_back; | 
| 170 |         const vbool<M> valid_second = valid_front & valid_back & (t_second <= ray.tfar[k]); | 
| 171 |         if (unlikely(none(valid_second))) | 
| 172 |           return is_hit_first; | 
| 173 |  | 
| 174 |         /* invoke intersection filter for second hit */ | 
| 175 |         const Vec3vf<M> Ng_second = td_back * ray_dir - perp; | 
| 176 |         hit = SphereIntersectorHitM<M> (t_second, Ng_second); | 
| 177 |         const bool is_hit_second = epilog(valid_second, hit); | 
| 178 |          | 
| 179 |         return is_hit_first | is_hit_second; | 
| 180 |       } | 
| 181 |     }; | 
| 182 |   }  // namespace isa | 
| 183 | }  // namespace embree | 
| 184 |  |