| 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 | |