diff options
author | jfons <joan.fonssanchez@gmail.com> | 2021-04-20 18:38:09 +0200 |
---|---|---|
committer | jfons <joan.fonssanchez@gmail.com> | 2021-04-23 15:57:28 +0200 |
commit | 34b3e8f9e2ae076990ecf3b2827eff759ba2abf9 (patch) | |
tree | 854a526a5ba2d6128e44d995d1bc138cf84ee722 /thirdparty/embree-aarch64/kernels/geometry/sphere_intersector.h | |
parent | eeccab26c5641409092547e02ad11e6253ac1b87 (diff) |
Add Embree-aarch64 thirdparty library
Diffstat (limited to 'thirdparty/embree-aarch64/kernels/geometry/sphere_intersector.h')
-rw-r--r-- | thirdparty/embree-aarch64/kernels/geometry/sphere_intersector.h | 183 |
1 files changed, 183 insertions, 0 deletions
diff --git a/thirdparty/embree-aarch64/kernels/geometry/sphere_intersector.h b/thirdparty/embree-aarch64/kernels/geometry/sphere_intersector.h new file mode 100644 index 0000000000..3ab90c29ef --- /dev/null +++ b/thirdparty/embree-aarch64/kernels/geometry/sphere_intersector.h @@ -0,0 +1,183 @@ +// Copyright 2009-2020 Intel Corporation +// SPDX-License-Identifier: Apache-2.0 + +#pragma once + +#include "../common/ray.h" +#include "../common/scene_points.h" +#include "curve_intersector_precalculations.h" + +namespace embree +{ + namespace isa + { + template<int M> + struct SphereIntersectorHitM + { + __forceinline SphereIntersectorHitM() {} + + __forceinline SphereIntersectorHitM(const vfloat<M>& t, const Vec3vf<M>& Ng) + : vt(t), vNg(Ng) {} + + __forceinline void finalize() {} + + __forceinline Vec2f uv(const size_t i) const { + return Vec2f(0.0f, 0.0f); + } + __forceinline float t(const size_t i) const { + return vt[i]; + } + __forceinline Vec3fa Ng(const size_t i) const { + return Vec3fa(vNg.x[i], vNg.y[i], vNg.z[i]); + } + + public: + vfloat<M> vt; + Vec3vf<M> vNg; + }; + + template<int M> + struct SphereIntersector1 + { + typedef CurvePrecalculations1 Precalculations; + + template<typename Epilog> + static __forceinline bool intersect( + const vbool<M>& valid_i, Ray& ray, + const Precalculations& pre, const Vec4vf<M>& v0, const Epilog& epilog) + { + vbool<M> valid = valid_i; + + const vfloat<M> rd2 = rcp(dot(ray.dir, ray.dir)); + const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z); + const Vec3vf<M> ray_dir(ray.dir.x, ray.dir.y, ray.dir.z); + const Vec3vf<M> center = v0.xyz(); + const vfloat<M> radius = v0.w; + + const Vec3vf<M> c0 = center - ray_org; + const vfloat<M> projC0 = dot(c0, ray_dir) * rd2; + const Vec3vf<M> perp = c0 - projC0 * ray_dir; + const vfloat<M> l2 = dot(perp, perp); + const vfloat<M> r2 = radius * radius; + valid &= (l2 <= r2); + if (unlikely(none(valid))) + return false; + + const vfloat<M> td = sqrt((r2 - l2) * rd2); + const vfloat<M> t_front = projC0 - td; + const vfloat<M> t_back = projC0 + td; + + const vbool<M> valid_front = valid & (ray.tnear() <= t_front) & (t_front <= ray.tfar); + const vbool<M> valid_back = valid & (ray.tnear() <= t_back ) & (t_back <= ray.tfar); + + /* check if there is a first hit */ + const vbool<M> valid_first = valid_front | valid_back; + if (unlikely(none(valid_first))) + return false; + + /* construct first hit */ + const vfloat<M> td_front = -td; + const vfloat<M> td_back = +td; + const vfloat<M> t_first = select(valid_front, t_front, t_back); + const Vec3vf<M> Ng_first = select(valid_front, td_front, td_back) * ray_dir - perp; + SphereIntersectorHitM<M> hit(t_first, Ng_first); + + /* invoke intersection filter for first hit */ + const bool is_hit_first = epilog(valid_first, hit); + + /* check for possible second hits before potentially accepted hit */ + const vfloat<M> t_second = t_back; + const vbool<M> valid_second = valid_front & valid_back & (t_second <= ray.tfar); + if (unlikely(none(valid_second))) + return is_hit_first; + + /* invoke intersection filter for second hit */ + const Vec3vf<M> Ng_second = td_back * ray_dir - perp; + hit = SphereIntersectorHitM<M> (t_second, Ng_second); + const bool is_hit_second = epilog(valid_second, hit); + + return is_hit_first | is_hit_second; + } + + template<typename Epilog> + static __forceinline bool intersect( + const vbool<M>& valid_i, Ray& ray, IntersectContext* context, const Points* geom, + const Precalculations& pre, const Vec4vf<M>& v0i, const Epilog& epilog) + { + const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z); + const Vec4vf<M> v0 = enlargeRadiusToMinWidth(context,geom,ray_org,v0i); + return intersect(valid_i,ray,pre,v0,epilog); + } + }; + + template<int M, int K> + struct SphereIntersectorK + { + typedef CurvePrecalculationsK<K> Precalculations; + + template<typename Epilog> + static __forceinline bool intersect(const vbool<M>& valid_i, + RayK<K>& ray, size_t k, + IntersectContext* context, + const Points* geom, + const Precalculations& pre, + const Vec4vf<M>& v0i, + const Epilog& epilog) + { + vbool<M> valid = valid_i; + + const Vec3vf<M> ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]); + const Vec3vf<M> ray_dir(ray.dir.x[k], ray.dir.y[k], ray.dir.z[k]); + const vfloat<M> rd2 = rcp(dot(ray_dir, ray_dir)); + + const Vec4vf<M> v0 = enlargeRadiusToMinWidth(context,geom,ray_org,v0i); + const Vec3vf<M> center = v0.xyz(); + const vfloat<M> radius = v0.w; + + const Vec3vf<M> c0 = center - ray_org; + const vfloat<M> projC0 = dot(c0, ray_dir) * rd2; + const Vec3vf<M> perp = c0 - projC0 * ray_dir; + const vfloat<M> l2 = dot(perp, perp); + const vfloat<M> r2 = radius * radius; + valid &= (l2 <= r2); + if (unlikely(none(valid))) + return false; + + const vfloat<M> td = sqrt((r2 - l2) * rd2); + const vfloat<M> t_front = projC0 - td; + const vfloat<M> t_back = projC0 + td; + + const vbool<M> valid_front = valid & (ray.tnear()[k] <= t_front) & (t_front <= ray.tfar[k]); + const vbool<M> valid_back = valid & (ray.tnear()[k] <= t_back ) & (t_back <= ray.tfar[k]); + + /* check if there is a first hit */ + const vbool<M> valid_first = valid_front | valid_back; + if (unlikely(none(valid_first))) + return false; + + /* construct first hit */ + const vfloat<M> td_front = -td; + const vfloat<M> td_back = +td; + const vfloat<M> t_first = select(valid_front, t_front, t_back); + const Vec3vf<M> Ng_first = select(valid_front, td_front, td_back) * ray_dir - perp; + SphereIntersectorHitM<M> hit(t_first, Ng_first); + + /* invoke intersection filter for first hit */ + const bool is_hit_first = epilog(valid_first, hit); + + /* check for possible second hits before potentially accepted hit */ + const vfloat<M> t_second = t_back; + const vbool<M> valid_second = valid_front & valid_back & (t_second <= ray.tfar[k]); + if (unlikely(none(valid_second))) + return is_hit_first; + + /* invoke intersection filter for second hit */ + const Vec3vf<M> Ng_second = td_back * ray_dir - perp; + hit = SphereIntersectorHitM<M> (t_second, Ng_second); + const bool is_hit_second = epilog(valid_second, hit); + + return is_hit_first | is_hit_second; + } + }; + } // namespace isa +} // namespace embree |