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Diffstat (limited to 'thirdparty/embree/kernels/builders/splitter.h')
-rw-r--r-- | thirdparty/embree/kernels/builders/splitter.h | 191 |
1 files changed, 191 insertions, 0 deletions
diff --git a/thirdparty/embree/kernels/builders/splitter.h b/thirdparty/embree/kernels/builders/splitter.h new file mode 100644 index 0000000000..f7720bd284 --- /dev/null +++ b/thirdparty/embree/kernels/builders/splitter.h @@ -0,0 +1,191 @@ +// Copyright 2009-2021 Intel Corporation +// SPDX-License-Identifier: Apache-2.0 + +#pragma once + +#include "../common/scene.h" +#include "../common/primref.h" + +namespace embree +{ + namespace isa + { + template<size_t N> + __forceinline void splitPolygon(const BBox3fa& bounds, + const size_t dim, + const float pos, + const Vec3fa (&v)[N+1], + const Vec3fa (&inv_length)[N], + BBox3fa& left_o, + BBox3fa& right_o) + { + BBox3fa left = empty, right = empty; + /* clip triangle to left and right box by processing all edges */ + for (size_t i=0; i<N; i++) + { + const Vec3fa &v0 = v[i]; + const Vec3fa &v1 = v[i+1]; + const float v0d = v0[dim]; + const float v1d = v1[dim]; + + if (v0d <= pos) left. extend(v0); // this point is on left side + if (v0d >= pos) right.extend(v0); // this point is on right side + + if ((v0d < pos && pos < v1d) || (v1d < pos && pos < v0d)) // the edge crosses the splitting location + { + assert((v1d-v0d) != 0.0f); + const Vec3fa c = madd(Vec3fa((pos-v0d)*inv_length[i][dim]),v1-v0,v0); + left.extend(c); + right.extend(c); + } + } + + /* clip against current bounds */ + left_o = intersect(left,bounds); + right_o = intersect(right,bounds); + } + + template<size_t N> + __forceinline void splitPolygon(const PrimRef& prim, + const size_t dim, + const float pos, + const Vec3fa (&v)[N+1], + PrimRef& left_o, + PrimRef& right_o) + { + BBox3fa left = empty, right = empty; + for (size_t i=0; i<N; i++) + { + const Vec3fa &v0 = v[i]; + const Vec3fa &v1 = v[i+1]; + const float v0d = v0[dim]; + const float v1d = v1[dim]; + + if (v0d <= pos) left. extend(v0); // this point is on left side + if (v0d >= pos) right.extend(v0); // this point is on right side + + if ((v0d < pos && pos < v1d) || (v1d < pos && pos < v0d)) // the edge crosses the splitting location + { + assert((v1d-v0d) != 0.0f); + const float inv_length = 1.0f/(v1d-v0d); + const Vec3fa c = madd(Vec3fa((pos-v0d)*inv_length),v1-v0,v0); + left.extend(c); + right.extend(c); + } + } + + /* clip against current bounds */ + new (&left_o ) PrimRef(intersect(left ,prim.bounds()),prim.geomID(), prim.primID()); + new (&right_o) PrimRef(intersect(right,prim.bounds()),prim.geomID(), prim.primID()); + } + + struct TriangleSplitter + { + __forceinline TriangleSplitter(const Scene* scene, const PrimRef& prim) + { + const unsigned int mask = 0xFFFFFFFF >> RESERVED_NUM_SPATIAL_SPLITS_GEOMID_BITS; + const TriangleMesh* mesh = (const TriangleMesh*) scene->get(prim.geomID() & mask ); + TriangleMesh::Triangle tri = mesh->triangle(prim.primID()); + v[0] = mesh->vertex(tri.v[0]); + v[1] = mesh->vertex(tri.v[1]); + v[2] = mesh->vertex(tri.v[2]); + v[3] = mesh->vertex(tri.v[0]); + inv_length[0] = Vec3fa(1.0f) / (v[1]-v[0]); + inv_length[1] = Vec3fa(1.0f) / (v[2]-v[1]); + inv_length[2] = Vec3fa(1.0f) / (v[0]-v[2]); + } + + __forceinline void operator() (const PrimRef& prim, const size_t dim, const float pos, PrimRef& left_o, PrimRef& right_o) const { + splitPolygon<3>(prim,dim,pos,v,left_o,right_o); + } + + __forceinline void operator() (const BBox3fa& prim, const size_t dim, const float pos, BBox3fa& left_o, BBox3fa& right_o) const { + splitPolygon<3>(prim,dim,pos,v,inv_length,left_o,right_o); + } + + private: + Vec3fa v[4]; + Vec3fa inv_length[3]; + }; + + struct TriangleSplitterFactory + { + __forceinline TriangleSplitterFactory(const Scene* scene) + : scene(scene) {} + + __forceinline TriangleSplitter operator() (const PrimRef& prim) const { + return TriangleSplitter(scene,prim); + } + + private: + const Scene* scene; + }; + + struct QuadSplitter + { + __forceinline QuadSplitter(const Scene* scene, const PrimRef& prim) + { + const unsigned int mask = 0xFFFFFFFF >> RESERVED_NUM_SPATIAL_SPLITS_GEOMID_BITS; + const QuadMesh* mesh = (const QuadMesh*) scene->get(prim.geomID() & mask ); + QuadMesh::Quad quad = mesh->quad(prim.primID()); + v[0] = mesh->vertex(quad.v[0]); + v[1] = mesh->vertex(quad.v[1]); + v[2] = mesh->vertex(quad.v[2]); + v[3] = mesh->vertex(quad.v[3]); + v[4] = mesh->vertex(quad.v[0]); + inv_length[0] = Vec3fa(1.0f) / (v[1]-v[0]); + inv_length[1] = Vec3fa(1.0f) / (v[2]-v[1]); + inv_length[2] = Vec3fa(1.0f) / (v[3]-v[2]); + inv_length[3] = Vec3fa(1.0f) / (v[0]-v[3]); + } + + __forceinline void operator() (const PrimRef& prim, const size_t dim, const float pos, PrimRef& left_o, PrimRef& right_o) const { + splitPolygon<4>(prim,dim,pos,v,left_o,right_o); + } + + __forceinline void operator() (const BBox3fa& prim, const size_t dim, const float pos, BBox3fa& left_o, BBox3fa& right_o) const { + splitPolygon<4>(prim,dim,pos,v,inv_length,left_o,right_o); + } + + private: + Vec3fa v[5]; + Vec3fa inv_length[4]; + }; + + struct QuadSplitterFactory + { + __forceinline QuadSplitterFactory(const Scene* scene) + : scene(scene) {} + + __forceinline QuadSplitter operator() (const PrimRef& prim) const { + return QuadSplitter(scene,prim); + } + + private: + const Scene* scene; + }; + + + struct DummySplitter + { + __forceinline DummySplitter(const Scene* scene, const PrimRef& prim) + { + } + }; + + struct DummySplitterFactory + { + __forceinline DummySplitterFactory(const Scene* scene) + : scene(scene) {} + + __forceinline DummySplitter operator() (const PrimRef& prim) const { + return DummySplitter(scene,prim); + } + + private: + const Scene* scene; + }; + + } +} + |