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Diffstat (limited to 'thirdparty/embree/kernels/geometry/trianglev_mb.h')
| -rw-r--r-- | thirdparty/embree/kernels/geometry/trianglev_mb.h | 201 | 
1 files changed, 201 insertions, 0 deletions
diff --git a/thirdparty/embree/kernels/geometry/trianglev_mb.h b/thirdparty/embree/kernels/geometry/trianglev_mb.h new file mode 100644 index 0000000000..b550a29fd5 --- /dev/null +++ b/thirdparty/embree/kernels/geometry/trianglev_mb.h @@ -0,0 +1,201 @@ +// Copyright 2009-2021 Intel Corporation +// SPDX-License-Identifier: Apache-2.0 + +#pragma once + +#include "primitive.h" + +namespace embree +{ +  /* Stores the vertices of M triangles in struct of array layout */ +  template<int M> +  struct TriangleMvMB +  { +  public: +    struct Type : public PrimitiveType  +    { +      const char* name() const; +      size_t sizeActive(const char* This) const; +      size_t sizeTotal(const char* This) const; +      size_t getBytes(const char* This) const; +    }; + +    static Type type; + +  public: + +    /* primitive supports single time segments */ +    static const bool singleTimeSegment = true; + +    /* Returns maximum number of stored triangles */ +    static __forceinline size_t max_size() { return M; } +     +    /* Returns required number of primitive blocks for N primitives */ +    static __forceinline size_t blocks(size_t N) { return (N+max_size()-1)/max_size(); } +    +  public: + +    /* Default constructor */ +    __forceinline TriangleMvMB() {} + +    /* Construction from vertices and IDs */ +    __forceinline TriangleMvMB(const Vec3vf<M>& a0, const Vec3vf<M>& a1, +                               const Vec3vf<M>& b0, const Vec3vf<M>& b1, +                               const Vec3vf<M>& c0, const Vec3vf<M>& c1, +                               const vuint<M>& geomIDs, const vuint<M>& primIDs) +      : v0(a0), v1(b0), v2(c0), dv0(a1-a0), dv1(b1-b0), dv2(c1-c0), geomIDs(geomIDs), primIDs(primIDs) {} + +    /* Returns a mask that tells which triangles are valid */ +    __forceinline vbool<M> valid() const { return geomIDs != vuint<M>(-1); } + +    /* Returns if the specified triangle is valid */ +    __forceinline bool valid(const size_t i) const { assert(i<M); return geomIDs[i] != -1; } + +    /* Returns the number of stored triangles */ +    __forceinline size_t size() const { return bsf(~movemask(valid())); } + +    /* Returns the geometry IDs */ +    __forceinline       vuint<M>& geomID()       { return geomIDs; } +    __forceinline const vuint<M>& geomID() const { return geomIDs; } +    __forceinline unsigned int geomID(const size_t i) const { assert(i<M); return geomIDs[i]; } + +    /* Returns the primitive IDs */ +    __forceinline       vuint<M>& primID()       { return primIDs; } +    __forceinline const vuint<M>& primID() const { return primIDs; } +    __forceinline unsigned int primID(const size_t i) const { assert(i<M); return primIDs[i]; } + +    /* Calculate the bounds of the triangles at t0 */ +    __forceinline BBox3fa bounds0() const  +    { +      Vec3vf<M> lower = min(v0,v1,v2); +      Vec3vf<M> upper = max(v0,v1,v2); +      const vbool<M> mask = valid(); +      lower.x = select(mask,lower.x,vfloat<M>(pos_inf)); +      lower.y = select(mask,lower.y,vfloat<M>(pos_inf)); +      lower.z = select(mask,lower.z,vfloat<M>(pos_inf)); +      upper.x = select(mask,upper.x,vfloat<M>(neg_inf)); +      upper.y = select(mask,upper.y,vfloat<M>(neg_inf)); +      upper.z = select(mask,upper.z,vfloat<M>(neg_inf)); +      return BBox3fa(Vec3fa(reduce_min(lower.x),reduce_min(lower.y),reduce_min(lower.z)), +		     Vec3fa(reduce_max(upper.x),reduce_max(upper.y),reduce_max(upper.z))); +    } + +    /* Calculate the bounds of the triangles at t1 */ +    __forceinline BBox3fa bounds1() const  +    { +      const Vec3vf<M> p0 = v0+dv0; +      const Vec3vf<M> p1 = v1+dv1; +      const Vec3vf<M> p2 = v2+dv2; +      Vec3vf<M> lower = min(p0,p1,p2); +      Vec3vf<M> upper = max(p0,p1,p2); +      const vbool<M> mask = valid(); +      lower.x = select(mask,lower.x,vfloat<M>(pos_inf)); +      lower.y = select(mask,lower.y,vfloat<M>(pos_inf)); +      lower.z = select(mask,lower.z,vfloat<M>(pos_inf)); +      upper.x = select(mask,upper.x,vfloat<M>(neg_inf)); +      upper.y = select(mask,upper.y,vfloat<M>(neg_inf)); +      upper.z = select(mask,upper.z,vfloat<M>(neg_inf)); +      return BBox3fa(Vec3fa(reduce_min(lower.x),reduce_min(lower.y),reduce_min(lower.z)), +		     Vec3fa(reduce_max(upper.x),reduce_max(upper.y),reduce_max(upper.z))); +    } + +    /* Calculate the linear bounds of the primitive */ +    __forceinline LBBox3fa linearBounds() const { +      return LBBox3fa(bounds0(),bounds1()); +    } + +    /* Fill triangle from triangle list */ +    __forceinline LBBox3fa fillMB(const PrimRef* prims, size_t& begin, size_t end, Scene* scene, size_t itime) +    { +      vuint<M> vgeomID = -1, vprimID = -1; +      Vec3vf<M> va0 = zero, vb0 = zero, vc0 = zero; +      Vec3vf<M> va1 = zero, vb1 = zero, vc1 = zero; + +      BBox3fa bounds0 = empty; +      BBox3fa bounds1 = empty; +       +      for (size_t i=0; i<M && begin<end; i++, begin++) +      { +	const PrimRef& prim = prims[begin]; +        const unsigned geomID = prim.geomID(); +        const unsigned primID = prim.primID(); +        const TriangleMesh* __restrict__ const mesh = scene->get<TriangleMesh>(geomID); +        const TriangleMesh::Triangle& tri = mesh->triangle(primID); +        const Vec3fa& a0 = mesh->vertex(tri.v[0],itime+0); bounds0.extend(a0); +        const Vec3fa& a1 = mesh->vertex(tri.v[0],itime+1); bounds1.extend(a1); +        const Vec3fa& b0 = mesh->vertex(tri.v[1],itime+0); bounds0.extend(b0); +        const Vec3fa& b1 = mesh->vertex(tri.v[1],itime+1); bounds1.extend(b1); +        const Vec3fa& c0 = mesh->vertex(tri.v[2],itime+0); bounds0.extend(c0); +        const Vec3fa& c1 = mesh->vertex(tri.v[2],itime+1); bounds1.extend(c1); +        vgeomID [i] = geomID; +        vprimID [i] = primID; +        va0.x[i] = a0.x; va0.y[i] = a0.y; va0.z[i] = a0.z; +	va1.x[i] = a1.x; va1.y[i] = a1.y; va1.z[i] = a1.z; +	vb0.x[i] = b0.x; vb0.y[i] = b0.y; vb0.z[i] = b0.z; +	vb1.x[i] = b1.x; vb1.y[i] = b1.y; vb1.z[i] = b1.z; +	vc0.x[i] = c0.x; vc0.y[i] = c0.y; vc0.z[i] = c0.z; +	vc1.x[i] = c1.x; vc1.y[i] = c1.y; vc1.z[i] = c1.z; +      } +      new (this) TriangleMvMB(va0,va1,vb0,vb1,vc0,vc1,vgeomID,vprimID); +      return LBBox3fa(bounds0,bounds1); +    } + +    /* Fill triangle from triangle list */ +    __forceinline LBBox3fa fillMB(const PrimRefMB* prims, size_t& begin, size_t end, Scene* scene, const BBox1f time_range) +    { +      vuint<M> vgeomID = -1, vprimID = -1; +      Vec3vf<M> va0 = zero, vb0 = zero, vc0 = zero; +      Vec3vf<M> va1 = zero, vb1 = zero, vc1 = zero; + +      LBBox3fa allBounds = empty; +      for (size_t i=0; i<M && begin<end; i++, begin++) +      { +        const PrimRefMB& prim = prims[begin]; +        const unsigned geomID = prim.geomID(); +        const unsigned primID = prim.primID(); +        const TriangleMesh* const mesh = scene->get<TriangleMesh>(geomID); +        const range<int> itime_range = mesh->timeSegmentRange(time_range); +        assert(itime_range.size() == 1); +        const int ilower = itime_range.begin(); +        const TriangleMesh::Triangle& tri = mesh->triangle(primID); +        allBounds.extend(mesh->linearBounds(primID, time_range)); +        const Vec3fa& a0 = mesh->vertex(tri.v[0],ilower+0); +        const Vec3fa& a1 = mesh->vertex(tri.v[0],ilower+1); +        const Vec3fa& b0 = mesh->vertex(tri.v[1],ilower+0); +        const Vec3fa& b1 = mesh->vertex(tri.v[1],ilower+1); +        const Vec3fa& c0 = mesh->vertex(tri.v[2],ilower+0); +        const Vec3fa& c1 = mesh->vertex(tri.v[2],ilower+1); +        const BBox1f time_range_v(mesh->timeStep(ilower+0),mesh->timeStep(ilower+1)); +        auto a01 = globalLinear(std::make_pair(a0,a1),time_range_v); +        auto b01 = globalLinear(std::make_pair(b0,b1),time_range_v); +        auto c01 = globalLinear(std::make_pair(c0,c1),time_range_v); +        vgeomID [i] = geomID; +        vprimID [i] = primID; +        va0.x[i] = a01.first .x; va0.y[i] = a01.first .y; va0.z[i] = a01.first .z; +	va1.x[i] = a01.second.x; va1.y[i] = a01.second.y; va1.z[i] = a01.second.z; +	vb0.x[i] = b01.first .x; vb0.y[i] = b01.first .y; vb0.z[i] = b01.first .z; +	vb1.x[i] = b01.second.x; vb1.y[i] = b01.second.y; vb1.z[i] = b01.second.z; +	vc0.x[i] = c01.first .x; vc0.y[i] = c01.first .y; vc0.z[i] = c01.first .z; +	vc1.x[i] = c01.second.x; vc1.y[i] = c01.second.y; vc1.z[i] = c01.second.z; +      } +      new (this) TriangleMvMB(va0,va1,vb0,vb1,vc0,vc1,vgeomID,vprimID); +      return allBounds; +    } + +  public: +    Vec3vf<M> v0;      // 1st vertex of the triangles +    Vec3vf<M> v1;      // 2nd vertex of the triangles +    Vec3vf<M> v2;      // 3rd vertex of the triangles +    Vec3vf<M> dv0;     // difference vector between time steps t0 and t1 for first vertex +    Vec3vf<M> dv1;     // difference vector between time steps t0 and t1 for second vertex +    Vec3vf<M> dv2;     // difference vector between time steps t0 and t1 for third vertex +  private: +    vuint<M> geomIDs; // geometry ID +    vuint<M> primIDs; // primitive ID +  }; + +  template<int M> +  typename TriangleMvMB<M>::Type TriangleMvMB<M>::type; + +  typedef TriangleMvMB<4> Triangle4vMB; +}  |