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Diffstat (limited to 'thirdparty/embree/kernels/subdiv/bezier_curve.h')
-rw-r--r-- | thirdparty/embree/kernels/subdiv/bezier_curve.h | 671 |
1 files changed, 671 insertions, 0 deletions
diff --git a/thirdparty/embree/kernels/subdiv/bezier_curve.h b/thirdparty/embree/kernels/subdiv/bezier_curve.h new file mode 100644 index 0000000000..a5adad5cc9 --- /dev/null +++ b/thirdparty/embree/kernels/subdiv/bezier_curve.h @@ -0,0 +1,671 @@ +// Copyright 2009-2021 Intel Corporation +// SPDX-License-Identifier: Apache-2.0 + +#pragma once + +#include "../common/default.h" +//#include "../common/scene_curves.h" +#include "../common/context.h" + +namespace embree +{ + class BezierBasis + { + public: + + template<typename T> + static __forceinline Vec4<T> eval(const T& u) + { + const T t1 = u; + const T t0 = 1.0f-t1; + const T B0 = t0 * t0 * t0; + const T B1 = 3.0f * t1 * (t0 * t0); + const T B2 = 3.0f * (t1 * t1) * t0; + const T B3 = t1 * t1 * t1; + return Vec4<T>(B0,B1,B2,B3); + } + + template<typename T> + static __forceinline Vec4<T> derivative(const T& u) + { + const T t1 = u; + const T t0 = 1.0f-t1; + const T B0 = -(t0*t0); + const T B1 = madd(-2.0f,t0*t1,t0*t0); + const T B2 = msub(+2.0f,t0*t1,t1*t1); + const T B3 = +(t1*t1); + return T(3.0f)*Vec4<T>(B0,B1,B2,B3); + } + + template<typename T> + static __forceinline Vec4<T> derivative2(const T& u) + { + const T t1 = u; + const T t0 = 1.0f-t1; + const T B0 = t0; + const T B1 = madd(-2.0f,t0,t1); + const T B2 = madd(-2.0f,t1,t0); + const T B3 = t1; + return T(6.0f)*Vec4<T>(B0,B1,B2,B3); + } + }; + + struct PrecomputedBezierBasis + { + enum { N = 16 }; + public: + PrecomputedBezierBasis() {} + PrecomputedBezierBasis(int shift); + + /* basis for bezier evaluation */ + public: + float c0[N+1][N+1]; + float c1[N+1][N+1]; + float c2[N+1][N+1]; + float c3[N+1][N+1]; + + /* basis for bezier derivative evaluation */ + public: + float d0[N+1][N+1]; + float d1[N+1][N+1]; + float d2[N+1][N+1]; + float d3[N+1][N+1]; + }; + extern PrecomputedBezierBasis bezier_basis0; + extern PrecomputedBezierBasis bezier_basis1; + + + template<typename V> + struct LinearBezierCurve + { + V v0,v1; + + __forceinline LinearBezierCurve () {} + + __forceinline LinearBezierCurve (const LinearBezierCurve& other) + : v0(other.v0), v1(other.v1) {} + + __forceinline LinearBezierCurve& operator= (const LinearBezierCurve& other) { + v0 = other.v0; v1 = other.v1; return *this; + } + + __forceinline LinearBezierCurve (const V& v0, const V& v1) + : v0(v0), v1(v1) {} + + __forceinline V begin() const { return v0; } + __forceinline V end () const { return v1; } + + bool hasRoot() const; + + friend embree_ostream operator<<(embree_ostream cout, const LinearBezierCurve& a) { + return cout << "LinearBezierCurve (" << a.v0 << ", " << a.v1 << ")"; + } + }; + + template<> __forceinline bool LinearBezierCurve<Interval1f>::hasRoot() const { + return numRoots(v0,v1); + } + + template<typename V> + struct QuadraticBezierCurve + { + V v0,v1,v2; + + __forceinline QuadraticBezierCurve () {} + + __forceinline QuadraticBezierCurve (const QuadraticBezierCurve& other) + : v0(other.v0), v1(other.v1), v2(other.v2) {} + + __forceinline QuadraticBezierCurve& operator= (const QuadraticBezierCurve& other) { + v0 = other.v0; v1 = other.v1; v2 = other.v2; return *this; + } + + __forceinline QuadraticBezierCurve (const V& v0, const V& v1, const V& v2) + : v0(v0), v1(v1), v2(v2) {} + + __forceinline V begin() const { return v0; } + __forceinline V end () const { return v2; } + + __forceinline V interval() const { + return merge(v0,v1,v2); + } + + __forceinline BBox<V> bounds() const { + return merge(BBox<V>(v0),BBox<V>(v1),BBox<V>(v2)); + } + + friend embree_ostream operator<<(embree_ostream cout, const QuadraticBezierCurve& a) { + return cout << "QuadraticBezierCurve ( (" << a.u.lower << ", " << a.u.upper << "), " << a.v0 << ", " << a.v1 << ", " << a.v2 << ")"; + } + }; + + + typedef QuadraticBezierCurve<float> QuadraticBezierCurve1f; + typedef QuadraticBezierCurve<Vec2fa> QuadraticBezierCurve2fa; + typedef QuadraticBezierCurve<Vec3fa> QuadraticBezierCurve3fa; + + template<typename Vertex> + struct CubicBezierCurve + { + Vertex v0,v1,v2,v3; + + __forceinline CubicBezierCurve() {} + + template<typename T1> + __forceinline CubicBezierCurve (const CubicBezierCurve<T1>& other) + : v0(other.v0), v1(other.v1), v2(other.v2), v3(other.v3) {} + + __forceinline CubicBezierCurve& operator= (const CubicBezierCurve& other) { + v0 = other.v0; v1 = other.v1; v2 = other.v2; v3 = other.v3; return *this; + } + + __forceinline CubicBezierCurve(const Vertex& v0, const Vertex& v1, const Vertex& v2, const Vertex& v3) + : v0(v0), v1(v1), v2(v2), v3(v3) {} + + __forceinline Vertex begin() const { + return v0; + } + + __forceinline Vertex end() const { + return v3; + } + + __forceinline Vertex center() const { + return 0.25f*(v0+v1+v2+v3); + } + + __forceinline Vertex begin_direction() const { + return v1-v0; + } + + __forceinline Vertex end_direction() const { + return v3-v2; + } + + __forceinline CubicBezierCurve<float> xfm(const Vertex& dx) const { + return CubicBezierCurve<float>(dot(v0,dx),dot(v1,dx),dot(v2,dx),dot(v3,dx)); + } + + __forceinline CubicBezierCurve<vfloatx> vxfm(const Vertex& dx) const { + return CubicBezierCurve<vfloatx>(dot(v0,dx),dot(v1,dx),dot(v2,dx),dot(v3,dx)); + } + + __forceinline CubicBezierCurve<float> xfm(const Vertex& dx, const Vertex& p) const { + return CubicBezierCurve<float>(dot(v0-p,dx),dot(v1-p,dx),dot(v2-p,dx),dot(v3-p,dx)); + } + + __forceinline CubicBezierCurve<Vec3fa> xfm(const LinearSpace3fa& space) const + { + const Vec3fa q0 = xfmVector(space,v0); + const Vec3fa q1 = xfmVector(space,v1); + const Vec3fa q2 = xfmVector(space,v2); + const Vec3fa q3 = xfmVector(space,v3); + return CubicBezierCurve<Vec3fa>(q0,q1,q2,q3); + } + + __forceinline CubicBezierCurve<Vec3fa> xfm(const LinearSpace3fa& space, const Vec3fa& p) const + { + const Vec3fa q0 = xfmVector(space,v0-p); + const Vec3fa q1 = xfmVector(space,v1-p); + const Vec3fa q2 = xfmVector(space,v2-p); + const Vec3fa q3 = xfmVector(space,v3-p); + return CubicBezierCurve<Vec3fa>(q0,q1,q2,q3); + } + + __forceinline CubicBezierCurve<Vec3ff> xfm_pr(const LinearSpace3fa& space, const Vec3fa& p) const + { + const Vec3ff q0(xfmVector(space,(Vec3fa)v0-p), v0.w); + const Vec3ff q1(xfmVector(space,(Vec3fa)v1-p), v1.w); + const Vec3ff q2(xfmVector(space,(Vec3fa)v2-p), v2.w); + const Vec3ff q3(xfmVector(space,(Vec3fa)v3-p), v3.w); + return CubicBezierCurve<Vec3ff>(q0,q1,q2,q3); + } + + __forceinline CubicBezierCurve<Vec3fa> xfm(const LinearSpace3fa& space, const Vec3fa& p, const float s) const + { + const Vec3fa q0 = xfmVector(space,s*(v0-p)); + const Vec3fa q1 = xfmVector(space,s*(v1-p)); + const Vec3fa q2 = xfmVector(space,s*(v2-p)); + const Vec3fa q3 = xfmVector(space,s*(v3-p)); + return CubicBezierCurve<Vec3fa>(q0,q1,q2,q3); + } + + __forceinline int maxRoots() const; + + __forceinline BBox<Vertex> bounds() const { + return merge(BBox<Vertex>(v0),BBox<Vertex>(v1),BBox<Vertex>(v2),BBox<Vertex>(v3)); + } + + __forceinline friend CubicBezierCurve operator +( const CubicBezierCurve& a, const CubicBezierCurve& b ) { + return CubicBezierCurve(a.v0+b.v0,a.v1+b.v1,a.v2+b.v2,a.v3+b.v3); + } + + __forceinline friend CubicBezierCurve operator -( const CubicBezierCurve& a, const CubicBezierCurve& b ) { + return CubicBezierCurve(a.v0-b.v0,a.v1-b.v1,a.v2-b.v2,a.v3-b.v3); + } + + __forceinline friend CubicBezierCurve operator -( const CubicBezierCurve& a, const Vertex& b ) { + return CubicBezierCurve(a.v0-b,a.v1-b,a.v2-b,a.v3-b); + } + + __forceinline friend CubicBezierCurve operator *( const Vertex& a, const CubicBezierCurve& b ) { + return CubicBezierCurve(a*b.v0,a*b.v1,a*b.v2,a*b.v3); + } + + __forceinline friend CubicBezierCurve cmadd( const Vertex& a, const CubicBezierCurve& b, const CubicBezierCurve& c) { + return CubicBezierCurve(madd(a,b.v0,c.v0),madd(a,b.v1,c.v1),madd(a,b.v2,c.v2),madd(a,b.v3,c.v3)); + } + + __forceinline friend CubicBezierCurve clerp ( const CubicBezierCurve& a, const CubicBezierCurve& b, const Vertex& t ) { + return cmadd((Vertex(1.0f)-t),a,t*b); + } + + __forceinline friend CubicBezierCurve merge ( const CubicBezierCurve& a, const CubicBezierCurve& b ) { + return CubicBezierCurve(merge(a.v0,b.v0),merge(a.v1,b.v1),merge(a.v2,b.v2),merge(a.v3,b.v3)); + } + + __forceinline void split(CubicBezierCurve& left, CubicBezierCurve& right, const float t = 0.5f) const + { + const Vertex p00 = v0; + const Vertex p01 = v1; + const Vertex p02 = v2; + const Vertex p03 = v3; + + const Vertex p10 = lerp(p00,p01,t); + const Vertex p11 = lerp(p01,p02,t); + const Vertex p12 = lerp(p02,p03,t); + const Vertex p20 = lerp(p10,p11,t); + const Vertex p21 = lerp(p11,p12,t); + const Vertex p30 = lerp(p20,p21,t); + + new (&left ) CubicBezierCurve(p00,p10,p20,p30); + new (&right) CubicBezierCurve(p30,p21,p12,p03); + } + + __forceinline CubicBezierCurve<Vec2vfx> split() const + { + const float u0 = 0.0f, u1 = 1.0f; + const float dscale = (u1-u0)*(1.0f/(3.0f*(VSIZEX-1))); + const vfloatx vu0 = lerp(u0,u1,vfloatx(step)*(1.0f/(VSIZEX-1))); + Vec2vfx P0, dP0du; evalN(vu0,P0,dP0du); dP0du = dP0du * Vec2vfx(dscale); + const Vec2vfx P3 = shift_right_1(P0); + const Vec2vfx dP3du = shift_right_1(dP0du); + const Vec2vfx P1 = P0 + dP0du; + const Vec2vfx P2 = P3 - dP3du; + return CubicBezierCurve<Vec2vfx>(P0,P1,P2,P3); + } + + __forceinline CubicBezierCurve<Vec2vfx> split(const BBox1f& u) const + { + const float u0 = u.lower, u1 = u.upper; + const float dscale = (u1-u0)*(1.0f/(3.0f*(VSIZEX-1))); + const vfloatx vu0 = lerp(u0,u1,vfloatx(step)*(1.0f/(VSIZEX-1))); + Vec2vfx P0, dP0du; evalN(vu0,P0,dP0du); dP0du = dP0du * Vec2vfx(dscale); + const Vec2vfx P3 = shift_right_1(P0); + const Vec2vfx dP3du = shift_right_1(dP0du); + const Vec2vfx P1 = P0 + dP0du; + const Vec2vfx P2 = P3 - dP3du; + return CubicBezierCurve<Vec2vfx>(P0,P1,P2,P3); + } + + __forceinline void eval(float t, Vertex& p, Vertex& dp) const + { + const Vertex p00 = v0; + const Vertex p01 = v1; + const Vertex p02 = v2; + const Vertex p03 = v3; + + const Vertex p10 = lerp(p00,p01,t); + const Vertex p11 = lerp(p01,p02,t); + const Vertex p12 = lerp(p02,p03,t); + const Vertex p20 = lerp(p10,p11,t); + const Vertex p21 = lerp(p11,p12,t); + const Vertex p30 = lerp(p20,p21,t); + + p = p30; + dp = Vertex(3.0f)*(p21-p20); + } + +#if 0 + __forceinline Vertex eval(float t) const + { + const Vertex p00 = v0; + const Vertex p01 = v1; + const Vertex p02 = v2; + const Vertex p03 = v3; + + const Vertex p10 = lerp(p00,p01,t); + const Vertex p11 = lerp(p01,p02,t); + const Vertex p12 = lerp(p02,p03,t); + const Vertex p20 = lerp(p10,p11,t); + const Vertex p21 = lerp(p11,p12,t); + const Vertex p30 = lerp(p20,p21,t); + + return p30; + } +#else + __forceinline Vertex eval(const float t) const + { + const Vec4<float> b = BezierBasis::eval(t); + return madd(b.x,v0,madd(b.y,v1,madd(b.z,v2,b.w*v3))); + } +#endif + + __forceinline Vertex eval_dt(float t) const + { + const Vertex p00 = v1-v0; + const Vertex p01 = v2-v1; + const Vertex p02 = v3-v2; + const Vertex p10 = lerp(p00,p01,t); + const Vertex p11 = lerp(p01,p02,t); + const Vertex p20 = lerp(p10,p11,t); + return Vertex(3.0f)*p20; + } + + __forceinline Vertex eval_du(const float t) const + { + const Vec4<float> b = BezierBasis::derivative(t); + return madd(b.x,v0,madd(b.y,v1,madd(b.z,v2,b.w*v3))); + } + + __forceinline Vertex eval_dudu(const float t) const + { + const Vec4<float> b = BezierBasis::derivative2(t); + return madd(b.x,v0,madd(b.y,v1,madd(b.z,v2,b.w*v3))); + } + + __forceinline void evalN(const vfloatx& t, Vec2vfx& p, Vec2vfx& dp) const + { + const Vec2vfx p00 = v0; + const Vec2vfx p01 = v1; + const Vec2vfx p02 = v2; + const Vec2vfx p03 = v3; + + const Vec2vfx p10 = lerp(p00,p01,t); + const Vec2vfx p11 = lerp(p01,p02,t); + const Vec2vfx p12 = lerp(p02,p03,t); + + const Vec2vfx p20 = lerp(p10,p11,t); + const Vec2vfx p21 = lerp(p11,p12,t); + + const Vec2vfx p30 = lerp(p20,p21,t); + + p = p30; + dp = vfloatx(3.0f)*(p21-p20); + } + + __forceinline void eval(const float t, Vertex& p, Vertex& dp, Vertex& ddp) const + { + const Vertex p00 = v0; + const Vertex p01 = v1; + const Vertex p02 = v2; + const Vertex p03 = v3; + const Vertex p10 = lerp(p00,p01,t); + const Vertex p11 = lerp(p01,p02,t); + const Vertex p12 = lerp(p02,p03,t); + const Vertex p20 = lerp(p10,p11,t); + const Vertex p21 = lerp(p11,p12,t); + const Vertex p30 = lerp(p20,p21,t); + p = p30; + dp = 3.0f*(p21-p20); + ddp = eval_dudu(t); + } + + __forceinline CubicBezierCurve clip(const Interval1f& u1) const + { + Vertex f0,df0; eval(u1.lower,f0,df0); + Vertex f1,df1; eval(u1.upper,f1,df1); + float s = u1.upper-u1.lower; + return CubicBezierCurve(f0,f0+s*(1.0f/3.0f)*df0,f1-s*(1.0f/3.0f)*df1,f1); + } + + __forceinline QuadraticBezierCurve<Vertex> derivative() const + { + const Vertex q0 = 3.0f*(v1-v0); + const Vertex q1 = 3.0f*(v2-v1); + const Vertex q2 = 3.0f*(v3-v2); + return QuadraticBezierCurve<Vertex>(q0,q1,q2); + } + + __forceinline BBox<Vertex> derivative_bounds(const Interval1f& u1) const + { + Vertex f0,df0; eval(u1.lower,f0,df0); + Vertex f3,df3; eval(u1.upper,f3,df3); + const float s = u1.upper-u1.lower; + const Vertex f1 = f0+s*(1.0f/3.0f)*df0; + const Vertex f2 = f3-s*(1.0f/3.0f)*df3; + const Vertex q0 = s*df0; + const Vertex q1 = 3.0f*(f2-f1); + const Vertex q2 = s*df3; + return merge(BBox<Vertex>(q0),BBox<Vertex>(q1),BBox<Vertex>(q2)); + } + + template<int M> + __forceinline Vec4vf<M> veval(const vfloat<M>& t) const + { + const Vec4vf<M> b = BezierBasis::eval(t); + return madd(b.x, Vec4vf<M>(v0), madd(b.y, Vec4vf<M>(v1), madd(b.z, Vec4vf<M>(v2), b.w * Vec4vf<M>(v3)))); + } + + template<int M> + __forceinline Vec4vf<M> veval_du(const vfloat<M>& t) const + { + const Vec4vf<M> b = BezierBasis::derivative(t); + return madd(b.x, Vec4vf<M>(v0), madd(b.y, Vec4vf<M>(v1), madd(b.z, Vec4vf<M>(v2), b.w * Vec4vf<M>(v3)))); + } + + template<int M> + __forceinline Vec4vf<M> veval_dudu(const vfloat<M>& t) const + { + const Vec4vf<M> b = BezierBasis::derivative2(t); + return madd(b.x, Vec4vf<M>(v0), madd(b.y, Vec4vf<M>(v1), madd(b.z, Vec4vf<M>(v2), b.w * Vec4vf<M>(v3)))); + } + + template<int M> + __forceinline void veval(const vfloat<M>& t, Vec4vf<M>& p, Vec4vf<M>& dp) const + { + const Vec4vf<M> p00 = v0; + const Vec4vf<M> p01 = v1; + const Vec4vf<M> p02 = v2; + const Vec4vf<M> p03 = v3; + + const Vec4vf<M> p10 = lerp(p00,p01,t); + const Vec4vf<M> p11 = lerp(p01,p02,t); + const Vec4vf<M> p12 = lerp(p02,p03,t); + const Vec4vf<M> p20 = lerp(p10,p11,t); + const Vec4vf<M> p21 = lerp(p11,p12,t); + const Vec4vf<M> p30 = lerp(p20,p21,t); + + p = p30; + dp = vfloat<M>(3.0f)*(p21-p20); + } + + template<int M, typename Vec = Vec4vf<M>> + __forceinline Vec eval0(const int ofs, const int size) const + { + assert(size <= PrecomputedBezierBasis::N); + assert(ofs <= size); + return madd(vfloat<M>::loadu(&bezier_basis0.c0[size][ofs]), Vec(v0), + madd(vfloat<M>::loadu(&bezier_basis0.c1[size][ofs]), Vec(v1), + madd(vfloat<M>::loadu(&bezier_basis0.c2[size][ofs]), Vec(v2), + vfloat<M>::loadu(&bezier_basis0.c3[size][ofs]) * Vec(v3)))); + } + + template<int M, typename Vec = Vec4vf<M>> + __forceinline Vec eval1(const int ofs, const int size) const + { + assert(size <= PrecomputedBezierBasis::N); + assert(ofs <= size); + return madd(vfloat<M>::loadu(&bezier_basis1.c0[size][ofs]), Vec(v0), + madd(vfloat<M>::loadu(&bezier_basis1.c1[size][ofs]), Vec(v1), + madd(vfloat<M>::loadu(&bezier_basis1.c2[size][ofs]), Vec(v2), + vfloat<M>::loadu(&bezier_basis1.c3[size][ofs]) * Vec(v3)))); + } + + template<int M, typename Vec = Vec4vf<M>> + __forceinline Vec derivative0(const int ofs, const int size) const + { + assert(size <= PrecomputedBezierBasis::N); + assert(ofs <= size); + return madd(vfloat<M>::loadu(&bezier_basis0.d0[size][ofs]), Vec(v0), + madd(vfloat<M>::loadu(&bezier_basis0.d1[size][ofs]), Vec(v1), + madd(vfloat<M>::loadu(&bezier_basis0.d2[size][ofs]), Vec(v2), + vfloat<M>::loadu(&bezier_basis0.d3[size][ofs]) * Vec(v3)))); + } + + template<int M, typename Vec = Vec4vf<M>> + __forceinline Vec derivative1(const int ofs, const int size) const + { + assert(size <= PrecomputedBezierBasis::N); + assert(ofs <= size); + return madd(vfloat<M>::loadu(&bezier_basis1.d0[size][ofs]), Vec(v0), + madd(vfloat<M>::loadu(&bezier_basis1.d1[size][ofs]), Vec(v1), + madd(vfloat<M>::loadu(&bezier_basis1.d2[size][ofs]), Vec(v2), + vfloat<M>::loadu(&bezier_basis1.d3[size][ofs]) * Vec(v3)))); + } + + /* calculates bounds of bezier curve geometry */ + __forceinline BBox3fa accurateBounds() const + { + const int N = 7; + const float scale = 1.0f/(3.0f*(N-1)); + Vec3vfx pl(pos_inf), pu(neg_inf); + for (int i=0; i<=N; i+=VSIZEX) + { + vintx vi = vintx(i)+vintx(step); + vboolx valid = vi <= vintx(N); + const Vec3vfx p = eval0<VSIZEX,Vec3vf<VSIZEX>>(i,N); + const Vec3vfx dp = derivative0<VSIZEX,Vec3vf<VSIZEX>>(i,N); + const Vec3vfx pm = p-Vec3vfx(scale)*select(vi!=vintx(0),dp,Vec3vfx(zero)); + const Vec3vfx pp = p+Vec3vfx(scale)*select(vi!=vintx(N),dp,Vec3vfx(zero)); + pl = select(valid,min(pl,p,pm,pp),pl); // FIXME: use masked min + pu = select(valid,max(pu,p,pm,pp),pu); // FIXME: use masked min + } + const Vec3fa lower(reduce_min(pl.x),reduce_min(pl.y),reduce_min(pl.z)); + const Vec3fa upper(reduce_max(pu.x),reduce_max(pu.y),reduce_max(pu.z)); + return BBox3fa(lower,upper); + } + + /* calculates bounds of bezier curve geometry */ + __forceinline BBox3fa accurateRoundBounds() const + { + const int N = 7; + const float scale = 1.0f/(3.0f*(N-1)); + Vec4vfx pl(pos_inf), pu(neg_inf); + for (int i=0; i<=N; i+=VSIZEX) + { + vintx vi = vintx(i)+vintx(step); + vboolx valid = vi <= vintx(N); + const Vec4vfx p = eval0<VSIZEX>(i,N); + const Vec4vfx dp = derivative0<VSIZEX>(i,N); + const Vec4vfx pm = p-Vec4vfx(scale)*select(vi!=vintx(0),dp,Vec4vfx(zero)); + const Vec4vfx pp = p+Vec4vfx(scale)*select(vi!=vintx(N),dp,Vec4vfx(zero)); + pl = select(valid,min(pl,p,pm,pp),pl); // FIXME: use masked min + pu = select(valid,max(pu,p,pm,pp),pu); // FIXME: use masked min + } + const Vec3fa lower(reduce_min(pl.x),reduce_min(pl.y),reduce_min(pl.z)); + const Vec3fa upper(reduce_max(pu.x),reduce_max(pu.y),reduce_max(pu.z)); + const float r_min = reduce_min(pl.w); + const float r_max = reduce_max(pu.w); + const Vec3fa upper_r = Vec3fa(max(abs(r_min),abs(r_max))); + return enlarge(BBox3fa(lower,upper),upper_r); + } + + /* calculates bounds when tessellated into N line segments */ + __forceinline BBox3fa accurateFlatBounds(int N) const + { + if (likely(N == 4)) + { + const Vec4vf4 pi = eval0<4>(0,4); + const Vec3fa lower(reduce_min(pi.x),reduce_min(pi.y),reduce_min(pi.z)); + const Vec3fa upper(reduce_max(pi.x),reduce_max(pi.y),reduce_max(pi.z)); + const Vec3fa upper_r = Vec3fa(reduce_max(abs(pi.w))); + return enlarge(BBox3fa(min(lower,v3),max(upper,v3)),max(upper_r,Vec3fa(abs(v3.w)))); + } + else + { + Vec3vfx pl(pos_inf), pu(neg_inf); vfloatx ru(0.0f); + for (int i=0; i<N; i+=VSIZEX) + { + vboolx valid = vintx(i)+vintx(step) < vintx(N); + const Vec4vfx pi = eval0<VSIZEX>(i,N); + + pl.x = select(valid,min(pl.x,pi.x),pl.x); // FIXME: use masked min + pl.y = select(valid,min(pl.y,pi.y),pl.y); + pl.z = select(valid,min(pl.z,pi.z),pl.z); + + pu.x = select(valid,max(pu.x,pi.x),pu.x); // FIXME: use masked min + pu.y = select(valid,max(pu.y,pi.y),pu.y); + pu.z = select(valid,max(pu.z,pi.z),pu.z); + + ru = select(valid,max(ru,abs(pi.w)),ru); + } + const Vec3fa lower(reduce_min(pl.x),reduce_min(pl.y),reduce_min(pl.z)); + const Vec3fa upper(reduce_max(pu.x),reduce_max(pu.y),reduce_max(pu.z)); + const Vec3fa upper_r(reduce_max(ru)); + return enlarge(BBox3fa(min(lower,v3),max(upper,v3)),max(upper_r,Vec3fa(abs(v3.w)))); + } + } + + friend __forceinline embree_ostream operator<<(embree_ostream cout, const CubicBezierCurve& curve) { + return cout << "CubicBezierCurve { v0 = " << curve.v0 << ", v1 = " << curve.v1 << ", v2 = " << curve.v2 << ", v3 = " << curve.v3 << " }"; + } + }; + +#if defined(__AVX__) + template<> + __forceinline CubicBezierCurve<vfloat4> CubicBezierCurve<vfloat4>::clip(const Interval1f& u1) const + { + const vfloat8 p00 = vfloat8(v0); + const vfloat8 p01 = vfloat8(v1); + const vfloat8 p02 = vfloat8(v2); + const vfloat8 p03 = vfloat8(v3); + + const vfloat8 t(vfloat4(u1.lower),vfloat4(u1.upper)); + const vfloat8 p10 = lerp(p00,p01,t); + const vfloat8 p11 = lerp(p01,p02,t); + const vfloat8 p12 = lerp(p02,p03,t); + const vfloat8 p20 = lerp(p10,p11,t); + const vfloat8 p21 = lerp(p11,p12,t); + const vfloat8 p30 = lerp(p20,p21,t); + + const vfloat8 f01 = p30; + const vfloat8 df01 = vfloat8(3.0f)*(p21-p20); + + const vfloat4 f0 = extract4<0>(f01), f1 = extract4<1>(f01); + const vfloat4 df0 = extract4<0>(df01), df1 = extract4<1>(df01); + const float s = u1.upper-u1.lower; + return CubicBezierCurve(f0,f0+s*(1.0f/3.0f)*df0,f1-s*(1.0f/3.0f)*df1,f1); + } +#endif + + template<typename Vertex> using BezierCurveT = CubicBezierCurve<Vertex>; + + typedef CubicBezierCurve<float> CubicBezierCurve1f; + typedef CubicBezierCurve<Vec2fa> CubicBezierCurve2fa; + typedef CubicBezierCurve<Vec3fa> CubicBezierCurve3fa; + typedef CubicBezierCurve<Vec3fa> BezierCurve3fa; + + template<> __forceinline int CubicBezierCurve<float>::maxRoots() const + { + float eps = 1E-4f; + bool neg0 = v0 <= 0.0f; bool zero0 = fabs(v0) < eps; + bool neg1 = v1 <= 0.0f; bool zero1 = fabs(v1) < eps; + bool neg2 = v2 <= 0.0f; bool zero2 = fabs(v2) < eps; + bool neg3 = v3 <= 0.0f; bool zero3 = fabs(v3) < eps; + return (neg0 != neg1 || zero0) + (neg1 != neg2 || zero1) + (neg2 != neg3 || zero2 || zero3); + } + + template<> __forceinline int CubicBezierCurve<Interval1f>::maxRoots() const { + return numRoots(v0,v1) + numRoots(v1,v2) + numRoots(v2,v3); + } + + template<typename CurveGeometry> + __forceinline CubicBezierCurve<Vec3ff> enlargeRadiusToMinWidth(const IntersectContext* context, const CurveGeometry* geom, const Vec3fa& ray_org, const CubicBezierCurve<Vec3ff>& curve) + { + return CubicBezierCurve<Vec3ff>(enlargeRadiusToMinWidth(context,geom,ray_org,curve.v0), + enlargeRadiusToMinWidth(context,geom,ray_org,curve.v1), + enlargeRadiusToMinWidth(context,geom,ray_org,curve.v2), + enlargeRadiusToMinWidth(context,geom,ray_org,curve.v3)); + } +} |