// Copyright 2009-2020 Intel Corporation // SPDX-License-Identifier: Apache-2.0 #pragma once #include "../common/scene.h" #include "../common/primref.h" namespace embree { namespace isa { template __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= 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 __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= 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; }; } }