// Copyright 2009-2020 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 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& a0, const Vec3vf& a1, const Vec3vf& b0, const Vec3vf& b1, const Vec3vf& c0, const Vec3vf& c1, const vuint& geomIDs, const vuint& 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 valid() const { return geomIDs != vuint(-1); } /* Returns if the specified triangle is valid */ __forceinline bool valid(const size_t i) const { assert(i& geomID() { return geomIDs; } __forceinline const vuint& geomID() const { return geomIDs; } __forceinline unsigned int geomID(const size_t i) const { assert(i& primID() { return primIDs; } __forceinline const vuint& primID() const { return primIDs; } __forceinline unsigned int primID(const size_t i) const { assert(i lower = min(v0,v1,v2); Vec3vf upper = max(v0,v1,v2); const vbool mask = valid(); lower.x = select(mask,lower.x,vfloat(pos_inf)); lower.y = select(mask,lower.y,vfloat(pos_inf)); lower.z = select(mask,lower.z,vfloat(pos_inf)); upper.x = select(mask,upper.x,vfloat(neg_inf)); upper.y = select(mask,upper.y,vfloat(neg_inf)); upper.z = select(mask,upper.z,vfloat(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 p0 = v0+dv0; const Vec3vf p1 = v1+dv1; const Vec3vf p2 = v2+dv2; Vec3vf lower = min(p0,p1,p2); Vec3vf upper = max(p0,p1,p2); const vbool mask = valid(); lower.x = select(mask,lower.x,vfloat(pos_inf)); lower.y = select(mask,lower.y,vfloat(pos_inf)); lower.z = select(mask,lower.z,vfloat(pos_inf)); upper.x = select(mask,upper.x,vfloat(neg_inf)); upper.y = select(mask,upper.y,vfloat(neg_inf)); upper.z = select(mask,upper.z,vfloat(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 vgeomID = -1, vprimID = -1; Vec3vf va0 = zero, vb0 = zero, vc0 = zero; Vec3vf va1 = zero, vb1 = zero, vc1 = zero; BBox3fa bounds0 = empty; BBox3fa bounds1 = empty; for (size_t i=0; iget(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 vgeomID = -1, vprimID = -1; Vec3vf va0 = zero, vb0 = zero, vc0 = zero; Vec3vf va1 = zero, vb1 = zero, vc1 = zero; LBBox3fa allBounds = empty; for (size_t i=0; iget(geomID); const range 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 v0; // 1st vertex of the triangles Vec3vf v1; // 2nd vertex of the triangles Vec3vf v2; // 3rd vertex of the triangles Vec3vf dv0; // difference vector between time steps t0 and t1 for first vertex Vec3vf dv1; // difference vector between time steps t0 and t1 for second vertex Vec3vf dv2; // difference vector between time steps t0 and t1 for third vertex private: vuint geomIDs; // geometry ID vuint primIDs; // primitive ID }; template typename TriangleMvMB::Type TriangleMvMB::type; typedef TriangleMvMB<4> Triangle4vMB; }