1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
|
// 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<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;
}
|