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authorSergey Sharybin <sergey.vfx@gmail.com>2017-03-23 14:47:27 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-03-23 19:45:19 +0300
commit1c5cceb7afef2666e937cc880bd206efebd0f044 (patch)
treeeb71cfe6500622fd40fdca1f184f80bcf58edc34 /intern/cycles/util
parente8ff06186ee031e67e554467ced7cd16ac34af94 (diff)
Cycles: Move intersection math to own header file
There are following benefits: - Modifying intersection algorithm will not cause so much re-compilation. - It works around header dependency hell and allows us to use vectorization types much easier in there.
Diffstat (limited to 'intern/cycles/util')
-rw-r--r--intern/cycles/util/CMakeLists.txt1
-rw-r--r--intern/cycles/util/util_math.h135
-rw-r--r--intern/cycles/util/util_math_intersect.h158
3 files changed, 159 insertions, 135 deletions
diff --git a/intern/cycles/util/CMakeLists.txt b/intern/cycles/util/CMakeLists.txt
index d8abf671bd6..6bd47120482 100644
--- a/intern/cycles/util/CMakeLists.txt
+++ b/intern/cycles/util/CMakeLists.txt
@@ -52,6 +52,7 @@ set(SRC_HEADERS
util_math.h
util_math_cdf.h
util_math_fast.h
+ util_math_intersect.h
util_md5.h
util_opengl.h
util_optimization.h
diff --git a/intern/cycles/util/util_math.h b/intern/cycles/util/util_math.h
index da18ae907a0..329b7f645c5 100644
--- a/intern/cycles/util/util_math.h
+++ b/intern/cycles/util/util_math.h
@@ -1451,140 +1451,6 @@ ccl_device_inline float beta(float x, float y)
#endif
}
-/* Ray Intersection */
-
-ccl_device bool ray_sphere_intersect(
- float3 ray_P, float3 ray_D, float ray_t,
- float3 sphere_P, float sphere_radius,
- float3 *isect_P, float *isect_t)
-{
- float3 d = sphere_P - ray_P;
- float radiussq = sphere_radius*sphere_radius;
- float tsq = dot(d, d);
-
- if(tsq > radiussq) { /* ray origin outside sphere */
- float tp = dot(d, ray_D);
-
- if(tp < 0.0f) /* dir points away from sphere */
- return false;
-
- float dsq = tsq - tp*tp; /* pythagoras */
-
- if(dsq > radiussq) /* closest point on ray outside sphere */
- return false;
-
- float t = tp - sqrtf(radiussq - dsq); /* pythagoras */
-
- if(t < ray_t) {
- *isect_t = t;
- *isect_P = ray_P + ray_D*t;
- return true;
- }
- }
-
- return false;
-}
-
-ccl_device bool ray_aligned_disk_intersect(
- float3 ray_P, float3 ray_D, float ray_t,
- float3 disk_P, float disk_radius,
- float3 *isect_P, float *isect_t)
-{
- /* aligned disk normal */
- float disk_t;
- float3 disk_N = normalize_len(ray_P - disk_P, &disk_t);
- float div = dot(ray_D, disk_N);
-
- if(UNLIKELY(div == 0.0f))
- return false;
-
- /* compute t to intersection point */
- float t = -disk_t/div;
- if(t < 0.0f || t > ray_t)
- return false;
-
- /* test if within radius */
- float3 P = ray_P + ray_D*t;
- if(len_squared(P - disk_P) > disk_radius*disk_radius)
- return false;
-
- *isect_P = P;
- *isect_t = t;
-
- return true;
-}
-
-ccl_device_inline bool ray_triangle_intersect_uv(
- float3 ray_P, float3 ray_D, float ray_t,
- float3 v0, float3 v1, float3 v2,
- float *isect_u, float *isect_v, float *isect_t)
-{
- /* Calculate intersection */
- float3 e1 = v1 - v0;
- float3 e2 = v2 - v0;
- float3 s1 = cross(ray_D, e2);
-
- const float divisor = dot(s1, e1);
- if(UNLIKELY(divisor == 0.0f))
- return false;
-
- const float invdivisor = 1.0f/divisor;
-
- /* compute first barycentric coordinate */
- const float3 d = ray_P - v0;
- const float u = dot(d, s1)*invdivisor;
- if(u < 0.0f)
- return false;
-
- /* Compute second barycentric coordinate */
- const float3 s2 = cross(d, e1);
- const float v = dot(ray_D, s2)*invdivisor;
- if(v < 0.0f)
- return false;
-
- const float b0 = 1.0f - u - v;
- if(b0 < 0.0f)
- return false;
-
- /* compute t to intersection point */
- const float t = dot(e2, s2)*invdivisor;
- if(t < 0.0f || t > ray_t)
- return false;
-
- *isect_u = u;
- *isect_v = v;
- *isect_t = t;
-
- return true;
-}
-
-ccl_device bool ray_quad_intersect(float3 ray_P, float3 ray_D, float ray_mint, float ray_maxt,
- float3 quad_P, float3 quad_u, float3 quad_v, float3 quad_n,
- float3 *isect_P, float *isect_t, float *isect_u, float *isect_v)
-{
- float t = -(dot(ray_P, quad_n) - dot(quad_P, quad_n)) / dot(ray_D, quad_n);
- if(t < ray_mint || t > ray_maxt)
- return false;
-
- float3 hit = ray_P + t*ray_D;
- float3 inplane = hit - quad_P;
-
- float u = dot(inplane, quad_u) / dot(quad_u, quad_u) + 0.5f;
- if(u < 0.0f || u > 1.0f)
- return false;
-
- float v = dot(inplane, quad_v) / dot(quad_v, quad_v) + 0.5f;
- if(v < 0.0f || v > 1.0f)
- return false;
-
- if(isect_P) *isect_P = hit;
- if(isect_t) *isect_t = t;
- if(isect_u) *isect_u = u;
- if(isect_v) *isect_v = v;
-
- return true;
-}
-
/* projections */
ccl_device_inline float2 map_to_tube(const float3 co)
{
@@ -1647,4 +1513,3 @@ ccl_device_inline int util_max_axis(float3 vec)
CCL_NAMESPACE_END
#endif /* __UTIL_MATH_H__ */
-
diff --git a/intern/cycles/util/util_math_intersect.h b/intern/cycles/util/util_math_intersect.h
new file mode 100644
index 00000000000..0cf3cbcff97
--- /dev/null
+++ b/intern/cycles/util/util_math_intersect.h
@@ -0,0 +1,158 @@
+/*
+ * Copyright 2011-2017 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#ifndef __UTIL_MATH_INTERSECT_H__
+#define __UTIL_MATH_INTERSECT_H__
+
+CCL_NAMESPACE_BEGIN
+
+/* Ray Intersection */
+
+ccl_device bool ray_sphere_intersect(
+ float3 ray_P, float3 ray_D, float ray_t,
+ float3 sphere_P, float sphere_radius,
+ float3 *isect_P, float *isect_t)
+{
+ float3 d = sphere_P - ray_P;
+ float radiussq = sphere_radius*sphere_radius;
+ float tsq = dot(d, d);
+
+ if(tsq > radiussq) { /* ray origin outside sphere */
+ float tp = dot(d, ray_D);
+
+ if(tp < 0.0f) /* dir points away from sphere */
+ return false;
+
+ float dsq = tsq - tp*tp; /* pythagoras */
+
+ if(dsq > radiussq) /* closest point on ray outside sphere */
+ return false;
+
+ float t = tp - sqrtf(radiussq - dsq); /* pythagoras */
+
+ if(t < ray_t) {
+ *isect_t = t;
+ *isect_P = ray_P + ray_D*t;
+ return true;
+ }
+ }
+
+ return false;
+}
+
+ccl_device bool ray_aligned_disk_intersect(
+ float3 ray_P, float3 ray_D, float ray_t,
+ float3 disk_P, float disk_radius,
+ float3 *isect_P, float *isect_t)
+{
+ /* aligned disk normal */
+ float disk_t;
+ float3 disk_N = normalize_len(ray_P - disk_P, &disk_t);
+ float div = dot(ray_D, disk_N);
+
+ if(UNLIKELY(div == 0.0f))
+ return false;
+
+ /* compute t to intersection point */
+ float t = -disk_t/div;
+ if(t < 0.0f || t > ray_t)
+ return false;
+
+ /* test if within radius */
+ float3 P = ray_P + ray_D*t;
+ if(len_squared(P - disk_P) > disk_radius*disk_radius)
+ return false;
+
+ *isect_P = P;
+ *isect_t = t;
+
+ return true;
+}
+
+ccl_device_inline bool ray_triangle_intersect_uv(
+ float3 ray_P, float3 ray_D, float ray_t,
+ float3 v0, float3 v1, float3 v2,
+ float *isect_u, float *isect_v, float *isect_t)
+{
+ /* Calculate intersection */
+ float3 e1 = v1 - v0;
+ float3 e2 = v2 - v0;
+ float3 s1 = cross(ray_D, e2);
+
+ const float divisor = dot(s1, e1);
+ if(UNLIKELY(divisor == 0.0f))
+ return false;
+
+ const float invdivisor = 1.0f/divisor;
+
+ /* compute first barycentric coordinate */
+ const float3 d = ray_P - v0;
+ const float u = dot(d, s1)*invdivisor;
+ if(u < 0.0f)
+ return false;
+
+ /* Compute second barycentric coordinate */
+ const float3 s2 = cross(d, e1);
+ const float v = dot(ray_D, s2)*invdivisor;
+ if(v < 0.0f)
+ return false;
+
+ const float b0 = 1.0f - u - v;
+ if(b0 < 0.0f)
+ return false;
+
+ /* compute t to intersection point */
+ const float t = dot(e2, s2)*invdivisor;
+ if(t < 0.0f || t > ray_t)
+ return false;
+
+ *isect_u = u;
+ *isect_v = v;
+ *isect_t = t;
+
+ return true;
+}
+
+ccl_device bool ray_quad_intersect(float3 ray_P, float3 ray_D, float ray_mint, float ray_maxt,
+ float3 quad_P, float3 quad_u, float3 quad_v, float3 quad_n,
+ float3 *isect_P, float *isect_t, float *isect_u, float *isect_v)
+{
+ float t = -(dot(ray_P, quad_n) - dot(quad_P, quad_n)) / dot(ray_D, quad_n);
+ if(t < ray_mint || t > ray_maxt)
+ return false;
+
+ float3 hit = ray_P + t*ray_D;
+ float3 inplane = hit - quad_P;
+
+ float u = dot(inplane, quad_u) / dot(quad_u, quad_u) + 0.5f;
+ if(u < 0.0f || u > 1.0f)
+ return false;
+
+ float v = dot(inplane, quad_v) / dot(quad_v, quad_v) + 0.5f;
+ if(v < 0.0f || v > 1.0f)
+ return false;
+
+ if(isect_P) *isect_P = hit;
+ if(isect_t) *isect_t = t;
+ if(isect_u) *isect_u = u;
+ if(isect_v) *isect_v = v;
+
+ return true;
+}
+
+CCL_NAMESPACE_END
+
+#endif /* __UTIL_MATH_INTERSECT_H__ */