diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-03-23 14:47:27 +0300 |
---|---|---|
committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-03-23 19:45:19 +0300 |
commit | 1c5cceb7afef2666e937cc880bd206efebd0f044 (patch) | |
tree | eb71cfe6500622fd40fdca1f184f80bcf58edc34 /intern/cycles/util | |
parent | e8ff06186ee031e67e554467ced7cd16ac34af94 (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.txt | 1 | ||||
-rw-r--r-- | intern/cycles/util/util_math.h | 135 | ||||
-rw-r--r-- | intern/cycles/util/util_math_intersect.h | 158 |
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__ */ |