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Diffstat (limited to 'intern/cycles/util/util_math_intersect.h')
-rw-r--r--intern/cycles/util/util_math_intersect.h359
1 files changed, 189 insertions, 170 deletions
diff --git a/intern/cycles/util/util_math_intersect.h b/intern/cycles/util/util_math_intersect.h
index aa75783d378..95ac231c611 100644
--- a/intern/cycles/util/util_math_intersect.h
+++ b/intern/cycles/util/util_math_intersect.h
@@ -21,167 +21,175 @@ 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)
+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)
{
- const float3 d = sphere_P - ray_P;
- const float radiussq = sphere_radius*sphere_radius;
- const float tsq = dot(d, d);
-
- if(tsq > radiussq) {
- /* Ray origin outside sphere. */
- const float tp = dot(d, ray_D);
- if(tp < 0.0f) {
- /* Ray points away from sphere. */
- return false;
- }
- const float dsq = tsq - tp*tp; /* pythagoras */
- if(dsq > radiussq) {
- /* Closest point on ray outside sphere. */
- return false;
- }
- const 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;
+ const float3 d = sphere_P - ray_P;
+ const float radiussq = sphere_radius * sphere_radius;
+ const float tsq = dot(d, d);
+
+ if (tsq > radiussq) {
+ /* Ray origin outside sphere. */
+ const float tp = dot(d, ray_D);
+ if (tp < 0.0f) {
+ /* Ray points away from sphere. */
+ return false;
+ }
+ const float dsq = tsq - tp * tp; /* pythagoras */
+ if (dsq > radiussq) {
+ /* Closest point on ray outside sphere. */
+ return false;
+ }
+ const 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)
+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;
- const float3 disk_N = normalize_len(ray_P - disk_P, &disk_t);
- const float div = dot(ray_D, disk_N);
- if(UNLIKELY(div == 0.0f)) {
- return false;
- }
- /* Compute t to intersection point. */
- const 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;
+ /* Aligned disk normal. */
+ float disk_t;
+ const float3 disk_N = normalize_len(ray_P - disk_P, &disk_t);
+ const float div = dot(ray_D, disk_N);
+ if (UNLIKELY(div == 0.0f)) {
+ return false;
+ }
+ /* Compute t to intersection point. */
+ const 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_forceinline bool ray_triangle_intersect(
- float3 ray_P, float3 ray_dir, float ray_t,
+ccl_device_forceinline bool ray_triangle_intersect(float3 ray_P,
+ float3 ray_dir,
+ float ray_t,
#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
- const ssef *ssef_verts,
+ const ssef *ssef_verts,
#else
- const float3 tri_a, const float3 tri_b, const float3 tri_c,
+ const float3 tri_a,
+ const float3 tri_b,
+ const float3 tri_c,
#endif
- float *isect_u, float *isect_v, float *isect_t)
+ float *isect_u,
+ float *isect_v,
+ float *isect_t)
{
#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
- typedef ssef float3;
- const float3 tri_a(ssef_verts[0]);
- const float3 tri_b(ssef_verts[1]);
- const float3 tri_c(ssef_verts[2]);
- const float3 P(ray_P);
- const float3 dir(ray_dir);
+ typedef ssef float3;
+ const float3 tri_a(ssef_verts[0]);
+ const float3 tri_b(ssef_verts[1]);
+ const float3 tri_c(ssef_verts[2]);
+ const float3 P(ray_P);
+ const float3 dir(ray_dir);
#else
# define dot3(a, b) dot(a, b)
- const float3 P = ray_P;
- const float3 dir = ray_dir;
+ const float3 P = ray_P;
+ const float3 dir = ray_dir;
#endif
- /* Calculate vertices relative to ray origin. */
- const float3 v0 = tri_c - P;
- const float3 v1 = tri_a - P;
- const float3 v2 = tri_b - P;
-
- /* Calculate triangle edges. */
- const float3 e0 = v2 - v0;
- const float3 e1 = v0 - v1;
- const float3 e2 = v1 - v2;
-
- /* Perform edge tests. */
-#if defined(__KERNEL_SSE2__) && defined (__KERNEL_SSE__)
- const float3 crossU = cross(v2 + v0, e0);
- const float3 crossV = cross(v0 + v1, e1);
- const float3 crossW = cross(v1 + v2, e2);
-
- ssef crossX(crossU);
- ssef crossY(crossV);
- ssef crossZ(crossW);
- ssef zero = _mm_setzero_ps();
- _MM_TRANSPOSE4_PS(crossX, crossY, crossZ, zero);
-
- const ssef dirX(ray_dir.x);
- const ssef dirY(ray_dir.y);
- const ssef dirZ(ray_dir.z);
-
- ssef UVWW = madd(crossX, dirX, madd(crossY, dirY, crossZ * dirZ));
+ /* Calculate vertices relative to ray origin. */
+ const float3 v0 = tri_c - P;
+ const float3 v1 = tri_a - P;
+ const float3 v2 = tri_b - P;
+
+ /* Calculate triangle edges. */
+ const float3 e0 = v2 - v0;
+ const float3 e1 = v0 - v1;
+ const float3 e2 = v1 - v2;
+
+ /* Perform edge tests. */
+#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
+ const float3 crossU = cross(v2 + v0, e0);
+ const float3 crossV = cross(v0 + v1, e1);
+ const float3 crossW = cross(v1 + v2, e2);
+
+ ssef crossX(crossU);
+ ssef crossY(crossV);
+ ssef crossZ(crossW);
+ ssef zero = _mm_setzero_ps();
+ _MM_TRANSPOSE4_PS(crossX, crossY, crossZ, zero);
+
+ const ssef dirX(ray_dir.x);
+ const ssef dirY(ray_dir.y);
+ const ssef dirZ(ray_dir.z);
+
+ ssef UVWW = madd(crossX, dirX, madd(crossY, dirY, crossZ * dirZ));
#else /* __KERNEL_SSE2__ */
- const float U = dot(cross(v2 + v0, e0), ray_dir);
- const float V = dot(cross(v0 + v1, e1), ray_dir);
- const float W = dot(cross(v1 + v2, e2), ray_dir);
-#endif /* __KERNEL_SSE2__ */
-
-#if defined(__KERNEL_SSE2__) && defined (__KERNEL_SSE__)
- int uvw_sign = movemask(UVWW) & 0x7;
- if(uvw_sign != 0) {
- if(uvw_sign != 0x7) {
- return false;
- }
- }
+ const float U = dot(cross(v2 + v0, e0), ray_dir);
+ const float V = dot(cross(v0 + v1, e1), ray_dir);
+ const float W = dot(cross(v1 + v2, e2), ray_dir);
+#endif /* __KERNEL_SSE2__ */
+
+#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
+ int uvw_sign = movemask(UVWW) & 0x7;
+ if (uvw_sign != 0) {
+ if (uvw_sign != 0x7) {
+ return false;
+ }
+ }
#else
- const float minUVW = min(U, min(V, W));
- const float maxUVW = max(U, max(V, W));
+ const float minUVW = min(U, min(V, W));
+ const float maxUVW = max(U, max(V, W));
- if(minUVW < 0.0f && maxUVW > 0.0f) {
- return false;
- }
+ if (minUVW < 0.0f && maxUVW > 0.0f) {
+ return false;
+ }
#endif
-
- /* Calculate geometry normal and denominator. */
- const float3 Ng1 = cross(e1, e0);
- //const Vec3vfM Ng1 = stable_triangle_normal(e2,e1,e0);
- const float3 Ng = Ng1 + Ng1;
- const float den = dot3(Ng, dir);
- /* Avoid division by 0. */
- if(UNLIKELY(den == 0.0f)) {
- return false;
- }
-
- /* Perform depth test. */
- const float T = dot3(v0, Ng);
- const int sign_den = (__float_as_int(den) & 0x80000000);
- const float sign_T = xor_signmask(T, sign_den);
- if((sign_T < 0.0f) ||
- (sign_T > ray_t * xor_signmask(den, sign_den)))
- {
- return false;
- }
-
- const float inv_den = 1.0f / den;
-#if defined(__KERNEL_SSE2__) && defined (__KERNEL_SSE__)
- UVWW *= inv_den;
- _mm_store_ss(isect_u, UVWW);
- _mm_store_ss(isect_v, shuffle<1,1,3,3>(UVWW));
+ /* Calculate geometry normal and denominator. */
+ const float3 Ng1 = cross(e1, e0);
+ //const Vec3vfM Ng1 = stable_triangle_normal(e2,e1,e0);
+ const float3 Ng = Ng1 + Ng1;
+ const float den = dot3(Ng, dir);
+ /* Avoid division by 0. */
+ if (UNLIKELY(den == 0.0f)) {
+ return false;
+ }
+
+ /* Perform depth test. */
+ const float T = dot3(v0, Ng);
+ const int sign_den = (__float_as_int(den) & 0x80000000);
+ const float sign_T = xor_signmask(T, sign_den);
+ if ((sign_T < 0.0f) || (sign_T > ray_t * xor_signmask(den, sign_den))) {
+ return false;
+ }
+
+ const float inv_den = 1.0f / den;
+#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
+ UVWW *= inv_den;
+ _mm_store_ss(isect_u, UVWW);
+ _mm_store_ss(isect_v, shuffle<1, 1, 3, 3>(UVWW));
#else
- *isect_u = U * inv_den;
- *isect_v = V * inv_den;
+ *isect_u = U * inv_den;
+ *isect_v = V * inv_den;
#endif
- *isect_t = T * inv_den;
- return true;
+ *isect_t = T * inv_den;
+ return true;
#undef dot3
}
@@ -191,40 +199,51 @@ ccl_device_forceinline bool ray_triangle_intersect(
* If ellipse is true, hits outside the ellipse that's enclosed by the
* quad are rejected.
*/
-ccl_device bool ray_quad_intersect(float3 ray_P, float3 ray_D,
- float ray_mint, float ray_maxt,
+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, bool ellipse)
+ float3 quad_u,
+ float3 quad_v,
+ float3 quad_n,
+ float3 *isect_P,
+ float *isect_t,
+ float *isect_u,
+ float *isect_v,
+ bool ellipse)
{
- /* Perform intersection test. */
- 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;
- }
- const float3 hit = ray_P + t*ray_D;
- const float3 inplane = hit - quad_P;
- const float u = dot(inplane, quad_u) / dot(quad_u, quad_u);
- if(u < -0.5f || u > 0.5f) {
- return false;
- }
- const float v = dot(inplane, quad_v) / dot(quad_v, quad_v);
- if(v < -0.5f || v > 0.5f) {
- return false;
- }
- if(ellipse && (u*u + v*v > 0.25f)) {
- return false;
- }
- /* Store the result. */
- /* TODO(sergey): Check whether we can avoid some checks here. */
- if(isect_P != NULL) *isect_P = hit;
- if(isect_t != NULL) *isect_t = t;
- if(isect_u != NULL) *isect_u = u + 0.5f;
- if(isect_v != NULL) *isect_v = v + 0.5f;
- return true;
+ /* Perform intersection test. */
+ 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;
+ }
+ const float3 hit = ray_P + t * ray_D;
+ const float3 inplane = hit - quad_P;
+ const float u = dot(inplane, quad_u) / dot(quad_u, quad_u);
+ if (u < -0.5f || u > 0.5f) {
+ return false;
+ }
+ const float v = dot(inplane, quad_v) / dot(quad_v, quad_v);
+ if (v < -0.5f || v > 0.5f) {
+ return false;
+ }
+ if (ellipse && (u * u + v * v > 0.25f)) {
+ return false;
+ }
+ /* Store the result. */
+ /* TODO(sergey): Check whether we can avoid some checks here. */
+ if (isect_P != NULL)
+ *isect_P = hit;
+ if (isect_t != NULL)
+ *isect_t = t;
+ if (isect_u != NULL)
+ *isect_u = u + 0.5f;
+ if (isect_v != NULL)
+ *isect_v = v + 0.5f;
+ return true;
}
CCL_NAMESPACE_END
-#endif /* __UTIL_MATH_INTERSECT_H__ */
+#endif /* __UTIL_MATH_INTERSECT_H__ */