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Diffstat (limited to 'intern/cycles/util/util_math_intersect.h')
-rw-r--r-- | intern/cycles/util/util_math_intersect.h | 221 |
1 files changed, 221 insertions, 0 deletions
diff --git a/intern/cycles/util/util_math_intersect.h b/intern/cycles/util/util_math_intersect.h new file mode 100644 index 00000000000..2b65a0dfa48 --- /dev/null +++ b/intern/cycles/util/util_math_intersect.h @@ -0,0 +1,221 @@ +/* + * 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) +{ + 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) +{ + /* 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; +} + +#if defined(__KERNEL_CUDA__) && __CUDA_ARCH__ < 300 +ccl_device_inline +#else +ccl_device_forceinline +#endif +bool ray_triangle_intersect( + float3 ray_P, float3 ray_dir, float ray_t, +#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) + const ssef *ssef_verts, +#else + const float3 tri_a, const float3 tri_b, const float3 tri_c, +#endif + 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); +#else +# define dot3(a, b) dot(a, b) + 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. */ +#ifdef __KERNEL_SSE2__ + const float3 crossU = cross(v2 + v0, e0); + const float3 crossV = cross(v0 + v1, e1); + const float3 crossW = cross(v1 + v2, e2); +# ifndef __KERNEL_SSE__ + const ssef crossX(crossU.x, crossV.x, crossW.x, crossW.x); + const ssef crossY(crossU.y, crossV.y, crossW.y, crossW.y); + const ssef crossZ(crossU.z, crossV.z, crossW.z, crossW.z); +# else + ssef crossX(crossU); + ssef crossY(crossV); + ssef crossZ(crossW); + ssef zero = _mm_setzero_ps(); + _MM_TRANSPOSE4_PS(crossX, crossY, crossZ, zero); +# endif + const ssef dirX(ray_dir.x); + const ssef dirY(ray_dir.y); + const ssef dirZ(ray_dir.z); + /*const*/ ssef UVWW = crossX*dirX + crossY*dirY + crossZ*dirZ; + const float minUVW = reduce_min(UVWW); + const float maxUVW = reduce_max(UVWW); +#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); + const float minUVW = min(U, min(V, W)); + const float maxUVW = max(U, max(V, W)); +#endif /* __KERNEL_SSE2__ */ + + if(minUVW < 0.0f && maxUVW > 0.0f) { + return false; + } + + /* 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; +#ifdef __KERNEL_SSE2__ + 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; +#endif + *isect_t = T * inv_den; + return true; + +#undef dot3 +} + +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) +{ + /* 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) + 0.5f; + if(u < 0.0f || u > 1.0f) { + return false; + } + const float v = dot(inplane, quad_v) / dot(quad_v, quad_v) + 0.5f; + if(v < 0.0f || v > 1.0f) { + 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; + if(isect_v != NULL) *isect_v = v; + return true; +} + +CCL_NAMESPACE_END + +#endif /* __UTIL_MATH_INTERSECT_H__ */ |