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/*
 * 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;
}

/* Optimized watertight ray-triangle intersection.
 *
 * Sven Woop
 * Watertight Ray/Triangle Intersection
 *
 * http://jcgt.org/published/0002/01/05/paper.pdf
 */

/* Precalculated data for the ray->tri intersection. */
typedef struct TriangleIsectPrecalc {
	/* Maximal dimension kz, and orthogonal dimensions. */
	int kx, ky, kz;

	/* Shear constants. */
	float Sx, Sy, Sz;
} TriangleIsectPrecalc;

/* Workaround stupidness of CUDA/OpenCL which doesn't allow to access indexed
 * component of float3 value.
 */
#ifdef __KERNEL_GPU__
#  define IDX(vec, idx) \
    ((idx == 0) ? ((vec).x) : ( (idx == 1) ? ((vec).y) : ((vec).z) ))
#else
#  define IDX(vec, idx) ((vec)[idx])
#endif

#if (defined(__KERNEL_OPENCL_APPLE__)) || \
    (defined(__KERNEL_CUDA__) && (defined(i386) || defined(_M_IX86)))
ccl_device_noinline
#else
ccl_device_inline
#endif
void ray_triangle_intersect_precalc(float3 dir,
                                    TriangleIsectPrecalc *isect_precalc)
{
	/* Calculate dimension where the ray direction is maximal. */
#ifndef __KERNEL_SSE__
	int kz = util_max_axis(make_float3(fabsf(dir.x),
	                                   fabsf(dir.y),
	                                   fabsf(dir.z)));
	int kx = kz + 1; if(kx == 3) kx = 0;
	int ky = kx + 1; if(ky == 3) ky = 0;
#else
	int kx, ky, kz;
	/* Avoiding mispredicted branch on direction. */
	kz = util_max_axis(fabs(dir));
	static const char inc_xaxis[] = {1, 2, 0, 55};
	static const char inc_yaxis[] = {2, 0, 1, 55};
	kx = inc_xaxis[kz];
	ky = inc_yaxis[kz];
#endif

	float dir_kz = IDX(dir, kz);

	/* Swap kx and ky dimensions to preserve winding direction of triangles. */
	if(dir_kz < 0.0f) {
		int tmp = kx;
		kx = ky;
		ky = tmp;
	}

	/* Calculate the shear constants. */
	float inv_dir_z = 1.0f / dir_kz;
	isect_precalc->Sx = IDX(dir, kx) * inv_dir_z;
	isect_precalc->Sy = IDX(dir, ky) * inv_dir_z;
	isect_precalc->Sz = inv_dir_z;

	/* Store the dimensions. */
	isect_precalc->kx = kx;
	isect_precalc->ky = ky;
	isect_precalc->kz = kz;
}

#undef IDX

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. */
	const float3 e1 = v1 - v0;
	const float3 e2 = v2 - v0;
	const float3 s1 = cross(ray_D, e2);

	const float divisor = dot(s1, e1);
	if(UNLIKELY(divisor == 0.0f)) {
		return false;
	}
	const float inv_divisor = 1.0f/divisor;

	/* Compute first barycentric coordinate. */
	const float3 d = ray_P - v0;
	const float u = dot(d, s1)*inv_divisor;
	if(u < 0.0f) {
		return false;
	}
	/* Compute second barycentric coordinate. */
	const float3 s2 = cross(d, e1);
	const float v = dot(ray_D, s2)*inv_divisor;
	if(v < 0.0f) {
		return false;
	}
	const float b0 = 1.0f - u - v;
	if(b0 < 0.0f) {
		return false;
	}
	/* Compute distance to intersection point. */
	const float t = dot(e2, s2)*inv_divisor;
	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)
{
	/* 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__ */