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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;
- }
- 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,
- #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. */
- #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;
- }
- }
- #else
- 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;
- }
- #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));
- #else
- *isect_u = U * inv_den;
- *isect_v = V * inv_den;
- #endif
- *isect_t = T * inv_den;
- return true;
- #undef dot3
- }
- /* Tests for an intersection between a ray and a quad defined by
- * its midpoint, normal and sides.
- * 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,
- 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)
- {
- /* 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__ */
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