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Since Embree v3.13.0 supports AARCH64, switch back to the official repo instead of using Embree-aarch64. `thirdparty/embree/patches/godot-changes.patch` should now contain an accurate diff of the changes done to the library.
202 lines
8.5 KiB
C++
202 lines
8.5 KiB
C++
// Copyright 2009-2021 Intel Corporation
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// SPDX-License-Identifier: Apache-2.0
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#pragma once
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#include "primitive.h"
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namespace embree
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{
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/* Stores the vertices of M triangles in struct of array layout */
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template<int M>
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struct TriangleMvMB
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{
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public:
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struct Type : public PrimitiveType
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{
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const char* name() const;
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size_t sizeActive(const char* This) const;
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size_t sizeTotal(const char* This) const;
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size_t getBytes(const char* This) const;
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};
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static Type type;
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public:
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/* primitive supports single time segments */
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static const bool singleTimeSegment = true;
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/* Returns maximum number of stored triangles */
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static __forceinline size_t max_size() { return M; }
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/* Returns required number of primitive blocks for N primitives */
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static __forceinline size_t blocks(size_t N) { return (N+max_size()-1)/max_size(); }
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public:
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/* Default constructor */
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__forceinline TriangleMvMB() {}
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/* Construction from vertices and IDs */
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__forceinline TriangleMvMB(const Vec3vf<M>& a0, const Vec3vf<M>& a1,
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const Vec3vf<M>& b0, const Vec3vf<M>& b1,
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const Vec3vf<M>& c0, const Vec3vf<M>& c1,
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const vuint<M>& geomIDs, const vuint<M>& primIDs)
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: v0(a0), v1(b0), v2(c0), dv0(a1-a0), dv1(b1-b0), dv2(c1-c0), geomIDs(geomIDs), primIDs(primIDs) {}
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/* Returns a mask that tells which triangles are valid */
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__forceinline vbool<M> valid() const { return geomIDs != vuint<M>(-1); }
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/* Returns if the specified triangle is valid */
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__forceinline bool valid(const size_t i) const { assert(i<M); return geomIDs[i] != -1; }
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/* Returns the number of stored triangles */
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__forceinline size_t size() const { return bsf(~movemask(valid())); }
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/* Returns the geometry IDs */
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__forceinline vuint<M>& geomID() { return geomIDs; }
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__forceinline const vuint<M>& geomID() const { return geomIDs; }
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__forceinline unsigned int geomID(const size_t i) const { assert(i<M); return geomIDs[i]; }
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/* Returns the primitive IDs */
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__forceinline vuint<M>& primID() { return primIDs; }
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__forceinline const vuint<M>& primID() const { return primIDs; }
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__forceinline unsigned int primID(const size_t i) const { assert(i<M); return primIDs[i]; }
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/* Calculate the bounds of the triangles at t0 */
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__forceinline BBox3fa bounds0() const
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{
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Vec3vf<M> lower = min(v0,v1,v2);
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Vec3vf<M> upper = max(v0,v1,v2);
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const vbool<M> mask = valid();
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lower.x = select(mask,lower.x,vfloat<M>(pos_inf));
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lower.y = select(mask,lower.y,vfloat<M>(pos_inf));
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lower.z = select(mask,lower.z,vfloat<M>(pos_inf));
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upper.x = select(mask,upper.x,vfloat<M>(neg_inf));
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upper.y = select(mask,upper.y,vfloat<M>(neg_inf));
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upper.z = select(mask,upper.z,vfloat<M>(neg_inf));
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return BBox3fa(Vec3fa(reduce_min(lower.x),reduce_min(lower.y),reduce_min(lower.z)),
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Vec3fa(reduce_max(upper.x),reduce_max(upper.y),reduce_max(upper.z)));
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}
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/* Calculate the bounds of the triangles at t1 */
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__forceinline BBox3fa bounds1() const
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{
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const Vec3vf<M> p0 = v0+dv0;
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const Vec3vf<M> p1 = v1+dv1;
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const Vec3vf<M> p2 = v2+dv2;
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Vec3vf<M> lower = min(p0,p1,p2);
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Vec3vf<M> upper = max(p0,p1,p2);
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const vbool<M> mask = valid();
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lower.x = select(mask,lower.x,vfloat<M>(pos_inf));
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lower.y = select(mask,lower.y,vfloat<M>(pos_inf));
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lower.z = select(mask,lower.z,vfloat<M>(pos_inf));
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upper.x = select(mask,upper.x,vfloat<M>(neg_inf));
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upper.y = select(mask,upper.y,vfloat<M>(neg_inf));
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upper.z = select(mask,upper.z,vfloat<M>(neg_inf));
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return BBox3fa(Vec3fa(reduce_min(lower.x),reduce_min(lower.y),reduce_min(lower.z)),
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Vec3fa(reduce_max(upper.x),reduce_max(upper.y),reduce_max(upper.z)));
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}
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/* Calculate the linear bounds of the primitive */
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__forceinline LBBox3fa linearBounds() const {
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return LBBox3fa(bounds0(),bounds1());
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}
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/* Fill triangle from triangle list */
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__forceinline LBBox3fa fillMB(const PrimRef* prims, size_t& begin, size_t end, Scene* scene, size_t itime)
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{
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vuint<M> vgeomID = -1, vprimID = -1;
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Vec3vf<M> va0 = zero, vb0 = zero, vc0 = zero;
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Vec3vf<M> va1 = zero, vb1 = zero, vc1 = zero;
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BBox3fa bounds0 = empty;
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BBox3fa bounds1 = empty;
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for (size_t i=0; i<M && begin<end; i++, begin++)
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{
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const PrimRef& prim = prims[begin];
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const unsigned geomID = prim.geomID();
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const unsigned primID = prim.primID();
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const TriangleMesh* __restrict__ const mesh = scene->get<TriangleMesh>(geomID);
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const TriangleMesh::Triangle& tri = mesh->triangle(primID);
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const Vec3fa& a0 = mesh->vertex(tri.v[0],itime+0); bounds0.extend(a0);
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const Vec3fa& a1 = mesh->vertex(tri.v[0],itime+1); bounds1.extend(a1);
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const Vec3fa& b0 = mesh->vertex(tri.v[1],itime+0); bounds0.extend(b0);
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const Vec3fa& b1 = mesh->vertex(tri.v[1],itime+1); bounds1.extend(b1);
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const Vec3fa& c0 = mesh->vertex(tri.v[2],itime+0); bounds0.extend(c0);
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const Vec3fa& c1 = mesh->vertex(tri.v[2],itime+1); bounds1.extend(c1);
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vgeomID [i] = geomID;
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vprimID [i] = primID;
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va0.x[i] = a0.x; va0.y[i] = a0.y; va0.z[i] = a0.z;
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va1.x[i] = a1.x; va1.y[i] = a1.y; va1.z[i] = a1.z;
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vb0.x[i] = b0.x; vb0.y[i] = b0.y; vb0.z[i] = b0.z;
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vb1.x[i] = b1.x; vb1.y[i] = b1.y; vb1.z[i] = b1.z;
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vc0.x[i] = c0.x; vc0.y[i] = c0.y; vc0.z[i] = c0.z;
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vc1.x[i] = c1.x; vc1.y[i] = c1.y; vc1.z[i] = c1.z;
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}
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new (this) TriangleMvMB(va0,va1,vb0,vb1,vc0,vc1,vgeomID,vprimID);
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return LBBox3fa(bounds0,bounds1);
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}
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/* Fill triangle from triangle list */
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__forceinline LBBox3fa fillMB(const PrimRefMB* prims, size_t& begin, size_t end, Scene* scene, const BBox1f time_range)
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{
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vuint<M> vgeomID = -1, vprimID = -1;
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Vec3vf<M> va0 = zero, vb0 = zero, vc0 = zero;
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Vec3vf<M> va1 = zero, vb1 = zero, vc1 = zero;
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LBBox3fa allBounds = empty;
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for (size_t i=0; i<M && begin<end; i++, begin++)
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{
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const PrimRefMB& prim = prims[begin];
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const unsigned geomID = prim.geomID();
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const unsigned primID = prim.primID();
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const TriangleMesh* const mesh = scene->get<TriangleMesh>(geomID);
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const range<int> itime_range = mesh->timeSegmentRange(time_range);
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assert(itime_range.size() == 1);
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const int ilower = itime_range.begin();
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const TriangleMesh::Triangle& tri = mesh->triangle(primID);
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allBounds.extend(mesh->linearBounds(primID, time_range));
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const Vec3fa& a0 = mesh->vertex(tri.v[0],ilower+0);
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const Vec3fa& a1 = mesh->vertex(tri.v[0],ilower+1);
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const Vec3fa& b0 = mesh->vertex(tri.v[1],ilower+0);
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const Vec3fa& b1 = mesh->vertex(tri.v[1],ilower+1);
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const Vec3fa& c0 = mesh->vertex(tri.v[2],ilower+0);
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const Vec3fa& c1 = mesh->vertex(tri.v[2],ilower+1);
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const BBox1f time_range_v(mesh->timeStep(ilower+0),mesh->timeStep(ilower+1));
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auto a01 = globalLinear(std::make_pair(a0,a1),time_range_v);
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auto b01 = globalLinear(std::make_pair(b0,b1),time_range_v);
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auto c01 = globalLinear(std::make_pair(c0,c1),time_range_v);
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vgeomID [i] = geomID;
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vprimID [i] = primID;
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va0.x[i] = a01.first .x; va0.y[i] = a01.first .y; va0.z[i] = a01.first .z;
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va1.x[i] = a01.second.x; va1.y[i] = a01.second.y; va1.z[i] = a01.second.z;
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vb0.x[i] = b01.first .x; vb0.y[i] = b01.first .y; vb0.z[i] = b01.first .z;
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vb1.x[i] = b01.second.x; vb1.y[i] = b01.second.y; vb1.z[i] = b01.second.z;
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vc0.x[i] = c01.first .x; vc0.y[i] = c01.first .y; vc0.z[i] = c01.first .z;
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vc1.x[i] = c01.second.x; vc1.y[i] = c01.second.y; vc1.z[i] = c01.second.z;
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}
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new (this) TriangleMvMB(va0,va1,vb0,vb1,vc0,vc1,vgeomID,vprimID);
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return allBounds;
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}
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public:
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Vec3vf<M> v0; // 1st vertex of the triangles
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Vec3vf<M> v1; // 2nd vertex of the triangles
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Vec3vf<M> v2; // 3rd vertex of the triangles
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Vec3vf<M> dv0; // difference vector between time steps t0 and t1 for first vertex
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Vec3vf<M> dv1; // difference vector between time steps t0 and t1 for second vertex
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Vec3vf<M> dv2; // difference vector between time steps t0 and t1 for third vertex
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private:
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vuint<M> geomIDs; // geometry ID
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vuint<M> primIDs; // primitive ID
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};
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template<int M>
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typename TriangleMvMB<M>::Type TriangleMvMB<M>::type;
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typedef TriangleMvMB<4> Triangle4vMB;
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}
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