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blender-archive/intern/cycles/util/math_intersect.h

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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#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_tmin,
float ray_tmax,
float3 sphere_P,
float sphere_radius,
ccl_private float3 *isect_P,
ccl_private 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_tmin && t < ray_tmax) {
*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_tmin,
float ray_tmax,
float3 disk_P,
float disk_radius,
ccl_private float3 *isect_P,
ccl_private 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 > ray_tmin && t < ray_tmax)) {
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 bool ray_disk_intersect(float3 ray_P,
float3 ray_D,
float ray_tmin,
float ray_tmax,
float3 disk_P,
float3 disk_N,
float disk_radius,
ccl_private float3 *isect_P,
ccl_private float *isect_t)
{
const float3 vp = ray_P - disk_P;
const float dp = dot(vp, disk_N);
const float cos_angle = dot(disk_N, -ray_D);
if (dp * cos_angle > 0.f) // front of light
{
float t = dp / cos_angle;
if (t < 0.f) { /* Ray points away from the light. */
return false;
}
float3 P = ray_P + t * ray_D;
float3 T = P - disk_P;
if (dot(T, T) < sqr(disk_radius) && (t > ray_tmin && t < ray_tmax)) {
*isect_P = ray_P + t * ray_D;
*isect_t = t;
return true;
}
}
return false;
}
/* Custom rcp, cross and dot implementations that match Embree bit for bit. */
ccl_device_forceinline float ray_triangle_rcp(const float x)
{
#ifdef __KERNEL_NEON__
/* Move scalar to vector register and do rcp. */
__m128 a;
a[0] = x;
float32x4_t reciprocal = vrecpeq_f32(a);
reciprocal = vmulq_f32(vrecpsq_f32(a, reciprocal), reciprocal);
reciprocal = vmulq_f32(vrecpsq_f32(a, reciprocal), reciprocal);
return reciprocal[0];
#elif defined(__KERNEL_SSE__)
const __m128 a = _mm_set_ss(x);
const __m128 r = _mm_rcp_ss(a);
# ifdef __KERNEL_AVX2_
return _mm_cvtss_f32(_mm_mul_ss(r, _mm_fnmadd_ss(r, a, _mm_set_ss(2.0f))));
# else
return _mm_cvtss_f32(_mm_mul_ss(r, _mm_sub_ss(_mm_set_ss(2.0f), _mm_mul_ss(r, a))));
# endif
#else
return 1.0f / x;
#endif
}
ccl_device_inline float ray_triangle_dot(const float3 a, const float3 b)
{
#if defined(__KERNEL_SSE41__) && defined(__KERNEL_SSE__)
return madd(make_float4(a.x),
make_float4(b.x),
madd(make_float4(a.y), make_float4(b.y), make_float4(a.z) * make_float4(b.z)))[0];
#else
return a.x * b.x + a.y * b.y + a.z * b.z;
#endif
}
ccl_device_inline float3 ray_triangle_cross(const float3 a, const float3 b)
{
#if defined(__KERNEL_SSE41__) && defined(__KERNEL_SSE__)
return make_float3(
msub(make_float4(a.y), make_float4(b.z), make_float4(a.z) * make_float4(b.y))[0],
msub(make_float4(a.z), make_float4(b.x), make_float4(a.x) * make_float4(b.z))[0],
msub(make_float4(a.x), make_float4(b.y), make_float4(a.y) * make_float4(b.x))[0]);
#else
return make_float3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
#endif
}
ccl_device_forceinline bool ray_triangle_intersect(const float3 ray_P,
const float3 ray_D,
const float ray_tmin,
const float ray_tmax,
const float3 tri_a,
const float3 tri_b,
const float3 tri_c,
ccl_private float *isect_u,
ccl_private float *isect_v,
ccl_private float *isect_t)
{
/* This implementation matches the Plücker coordinates triangle intersection
* in Embree. */
/* Calculate vertices relative to ray origin. */
const float3 v0 = tri_a - ray_P;
const float3 v1 = tri_b - ray_P;
const float3 v2 = tri_c - ray_P;
/* Calculate triangle edges. */
const float3 e0 = v2 - v0;
const float3 e1 = v0 - v1;
const float3 e2 = v1 - v2;
/* Perform edge tests. */
const float U = ray_triangle_dot(ray_triangle_cross(e0, v2 + v0), ray_D);
const float V = ray_triangle_dot(ray_triangle_cross(e1, v0 + v1), ray_D);
const float W = ray_triangle_dot(ray_triangle_cross(e2, v1 + v2), ray_D);
const float UVW = U + V + W;
const float eps = FLT_EPSILON * fabsf(UVW);
const float minUVW = min(U, min(V, W));
const float maxUVW = max(U, max(V, W));
if (!(minUVW >= -eps || maxUVW <= eps)) {
return false;
}
/* Calculate geometry normal and denominator. */
const float3 Ng1 = ray_triangle_cross(e1, e0);
const float3 Ng = Ng1 + Ng1;
const float den = dot(Ng, ray_D);
/* Avoid division by 0. */
if (UNLIKELY(den == 0.0f)) {
return false;
}
/* Perform depth test. */
const float T = dot(v0, Ng);
const float t = T / den;
if (!(t >= ray_tmin && t <= ray_tmax)) {
return false;
}
const float rcp_uvw = (fabsf(UVW) < 1e-18f) ? 0.0f : ray_triangle_rcp(UVW);
*isect_u = min(U * rcp_uvw, 1.0f);
*isect_v = min(V * rcp_uvw, 1.0f);
*isect_t = t;
return true;
}
ccl_device_forceinline bool ray_triangle_intersect_self(const float3 ray_P,
const float3 ray_D,
const float3 tri_a,
const float3 tri_b,
const float3 tri_c)
{
/* Matches logic in ray_triangle_intersect, self intersection test to validate
* if a ray is going to hit self or might incorrectly hit a neighboring triangle. */
/* Calculate vertices relative to ray origin. */
const float3 v0 = tri_a - ray_P;
const float3 v1 = tri_b - ray_P;
const float3 v2 = tri_c - ray_P;
/* Calculate triangle edges. */
const float3 e0 = v2 - v0;
const float3 e1 = v0 - v1;
const float3 e2 = v1 - v2;
/* Perform edge tests. */
const float U = ray_triangle_dot(ray_triangle_cross(v2 + v0, e0), ray_D);
const float V = ray_triangle_dot(ray_triangle_cross(v0 + v1, e1), ray_D);
const float W = ray_triangle_dot(ray_triangle_cross(v1 + v2, e2), ray_D);
const float eps = FLT_EPSILON * fabsf(U + V + W);
const float minUVW = min(U, min(V, W));
const float maxUVW = max(U, max(V, W));
/* Note the extended epsilon compared to ray_triangle_intersect, to account
* for intersections with neighboring triangles that have an epsilon. */
return (minUVW >= eps || maxUVW <= -eps);
}
/* 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_tmin,
float ray_tmax,
float3 quad_P,
float3 inv_quad_u,
float3 inv_quad_v,
float3 quad_n,
ccl_private float3 *isect_P,
ccl_private float *isect_t,
ccl_private float *isect_u,
ccl_private 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_tmin && t < ray_tmax)) {
return false;
}
const float3 hit = ray_P + t * ray_D;
const float3 inplane = hit - quad_P;
const float u = dot(inplane, inv_quad_u);
if (u < -0.5f || u > 0.5f) {
return false;
}
const float v = dot(inplane, inv_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;
/* NOTE: Return barycentric coordinates in the same notation as Embree and OptiX. */
if (isect_u != NULL)
*isect_u = v + 0.5f;
if (isect_v != NULL)
*isect_v = -u - v;
return true;
}
CCL_NAMESPACE_END
#endif /* __UTIL_MATH_INTERSECT_H__ */