17 #ifndef __UTIL_MATH_INTERSECT_H__
18 #define __UTIL_MATH_INTERSECT_H__
32 const float3 d = sphere_P - ray_P;
33 const float radiussq = sphere_radius * sphere_radius;
34 const float tsq =
dot(d, d);
38 const float tp =
dot(d, ray_D);
43 const float dsq = tsq - tp * tp;
48 const float t = tp -
sqrtf(radiussq - dsq);
51 *isect_P = ray_P + ray_D *
t;
69 const float div =
dot(ray_D, disk_N);
74 const float t = -disk_t / div;
75 if (t < 0.0f || t > ray_t) {
80 if (
len_squared(
P - disk_P) > disk_radius * disk_radius) {
91 #
if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
92 const ssef *ssef_verts,
102 #if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
104 const float3 tri_a(ssef_verts[0]);
105 const float3 tri_b(ssef_verts[1]);
106 const float3 tri_c(ssef_verts[2]);
108 const float3 dir(ray_dir);
110 # define dot3(a, b) dot(a, b)
112 const float3 dir = ray_dir;
126 #if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
134 ssef zero = _mm_setzero_ps();
135 _MM_TRANSPOSE4_PS(crossX, crossY, crossZ, zero);
137 const ssef dirX(ray_dir.
x);
138 const ssef dirY(ray_dir.
y);
139 const ssef dirZ(ray_dir.
z);
141 ssef UVWW =
madd(crossX, dirX,
madd(crossY, dirY, crossZ * dirZ));
148 #if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
149 int uvw_sign =
movemask(UVWW) & 0x7;
151 if (uvw_sign != 0x7) {
156 const float minUVW =
min(
U,
min(
V, W));
157 const float maxUVW =
max(
U,
max(
V, W));
159 if (minUVW < 0.0f && maxUVW > 0.0f) {
167 const float3 Ng = Ng1 + Ng1;
168 const float den =
dot3(Ng, dir);
175 const float T =
dot3(v0, Ng);
178 if ((sign_T < 0.0f) || (sign_T > ray_t *
xor_signmask(den, sign_den))) {
182 const float inv_den = 1.0f / den;
183 #if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
185 _mm_store_ss(isect_u, UVWW);
188 *isect_u =
U * inv_den;
189 *isect_v =
V * inv_den;
191 *isect_t =
T * inv_den;
217 float t = -(
dot(ray_P, quad_n) -
dot(quad_P, quad_n)) /
dot(ray_D, quad_n);
218 if (t < ray_mint || t > ray_maxt) {
221 const float3 hit = ray_P +
t * ray_D;
222 const float3 inplane = hit - quad_P;
223 const float u =
dot(inplane, quad_u) /
dot(quad_u, quad_u);
224 if (u < -0.5f || u > 0.5f) {
227 const float v =
dot(inplane, quad_v) /
dot(quad_v, quad_v);
228 if (v < -0.5f || v > 0.5f) {
231 if (ellipse && (u * u +
v *
v > 0.25f)) {
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble u2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLdouble GLdouble v2 _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLdouble GLdouble nz _GL_VOID_RET _GL_VOID GLfloat GLfloat nz _GL_VOID_RET _GL_VOID GLint GLint nz _GL_VOID_RET _GL_VOID GLshort GLshort nz _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const GLfloat *values _GL_VOID_RET _GL_VOID GLsizei const GLushort *values _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID const GLuint const GLclampf *priorities _GL_VOID_RET _GL_VOID GLdouble y _GL_VOID_RET _GL_VOID GLfloat y _GL_VOID_RET _GL_VOID GLint y _GL_VOID_RET _GL_VOID GLshort y _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLfloat GLfloat z _GL_VOID_RET _GL_VOID GLint GLint z _GL_VOID_RET _GL_VOID GLshort GLshort z _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble w _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat w _GL_VOID_RET _GL_VOID GLint GLint GLint w _GL_VOID_RET _GL_VOID GLshort GLshort GLshort w _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble y2 _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat y2 _GL_VOID_RET _GL_VOID GLint GLint GLint y2 _GL_VOID_RET _GL_VOID GLshort GLshort GLshort y2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLuint *buffer _GL_VOID_RET _GL_VOID GLdouble t _GL_VOID_RET _GL_VOID GLfloat t _GL_VOID_RET _GL_VOID GLint t _GL_VOID_RET _GL_VOID GLshort t _GL_VOID_RET _GL_VOID GLdouble t
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble v1
ATTR_WARN_UNUSED_RESULT const BMVert * v2
ATTR_WARN_UNUSED_RESULT const BMVert * v
#define ccl_device_forceinline
#define CCL_NAMESPACE_END
__forceinline uint32_t movemask(const avxb &a)
__forceinline avxf cross(const avxf &a, const avxf &b)
__forceinline const avxf madd(const avxf &a, const avxf &b, const avxf &c)
Ternary Operators.
__forceinline const avxi shuffle< 1, 1, 3, 3 >(const avxi &b)
ccl_device_inline int __float_as_int(float f)
ccl_device_inline float xor_signmask(float x, int y)
ccl_device_inline float dot(const float2 &a, const float2 &b)
ccl_device_inline float2 normalize_len(const float2 &a, float *t)
ccl_device_inline float len_squared(const float3 a)
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)
CCL_NAMESPACE_BEGIN 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)
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)
ccl_device_forceinline bool ray_triangle_intersect(float3 ray_P, float3 ray_dir, float ray_t, const float3 tri_a, const float3 tri_b, const float3 tri_c, float *isect_u, float *isect_v, float *isect_t)
CCL_NAMESPACE_BEGIN struct View V