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// ======================================================================== //
// Copyright 2009-2014 Intel Corporation //
// //
// 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. //
// ======================================================================== //
#pragma once
#include "../math/vec.isph"
struct RTCRay1
{
uniform Vec3f org; //!< Ray origin
uniform float align0;
uniform Vec3f dir; //!< Ray direction
uniform float align1;
uniform float tnear; //!< Start of ray segment
uniform float tfar; //!< End of ray segment
uniform float time; //!< Time of this ray for motion blur.
uniform int mask; //!< used to mask out objects during traversal
uniform Vec3f Ng; //!< Geometric normal.
uniform float align2;
uniform float u; //!< Barycentric u coordinate of hit
uniform float v; //!< Barycentric v coordinate of hit
uniform int geomID; //!< geometry ID
uniform int primID; //!< primitive ID
uniform int instID; //!< instance ID
varying int align[0]; //!< aligns ray on stack to at least 16 bytes
};
/*! Ray structure. Contains all information about a ray including
* precomputed reciprocal direction. */
struct RTCRay
{
Vec3f org; //!< Ray origin
Vec3f dir; //!< Ray direction
float tnear; //!< Start of ray segment
float tfar; //!< End of ray segment
float time; //!< Time of this ray for motion blur.
int mask; //!< used to mask out objects during traversal
Vec3f Ng; //!< Geometric normal.
float u; //!< Barycentric u coordinate of hit
float v; //!< Barycentric v coordinate of hit
int geomID; //!< geometry ID
int primID; //!< primitive ID
int instID; //!< instance ID
};
/*! Constructs a ray from origin, direction, and ray segment. Near
* has to be smaller than far. */
inline RTCRay make_Ray(const Vec3f org,
const Vec3f dir,
const float tnear,
const float tfar)
{
RTCRay ray;
ray.org = org;
ray.dir = dir;
ray.tnear = tnear;
ray.tfar = tfar;
ray.geomID = -1;
ray.primID = -1;
ray.mask = -1;
ray.time = 0;
ray.instID = -1;
return ray;
}
/*! Constructs a ray from origin, direction, and ray segment. Near
* has to be smaller than far. */
inline RTCRay make_Ray(const Vec3f org,
const Vec3f dir)
{
RTCRay ray;
ray.org = org;
ray.dir = dir;
ray.tnear = 0.0f;
ray.tfar = inf;
ray.geomID = -1;
ray.primID = -1;
ray.mask = -1;
ray.time = 0;
ray.instID = -1;
return ray;
}
inline void init_Ray(RTCRay &ray,
const Vec3f org,
const Vec3f dir,
const float tnear,
const float tfar)
{
ray.org = org;
ray.dir = dir;
ray.tnear = tnear;
ray.tfar = tfar;
ray.geomID = -1;
ray.primID = -1;
ray.mask = -1;
ray.time = 0;
ray.instID = -1;
}
inline void init_Ray(RTCRay &ray,
const Vec3f org,
const Vec3f dir)
{
ray.org = org;
ray.dir = dir;
ray.tnear = 0.0f;
ray.tfar = inf;
ray.geomID = -1;
ray.primID = -1;
ray.mask = -1;
ray.time = 0;
ray.instID = -1;
}
inline bool noHit(const RTCRay& r) { return r.geomID < 0; }
inline bool hadHit(const RTCRay& r) { return r.geomID >= 0; }