132 lines
4.2 KiB
Plaintext
Executable File
132 lines
4.2 KiB
Plaintext
Executable File
// ======================================================================== //
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// Copyright 2009-2014 Intel Corporation //
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// //
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// Licensed under the Apache License, Version 2.0 (the "License"); //
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// you may not use this file except in compliance with the License. //
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// You may obtain a copy of the License at //
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// //
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// http://www.apache.org/licenses/LICENSE-2.0 //
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// //
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// Unless required by applicable law or agreed to in writing, software //
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// distributed under the License is distributed on an "AS IS" BASIS, //
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. //
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// See the License for the specific language governing permissions and //
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// limitations under the License. //
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// ======================================================================== //
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#pragma once
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#include "../math/vec.isph"
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struct RTCRay1
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{
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uniform Vec3f org; //!< Ray origin
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uniform float align0;
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uniform Vec3f dir; //!< Ray direction
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uniform float align1;
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uniform float tnear; //!< Start of ray segment
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uniform float tfar; //!< End of ray segment
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uniform float time; //!< Time of this ray for motion blur.
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uniform int mask; //!< used to mask out objects during traversal
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uniform Vec3f Ng; //!< Geometric normal.
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uniform float align2;
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uniform float u; //!< Barycentric u coordinate of hit
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uniform float v; //!< Barycentric v coordinate of hit
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uniform int geomID; //!< geometry ID
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uniform int primID; //!< primitive ID
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uniform int instID; //!< instance ID
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varying int align[0]; //!< aligns ray on stack to at least 16 bytes
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};
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/*! Ray structure. Contains all information about a ray including
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* precomputed reciprocal direction. */
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struct RTCRay
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{
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Vec3f org; //!< Ray origin
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Vec3f dir; //!< Ray direction
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float tnear; //!< Start of ray segment
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float tfar; //!< End of ray segment
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float time; //!< Time of this ray for motion blur.
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int mask; //!< used to mask out objects during traversal
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Vec3f Ng; //!< Geometric normal.
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float u; //!< Barycentric u coordinate of hit
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float v; //!< Barycentric v coordinate of hit
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int geomID; //!< geometry ID
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int primID; //!< primitive ID
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int instID; //!< instance ID
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};
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/*! Constructs a ray from origin, direction, and ray segment. Near
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* has to be smaller than far. */
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inline RTCRay make_Ray(const Vec3f org,
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const Vec3f dir,
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const float tnear,
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const float tfar)
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{
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RTCRay ray;
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ray.org = org;
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ray.dir = dir;
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ray.tnear = tnear;
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ray.tfar = tfar;
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ray.geomID = -1;
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ray.primID = -1;
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ray.mask = -1;
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ray.time = 0;
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ray.instID = -1;
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return ray;
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}
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/*! Constructs a ray from origin, direction, and ray segment. Near
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* has to be smaller than far. */
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inline RTCRay make_Ray(const Vec3f org,
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const Vec3f dir)
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{
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RTCRay ray;
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ray.org = org;
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ray.dir = dir;
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ray.tnear = 0.0f;
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ray.tfar = inf;
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ray.geomID = -1;
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ray.primID = -1;
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ray.mask = -1;
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ray.time = 0;
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ray.instID = -1;
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return ray;
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}
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inline void init_Ray(RTCRay &ray,
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const Vec3f org,
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const Vec3f dir,
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const float tnear,
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const float tfar)
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{
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ray.org = org;
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ray.dir = dir;
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ray.tnear = tnear;
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ray.tfar = tfar;
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ray.geomID = -1;
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ray.primID = -1;
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ray.mask = -1;
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ray.time = 0;
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ray.instID = -1;
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}
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inline void init_Ray(RTCRay &ray,
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const Vec3f org,
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const Vec3f dir)
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{
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ray.org = org;
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ray.dir = dir;
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ray.tnear = 0.0f;
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ray.tfar = inf;
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ray.geomID = -1;
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ray.primID = -1;
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ray.mask = -1;
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ray.time = 0;
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ray.instID = -1;
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}
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inline bool noHit(const RTCRay& r) { return r.geomID < 0; }
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inline bool hadHit(const RTCRay& r) { return r.geomID >= 0; }
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