@@ -190,7 +190,9 @@ int main(int argc, char *argv[]) {
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||||
nodes[i].bounds[1].v[1] = b[4];
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||||
nodes[i].bounds[1].v[2] = b[5];
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||||
READ(nodes[i].offset, 1);
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||||
READ(nodes[i].primsAxis, 1);
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||||
READ(nodes[i].nPrimitives, 1);
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||||
READ(nodes[i].splitAxis, 1);
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||||
READ(nodes[i].pad, 1);
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||||
}
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||||
|
||||
// And then read the triangles
|
||||
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||||
@@ -50,21 +50,11 @@ struct Triangle {
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||||
struct LinearBVHNode {
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||||
uniform float3 bounds[2];
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||||
uniform unsigned int offset; // num primitives for leaf, second child for interior
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||||
uniform unsigned int primsAxis; // 0:7 nPrimitives, 8:15 split axis, 16:31 padding
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||||
uniform unsigned int8 nPrimitives;
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||||
uniform unsigned int8 splitAxis;
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||||
uniform unsigned int16 pad;
|
||||
};
|
||||
|
||||
static inline uniform int nPrims(const reference LinearBVHNode node) {
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||||
return (node.primsAxis & 0xff);
|
||||
}
|
||||
|
||||
static inline uniform int axis(const reference LinearBVHNode node) {
|
||||
return ((node.primsAxis >> 8) & 0xff);
|
||||
}
|
||||
|
||||
static inline uniform bool isInterior(const reference LinearBVHNode node) {
|
||||
return nPrims(node) == 0;
|
||||
}
|
||||
|
||||
static inline float3 Cross(const float3 v1, const float3 v2) {
|
||||
float v1x = v1.x, v1y = v1.y, v1z = v1.z;
|
||||
float v2x = v2.x, v2y = v2.y, v2z = v2.z;
|
||||
@@ -199,7 +189,7 @@ bool BVHIntersect(const LinearBVHNode nodes[], const Triangle tris[],
|
||||
// Check ray against BVH node
|
||||
LinearBVHNode node = nodes[nodeNum];
|
||||
if (any(BBoxIntersect(node.bounds, ray))) {
|
||||
uniform unsigned int nPrimitives = nPrims(node);
|
||||
uniform unsigned int nPrimitives = node.nPrimitives;
|
||||
if (nPrimitives > 0) {
|
||||
// Intersect ray with primitives in leaf BVH node
|
||||
uniform unsigned int primitivesOffset = node.offset;
|
||||
@@ -213,7 +203,7 @@ bool BVHIntersect(const LinearBVHNode nodes[], const Triangle tris[],
|
||||
}
|
||||
else {
|
||||
// Put far BVH node on _todo_ stack, advance to near node
|
||||
if (r.dirIsNeg[axis(node)]) {
|
||||
if (r.dirIsNeg[node.splitAxis]) {
|
||||
todo[todoOffset++] = nodeNum + 1;
|
||||
nodeNum = node.offset;
|
||||
}
|
||||
|
||||
@@ -75,30 +75,20 @@ struct Ray {
|
||||
namespace ispc {
|
||||
struct Triangle {
|
||||
float3 p[3];
|
||||
int id;
|
||||
int32_t id;
|
||||
};
|
||||
|
||||
struct LinearBVHNode {
|
||||
float3 bounds[2];
|
||||
unsigned int offset; // primitives for leaf, second child for interior
|
||||
unsigned int primsAxis; // 0:7 nPrimitives, 8:15 split axis, 16:31 padding
|
||||
int32_t offset; // primitives for leaf, second child for interior
|
||||
uint8_t nPrimitives;
|
||||
uint8_t splitAxis;
|
||||
uint16_t pad;
|
||||
};
|
||||
}
|
||||
|
||||
using namespace ispc;
|
||||
|
||||
inline int nPrims(const LinearBVHNode &node) {
|
||||
return (node.primsAxis & 0xff);
|
||||
}
|
||||
|
||||
inline int axis(const LinearBVHNode &node) {
|
||||
return ((node.primsAxis >> 8) & 0xff);
|
||||
}
|
||||
|
||||
inline bool isInterior(const LinearBVHNode &node) {
|
||||
return nPrims(node) == 0;
|
||||
}
|
||||
|
||||
inline float3 Cross(const float3 &v1, const float3 &v2) {
|
||||
float v1x = v1.x, v1y = v1.y, v1z = v1.z;
|
||||
float v2x = v2.x, v2y = v2.y, v2z = v2.z;
|
||||
@@ -230,7 +220,7 @@ bool BVHIntersect(const LinearBVHNode nodes[], const Triangle tris[],
|
||||
// Check ray against BVH node
|
||||
const LinearBVHNode &node = nodes[nodeNum];
|
||||
if (BBoxIntersect(node.bounds, ray)) {
|
||||
unsigned int nPrimitives = nPrims(node);
|
||||
unsigned int nPrimitives = node.nPrimitives;
|
||||
if (nPrimitives > 0) {
|
||||
// Intersect ray with primitives in leaf BVH node
|
||||
unsigned int primitivesOffset = node.offset;
|
||||
@@ -244,7 +234,7 @@ bool BVHIntersect(const LinearBVHNode nodes[], const Triangle tris[],
|
||||
}
|
||||
else {
|
||||
// Put far BVH node on _todo_ stack, advance to near node
|
||||
if (r.dirIsNeg[axis(node)]) {
|
||||
if (r.dirIsNeg[node.splitAxis]) {
|
||||
todo[todoOffset++] = nodeNum + 1;
|
||||
nodeNum = node.offset;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user