Use an enum + switch statements to avoid issues/limitations with function ptrs. Renable volumes with OpenVKL when running on CPU w/ enable volumes Put both CPU and GPU modules behind CMake flags workaround odd bug with AO renderer and intervals Add spheres geometry and port to use Embree sphere point Push math constants for RNG to USM instead of in global constant WA for `Material_dispatch_getTransparency` hang, working path tracer Re-enable subdivision surfaces for CPU-only Port Texture2D to use switch statement dispatch Migrate all materials to switch dispatch Add option for large grf, does improve performance Workaround for TextureParam get3f bug Update headers and APIs for L0 interop header updates/deprecations
246 lines
7.3 KiB
Plaintext
246 lines
7.3 KiB
Plaintext
// Copyright 2009 Intel Corporation
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// SPDX-License-Identifier: Apache-2.0
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#pragma once
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#ifdef OSPRAY_TARGET_DPCPP
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#include "common/rkcommonDPCPPWrappers.h"
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#include "rkcommon/math/box.h"
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using namespace rkcommon;
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using namespace rkcommon::math;
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#else
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#include "rkcommon/math/box.ih"
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#endif
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// Ray intersection structures //////////////////////////////////////////////
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OSPRAY_BEGIN_ISPC_NAMESPACE
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struct Hit
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{
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bool hit;
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float t;
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vec3f N;
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float u;
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};
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struct Intersections
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{
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Hit entry;
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Hit exit;
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};
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// Ray intersection helpers ///////////////////////////////////////////////////
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// robust ray-sphere intersection
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inline Intersections intersectSphere(const vec3f &rayOrg,
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const vec3f &rayDir,
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const uniform vec3f ¢er,
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const uniform float radius)
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{
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Intersections isect;
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isect.entry.hit = false;
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isect.exit.hit = false;
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isect.entry.t = inf;
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isect.exit.t = -(float)inf;
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const vec3f d = rayDir;
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const float rd2 = 1.0f / dot(d, d); // 1/a
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const vec3f CO = center - rayOrg;
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// transformation to avoid missing a small sphere which is far away:
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// the standard c=CO^2-r^2 would quickly loose term r due to float arithmetic
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const float projCO = dot(CO, d) * rd2; // in ray-space
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const vec3f perp = CO - projCO * d;
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const float l2 = dot(perp, perp);
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const uniform float r2 = sqr(radius);
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if (l2 > r2)
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return isect;
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float td = sqrt((r2 - l2) * rd2);
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isect.entry.hit = true;
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isect.exit.hit = true;
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isect.entry.t = projCO - td;
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isect.exit.t = projCO + td;
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// above solutions are problematic if rays starts close to the sphere
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// (due to catastrophic cancellation, because then |projCO| ~ td)
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// the usual recommendation is to choose the one solution with same sign:
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// const float t1 = projCO + floatbits(signbits(projCO)|intbits(td));
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// and compute the other solution via t1*t2=c/a:
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// const float t2 = (dot(CO, CO) - r2) / t1 * rd2;
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// this is more precise, but still problematic in particular for large
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// spheres, because |CO| ~ r; slightly better alternative, but costly sqrt:
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// const float f = sqrt(dot(CO, CO));
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// const float t2 = (f - radius) * (f + radius) / t1 * rd2;
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// the only variant I found that has high enough precision to avoid
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// self-intersections of 2ndary rays is to (re-)compute most terms (CO, dot,
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// r2, t2) with doubles; large spheres are a rare usecase for OSPRay, thus we
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// use instead as a workaround an additional, radius-dependent epsilon
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// cannot easily be moved to postIntersect
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// we need hit in object space, in postIntersect it is in world-space
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isect.entry.N = -td * d - perp;
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isect.exit.N = td * d - perp;
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return isect;
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}
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inline Intersections intersectCylinder(const vec3f &rayOrg,
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const vec3f &rayDir,
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const uniform vec3f &v0,
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const uniform vec3f &v1,
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const uniform float radius)
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{
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Intersections isect;
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isect.entry.hit = false;
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isect.exit.hit = false;
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isect.entry.t = inf;
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isect.exit.t = -(float)inf;
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const uniform vec3f cZ = v1 - v0;
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const vec3f q = rayOrg - v0;
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const uniform float z2 = dot(cZ, cZ);
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const float d = dot(cZ, rayDir);
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const float c = dot(cZ, q);
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const float A = z2 - sqr(d);
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const float B = z2 * dot(q, rayDir) - c * d;
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const float C = z2 * dot(q, q) - sqr(c) - sqr(radius) * z2;
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float radical = B * B - A * C;
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if (radical < 0.f) {
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return isect;
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}
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radical = sqrt(radical);
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const float tin = (-B - radical) / A;
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const float tout = (-B + radical) / A;
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// first hit
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const float yin = c + tin * d;
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if (yin > 0.f && yin < z2) {
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// body hit
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isect.entry.hit = true;
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isect.entry.t = tin;
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isect.entry.u = yin * rcp(z2);
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isect.entry.N = (q + tin * rayDir - cZ * yin * rcp(z2)) * rcp(radius);
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} else {
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const float tcapin = (((yin < 0.f) ? 0.f : z2) - c) / d;
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if (abs(B + A * tcapin) < radical) {
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// cap hit
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isect.entry.hit = false;
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isect.entry.t = tin;
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isect.entry.u = (yin < 0.f) ? 0.f : 1.f;
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const float us = signbits(yin) ? -1. : 1.;
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isect.entry.N = cZ * us / z2;
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}
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}
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// second hit
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const float yout = c + tout * d;
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if (yout > 0.f && yout < z2) {
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// body hit
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isect.exit.hit = true;
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isect.exit.t = tout;
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isect.exit.u = yout * rcp(z2);
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isect.exit.N = (q + tout * rayDir - cZ * yout * rcp(z2)) * rcp(radius);
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} else {
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const float tcapout = (((yout < 0.f) ? 0.f : z2) - c) / d;
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if (abs(B + A * tcapout) < radical) {
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// cap hit
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isect.exit.hit = false;
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isect.exit.t = tout;
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isect.exit.u = (yout < 0.f) ? 0.f : 1.f;
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const float us = signbits(yout) ? -1. : 1.;
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isect.exit.N = cZ * us / z2;
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}
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}
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return isect;
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}
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inline Intersections intersectCapsule(const vec3f &rayOrg,
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const vec3f &rayDir,
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const uniform vec3f &v0,
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const uniform vec3f &v1,
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const uniform float radius)
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{
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Intersections isect_pipe = intersectCylinder(rayOrg, rayDir, v0, v1, radius);
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const Intersections isect_sph1 = intersectSphere(rayOrg, rayDir, v0, radius);
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const Intersections isect_sph2 = intersectSphere(rayOrg, rayDir, v1, radius);
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const float t_in =
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min(min(isect_sph1.entry.t, isect_sph2.entry.t), isect_pipe.entry.t);
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const float t_out =
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max(max(isect_sph1.exit.t, isect_sph2.exit.t), isect_pipe.exit.t);
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isect_pipe.entry.hit |= isect_sph1.entry.hit | isect_sph2.entry.hit;
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isect_pipe.entry.t = t_in;
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isect_pipe.exit.hit |= isect_sph1.exit.hit | isect_sph2.exit.hit;
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isect_pipe.exit.t = t_out;
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if (isect_sph1.entry.t == t_in) {
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isect_pipe.entry.u = 0.f;
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isect_pipe.entry.N = isect_sph1.entry.N;
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} else if (isect_sph2.entry.t == t_in) {
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isect_pipe.entry.u = 1.f;
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isect_pipe.entry.N = isect_sph2.entry.N;
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}
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if (isect_sph1.exit.t == t_out) {
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isect_pipe.exit.u = 0.f;
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isect_pipe.exit.N = isect_sph1.exit.N;
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} else if (isect_sph2.exit.t == t_out) {
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isect_pipe.exit.u = 1.f;
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isect_pipe.exit.N = isect_sph2.exit.N;
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}
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return isect_pipe;
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}
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inline Intersections intersectBox(
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const vec3f &rayOrg, const vec3f &rayDir, const uniform box3f &box)
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{
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Intersections isect;
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const vec3f mins = (box.lower - rayOrg) * rcp_safe(rayDir);
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const vec3f maxs = (box.upper - rayOrg) * rcp_safe(rayDir);
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const vec3f nears = min(mins, maxs);
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const vec3f fars = max(mins, maxs);
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isect.entry.t = reduce_max(nears);
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if (isect.entry.t == nears.x)
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isect.entry.N = make_vec3f(rayDir.x > 0.0f ? -1.0f : 1.0f, 0.0f, 0.0f);
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else if (isect.entry.t == nears.y)
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isect.entry.N = make_vec3f(0.0f, rayDir.y > 0.0f ? -1.0f : 1.0f, 0.0f);
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else
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isect.entry.N = make_vec3f(0.0f, 0.0f, rayDir.z > 0.0f ? -1.0f : 1.0f);
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isect.exit.t = reduce_min(fars);
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if (isect.exit.t == fars.x)
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isect.exit.N = make_vec3f(rayDir.x > 0.0f ? 1.0f : -1.0f, 0.0f, 0.0f);
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else if (isect.exit.t == fars.y)
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isect.exit.N = make_vec3f(0.0f, rayDir.y > 0.0f ? 1.0f : -1.0f, 0.0f);
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else
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isect.exit.N = make_vec3f(0.0f, 0.0f, rayDir.z > 0.0f ? 1.0f : -1.0f);
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isect.entry.hit = isect.entry.t < isect.exit.t;
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isect.exit.hit = isect.entry.hit;
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return isect;
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}
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inline Hit intersectPlane(
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const vec3f &rayOrg, const vec3f &rayDir, const uniform vec4f &plane)
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{
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Hit hit;
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hit.hit = false;
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const uniform vec3f normal = make_vec3f(plane);
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const float DdN = dot(rayDir, normal);
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hit.hit = DdN != 0.0f;
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hit.N = normal;
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hit.t = (plane.w - dot(rayOrg, normal)) * rcpf(DdN);
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return hit;
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}
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OSPRAY_END_ISPC_NAMESPACE
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