BambuStudio/libigl/igl/embree/embree2/rtcore_ray.isph

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// ======================================================================== //
// Copyright 2009-2015 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. //
// ======================================================================== //
#ifndef __RTCORE_RAY_ISPH__
#define __RTCORE_RAY_ISPH__
/*! \ingroup embree_kernel_api_ispc */
/*! \{ */
/*! Ray structure for uniform (single) rays. */
struct RTCRay1
{
/* ray data */
float org[3]; //!< Ray origin
float align0; //!< unused member to force alignment of following members
float dir[3]; //!< Ray direction
float align1; //!< unused member to force alignment of following members
float tnear; //!< Start of ray segment
float tfar; //!< End of ray segment (set to hit distance)
float time; //!< Time of this ray for motion blur
unsigned mask; //!< Used to mask out objects during traversal
/* hit data */
float Ng[3]; //!< Unnormalized geometry normal
float align2;
float u; //!< Barycentric u coordinate of hit
float v; //!< Barycentric v coordinate of hit
unsigned geomID; //!< geometry ID
unsigned primID; //!< primitive ID
unsigned instID; //!< instance ID
varying unsigned align[0]; //!< aligns ray on stack to at least 16 bytes
};
/*! Ray structure for packets of 4 rays. */
struct RTCRay
{
/* ray data */
float orgx; //!< x coordinate of ray origin
float orgy; //!< y coordinate of ray origin
float orgz; //!< z coordinate of ray origin
float dirx; //!< x coordinate of ray direction
float diry; //!< y coordinate of ray direction
float dirz; //!< z coordinate of ray direction
float tnear; //!< Start of ray segment
float tfar; //!< End of ray segment
float time; //!< Time of this ray for motion blur
unsigned mask; //!< Used to mask out objects during traversal
/* hit data */
float Ngx; //!< x coordinate of geometry normal
float Ngy; //!< y coordinate of geometry normal
float Ngz; //!< z coordinate of geometry normal
float u; //!< Barycentric u coordinate of hit
float v; //!< Barycentric v coordinate of hit
unsigned geomID; //!< geometry ID
unsigned primID; //!< primitive ID
unsigned instID; //!< instance ID
};
struct RTCRaySOA
{
/* ray data */
uniform float* uniform orgx; //!< x coordinate of ray origin
uniform float* uniform orgy; //!< y coordinate of ray origin
uniform float* uniform orgz; //!< z coordinate of ray origin
uniform float* uniform dirx; //!< x coordinate of ray direction
uniform float* uniform diry; //!< y coordinate of ray direction
uniform float* uniform dirz; //!< z coordinate of ray direction
uniform float* uniform tnear; //!< Start of ray segment (optional)
uniform float* uniform tfar; //!< End of ray segment (set to hit distance)
uniform float* uniform time; //!< Time of this ray for motion blur (optional)
uniform unsigned* uniform mask; //!< Used to mask out objects during traversal (optional)
/* hit data */
uniform float* uniform Ngx; //!< x coordinate of geometry normal (optional)
uniform float* uniform Ngy; //!< y coordinate of geometry normal (optional)
uniform float* uniform Ngz; //!< z coordinate of geometry normal (optional)
uniform float* uniform u; //!< Barycentric u coordinate of hit
uniform float* uniform v; //!< Barycentric v coordinate of hit
uniform unsigned* uniform geomID; //!< geometry ID
uniform unsigned* uniform primID; //!< primitive ID
uniform unsigned* uniform instID; //!< instance ID (optional)
};
/*! @} */
#endif