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Diffstat (limited to 'thirdparty/embree/kernels/geometry/quadi_intersector.h')
-rw-r--r--thirdparty/embree/kernels/geometry/quadi_intersector.h48
1 files changed, 24 insertions, 24 deletions
diff --git a/thirdparty/embree/kernels/geometry/quadi_intersector.h b/thirdparty/embree/kernels/geometry/quadi_intersector.h
index 20a98c3406..96fc77b42d 100644
--- a/thirdparty/embree/kernels/geometry/quadi_intersector.h
+++ b/thirdparty/embree/kernels/geometry/quadi_intersector.h
@@ -19,7 +19,7 @@ namespace embree
typedef QuadMIntersector1MoellerTrumbore<M,filter> Precalculations;
/*! Intersect a ray with the M quads and updates the hit. */
- static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad)
+ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& quad)
{
STAT3(normal.trav_prims,1,1,1);
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
@@ -27,7 +27,7 @@ namespace embree
}
/*! Test if the ray is occluded by one of M quads. */
- static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad)
+ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& quad)
{
STAT3(shadow.trav_prims,1,1,1);
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
@@ -48,7 +48,7 @@ namespace embree
typedef QuadMIntersectorKMoellerTrumbore<M,K,filter> Precalculations;
/*! Intersects K rays with M triangles. */
- static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
+ static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, RayQueryContext* context, const QuadMi<M>& quad)
{
Scene* scene = context->scene;
for (size_t i=0; i<QuadMi<M>::max_size(); i++)
@@ -64,7 +64,7 @@ namespace embree
}
/*! Test for K rays if they are occluded by any of the M triangles. */
- static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
+ static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, RayQueryContext* context, const QuadMi<M>& quad)
{
Scene* scene = context->scene;
vbool<K> valid0 = valid_i;
@@ -83,7 +83,7 @@ namespace embree
}
/*! Intersect a ray with M triangles and updates the hit. */
- static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad)
+ static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, RayQueryContext* context, const QuadMi<M>& quad)
{
STAT3(normal.trav_prims,1,1,1);
Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
@@ -91,7 +91,7 @@ namespace embree
}
/*! Test if the ray is occluded by one of the M triangles. */
- static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad)
+ static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, RayQueryContext* context, const QuadMi<M>& quad)
{
STAT3(shadow.trav_prims,1,1,1);
Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
@@ -107,7 +107,7 @@ namespace embree
typedef QuadMIntersector1Pluecker<M,filter> Precalculations;
/*! Intersect a ray with the M quads and updates the hit. */
- static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad)
+ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& quad)
{
STAT3(normal.trav_prims,1,1,1);
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
@@ -115,7 +115,7 @@ namespace embree
}
/*! Test if the ray is occluded by one of M quads. */
- static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad)
+ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& quad)
{
STAT3(shadow.trav_prims,1,1,1);
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
@@ -136,7 +136,7 @@ namespace embree
typedef QuadMIntersectorKPluecker<M,K,filter> Precalculations;
/*! Intersects K rays with M triangles. */
- static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
+ static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, RayQueryContext* context, const QuadMi<M>& quad)
{
Scene* scene = context->scene;
for (size_t i=0; i<QuadMi<M>::max_size(); i++)
@@ -152,7 +152,7 @@ namespace embree
}
/*! Test for K rays if they are occluded by any of the M triangles. */
- static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
+ static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, RayQueryContext* context, const QuadMi<M>& quad)
{
Scene* scene = context->scene;
vbool<K> valid0 = valid_i;
@@ -171,7 +171,7 @@ namespace embree
}
/*! Intersect a ray with M triangles and updates the hit. */
- static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad)
+ static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, RayQueryContext* context, const QuadMi<M>& quad)
{
STAT3(normal.trav_prims,1,1,1);
Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
@@ -179,7 +179,7 @@ namespace embree
}
/*! Test if the ray is occluded by one of the M triangles. */
- static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad)
+ static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, RayQueryContext* context, const QuadMi<M>& quad)
{
STAT3(shadow.trav_prims,1,1,1);
Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
@@ -195,7 +195,7 @@ namespace embree
typedef QuadMIntersector1MoellerTrumbore<M,filter> Precalculations;
/*! Intersect a ray with the M quads and updates the hit. */
- static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad)
+ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& quad)
{
STAT3(normal.trav_prims,1,1,1);
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time());
@@ -203,7 +203,7 @@ namespace embree
}
/*! Test if the ray is occluded by one of M quads. */
- static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad)
+ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& quad)
{
STAT3(shadow.trav_prims,1,1,1);
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time());
@@ -224,7 +224,7 @@ namespace embree
typedef QuadMIntersectorKMoellerTrumbore<M,K,filter> Precalculations;
/*! Intersects K rays with M quads. */
- static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
+ static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, RayQueryContext* context, const QuadMi<M>& quad)
{
for (size_t i=0; i<QuadMi<M>::max_size(); i++)
{
@@ -236,7 +236,7 @@ namespace embree
}
/*! Test for K rays if they are occluded by any of the M quads. */
- static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
+ static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, RayQueryContext* context, const QuadMi<M>& quad)
{
vbool<K> valid0 = valid_i;
for (size_t i=0; i<QuadMi<M>::max_size(); i++)
@@ -251,7 +251,7 @@ namespace embree
}
/*! Intersect a ray with M quads and updates the hit. */
- static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad)
+ static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, RayQueryContext* context, const QuadMi<M>& quad)
{
STAT3(normal.trav_prims,1,1,1);
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]);
@@ -259,7 +259,7 @@ namespace embree
}
/*! Test if the ray is occluded by one of the M quads. */
- static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad)
+ static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, RayQueryContext* context, const QuadMi<M>& quad)
{
STAT3(shadow.trav_prims,1,1,1);
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]);
@@ -275,7 +275,7 @@ namespace embree
typedef QuadMIntersector1Pluecker<M,filter> Precalculations;
/*! Intersect a ray with the M quads and updates the hit. */
- static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad)
+ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& quad)
{
STAT3(normal.trav_prims,1,1,1);
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time());
@@ -283,7 +283,7 @@ namespace embree
}
/*! Test if the ray is occluded by one of M quads. */
- static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad)
+ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& quad)
{
STAT3(shadow.trav_prims,1,1,1);
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time());
@@ -304,7 +304,7 @@ namespace embree
typedef QuadMIntersectorKPluecker<M,K,filter> Precalculations;
/*! Intersects K rays with M quads. */
- static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
+ static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, RayQueryContext* context, const QuadMi<M>& quad)
{
for (size_t i=0; i<QuadMi<M>::max_size(); i++)
{
@@ -316,7 +316,7 @@ namespace embree
}
/*! Test for K rays if they are occluded by any of the M quads. */
- static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
+ static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, RayQueryContext* context, const QuadMi<M>& quad)
{
vbool<K> valid0 = valid_i;
for (size_t i=0; i<QuadMi<M>::max_size(); i++)
@@ -331,7 +331,7 @@ namespace embree
}
/*! Intersect a ray with M quads and updates the hit. */
- static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad)
+ static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, RayQueryContext* context, const QuadMi<M>& quad)
{
STAT3(normal.trav_prims,1,1,1);
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]);
@@ -339,7 +339,7 @@ namespace embree
}
/*! Test if the ray is occluded by one of the M quads. */
- static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad)
+ static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, RayQueryContext* context, const QuadMi<M>& quad)
{
STAT3(shadow.trav_prims,1,1,1);
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]);