diff options
Diffstat (limited to 'thirdparty/embree/kernels/geometry/quadi_intersector.h')
-rw-r--r-- | thirdparty/embree/kernels/geometry/quadi_intersector.h | 48 |
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]); |