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++ // Copyright 2009-2021 Intel Corporation
++ // SPDX-License-Identifier: Apache-2.0
++
++ #pragma once
++
++ #include "../common/scene.h"
++ #include "../common/primref.h"
++
++ namespace embree
++ {
++ namespace isa
++ {
++ template<size_t N>
++ __forceinline void splitPolygon(const BBox3fa& bounds,
++ const size_t dim,
++ const float pos,
++ const Vec3fa (&v)[N+1],
++ const Vec3fa (&inv_length)[N],
++ BBox3fa& left_o,
++ BBox3fa& right_o)
++ {
++ BBox3fa left = empty, right = empty;
++ /* clip triangle to left and right box by processing all edges */
++ for (size_t i=0; i<N; i++)
++ {
++ const Vec3fa &v0 = v[i];
++ const Vec3fa &v1 = v[i+1];
++ const float v0d = v0[dim];
++ const float v1d = v1[dim];
++
++ if (v0d <= pos) left. extend(v0); // this point is on left side
++ if (v0d >= pos) right.extend(v0); // this point is on right side
++
++ if ((v0d < pos && pos < v1d) || (v1d < pos && pos < v0d)) // the edge crosses the splitting location
++ {
++ assert((v1d-v0d) != 0.0f);
++ const Vec3fa c = madd(Vec3fa((pos-v0d)*inv_length[i][dim]),v1-v0,v0);
++ left.extend(c);
++ right.extend(c);
++ }
++ }
++
++ /* clip against current bounds */
++ left_o = intersect(left,bounds);
++ right_o = intersect(right,bounds);
++ }
++
++ template<size_t N>
++ __forceinline void splitPolygon(const PrimRef& prim,
++ const size_t dim,
++ const float pos,
++ const Vec3fa (&v)[N+1],
++ PrimRef& left_o,
++ PrimRef& right_o)
++ {
++ BBox3fa left = empty, right = empty;
++ for (size_t i=0; i<N; i++)
++ {
++ const Vec3fa &v0 = v[i];
++ const Vec3fa &v1 = v[i+1];
++ const float v0d = v0[dim];
++ const float v1d = v1[dim];
++
++ if (v0d <= pos) left. extend(v0); // this point is on left side
++ if (v0d >= pos) right.extend(v0); // this point is on right side
++
++ if ((v0d < pos && pos < v1d) || (v1d < pos && pos < v0d)) // the edge crosses the splitting location
++ {
++ assert((v1d-v0d) != 0.0f);
++ const float inv_length = 1.0f/(v1d-v0d);
++ const Vec3fa c = madd(Vec3fa((pos-v0d)*inv_length),v1-v0,v0);
++ left.extend(c);
++ right.extend(c);
++ }
++ }
++
++ /* clip against current bounds */
++ new (&left_o ) PrimRef(intersect(left ,prim.bounds()),prim.geomID(), prim.primID());
++ new (&right_o) PrimRef(intersect(right,prim.bounds()),prim.geomID(), prim.primID());
++ }
++
++ struct TriangleSplitter
++ {
++ __forceinline TriangleSplitter(const Scene* scene, const PrimRef& prim)
++ {
++ const unsigned int mask = 0xFFFFFFFF >> RESERVED_NUM_SPATIAL_SPLITS_GEOMID_BITS;
++ const TriangleMesh* mesh = (const TriangleMesh*) scene->get(prim.geomID() & mask );
++ TriangleMesh::Triangle tri = mesh->triangle(prim.primID());
++ v[0] = mesh->vertex(tri.v[0]);
++ v[1] = mesh->vertex(tri.v[1]);
++ v[2] = mesh->vertex(tri.v[2]);
++ v[3] = mesh->vertex(tri.v[0]);
++ inv_length[0] = Vec3fa(1.0f) / (v[1]-v[0]);
++ inv_length[1] = Vec3fa(1.0f) / (v[2]-v[1]);
++ inv_length[2] = Vec3fa(1.0f) / (v[0]-v[2]);
++ }
++
++ __forceinline void operator() (const PrimRef& prim, const size_t dim, const float pos, PrimRef& left_o, PrimRef& right_o) const {
++ splitPolygon<3>(prim,dim,pos,v,left_o,right_o);
++ }
++
++ __forceinline void operator() (const BBox3fa& prim, const size_t dim, const float pos, BBox3fa& left_o, BBox3fa& right_o) const {
++ splitPolygon<3>(prim,dim,pos,v,inv_length,left_o,right_o);
++ }
++
++ private:
++ Vec3fa v[4];
++ Vec3fa inv_length[3];
++ };
++
++ struct TriangleSplitterFactory
++ {
++ __forceinline TriangleSplitterFactory(const Scene* scene)
++ : scene(scene) {}
++
++ __forceinline TriangleSplitter operator() (const PrimRef& prim) const {
++ return TriangleSplitter(scene,prim);
++ }
++
++ private:
++ const Scene* scene;
++ };
++
++ struct QuadSplitter
++ {
++ __forceinline QuadSplitter(const Scene* scene, const PrimRef& prim)
++ {
++ const unsigned int mask = 0xFFFFFFFF >> RESERVED_NUM_SPATIAL_SPLITS_GEOMID_BITS;
++ const QuadMesh* mesh = (const QuadMesh*) scene->get(prim.geomID() & mask );
++ QuadMesh::Quad quad = mesh->quad(prim.primID());
++ v[0] = mesh->vertex(quad.v[0]);
++ v[1] = mesh->vertex(quad.v[1]);
++ v[2] = mesh->vertex(quad.v[2]);
++ v[3] = mesh->vertex(quad.v[3]);
++ v[4] = mesh->vertex(quad.v[0]);
++ inv_length[0] = Vec3fa(1.0f) / (v[1]-v[0]);
++ inv_length[1] = Vec3fa(1.0f) / (v[2]-v[1]);
++ inv_length[2] = Vec3fa(1.0f) / (v[3]-v[2]);
++ inv_length[3] = Vec3fa(1.0f) / (v[0]-v[3]);
++ }
++
++ __forceinline void operator() (const PrimRef& prim, const size_t dim, const float pos, PrimRef& left_o, PrimRef& right_o) const {
++ splitPolygon<4>(prim,dim,pos,v,left_o,right_o);
++ }
++
++ __forceinline void operator() (const BBox3fa& prim, const size_t dim, const float pos, BBox3fa& left_o, BBox3fa& right_o) const {
++ splitPolygon<4>(prim,dim,pos,v,inv_length,left_o,right_o);
++ }
++
++ private:
++ Vec3fa v[5];
++ Vec3fa inv_length[4];
++ };
++
++ struct QuadSplitterFactory
++ {
++ __forceinline QuadSplitterFactory(const Scene* scene)
++ : scene(scene) {}
++
++ __forceinline QuadSplitter operator() (const PrimRef& prim) const {
++ return QuadSplitter(scene,prim);
++ }
++
++ private:
++ const Scene* scene;
++ };
++
++
++ struct DummySplitter
++ {
++ __forceinline DummySplitter(const Scene* scene, const PrimRef& prim)
++ {
++ }
++ };
++
++ struct DummySplitterFactory
++ {
++ __forceinline DummySplitterFactory(const Scene* scene)
++ : scene(scene) {}
++
++ __forceinline DummySplitter operator() (const PrimRef& prim) const {
++ return DummySplitter(scene,prim);
++ }
++
++ private:
++ const Scene* scene;
++ };
++
++ }
++ }
++