当前位置: 首页>>代码示例>>C++>>正文


C++ NodeRef::leaf方法代码示例

本文整理汇总了C++中NodeRef::leaf方法的典型用法代码示例。如果您正苦于以下问题:C++ NodeRef::leaf方法的具体用法?C++ NodeRef::leaf怎么用?C++ NodeRef::leaf使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在NodeRef的用法示例。


在下文中一共展示了NodeRef::leaf方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: defined


//.........这里部分代码省略.........
          if (all(terminated)) break;
          ray_tfar = select(terminated,ssef(neg_inf),ray_tfar);
          continue;
        }
#endif

        while (1)
        {
          /* test if this is a leaf node */
          if (unlikely(curNode.isLeaf()))
            break;
          
          const sseb valid_node = ray_tfar > curDist;
          STAT3(shadow.trav_nodes,1,popcnt(valid_node),4);
          const Node* __restrict__ const node = curNode.node();
          
          /* pop of next node */
          assert(sptr_node > stack_node);
          sptr_node--;
          sptr_near--;
          curNode = *sptr_node;
          curDist = *sptr_near;
          
#pragma unroll(4)
          for (unsigned i=0; i<4; i++)
          {
            const NodeRef child = node->children[i];
            if (unlikely(child == BVH4::emptyNode)) break;
            
#if defined(__AVX2__)
            const ssef lclipMinX = msub(node->lower_x[i],rdir.x,org_rdir.x);
            const ssef lclipMinY = msub(node->lower_y[i],rdir.y,org_rdir.y);
            const ssef lclipMinZ = msub(node->lower_z[i],rdir.z,org_rdir.z);
            const ssef lclipMaxX = msub(node->upper_x[i],rdir.x,org_rdir.x);
            const ssef lclipMaxY = msub(node->upper_y[i],rdir.y,org_rdir.y);
            const ssef lclipMaxZ = msub(node->upper_z[i],rdir.z,org_rdir.z);
#else
            const ssef lclipMinX = (node->lower_x[i] - org.x) * rdir.x;
            const ssef lclipMinY = (node->lower_y[i] - org.y) * rdir.y;
            const ssef lclipMinZ = (node->lower_z[i] - org.z) * rdir.z;
            const ssef lclipMaxX = (node->upper_x[i] - org.x) * rdir.x;
            const ssef lclipMaxY = (node->upper_y[i] - org.y) * rdir.y;
            const ssef lclipMaxZ = (node->upper_z[i] - org.z) * rdir.z;
#endif
    
#if defined(__SSE4_1__)
            const ssef lnearP = maxi(maxi(mini(lclipMinX, lclipMaxX), mini(lclipMinY, lclipMaxY)), mini(lclipMinZ, lclipMaxZ));
            const ssef lfarP  = mini(mini(maxi(lclipMinX, lclipMaxX), maxi(lclipMinY, lclipMaxY)), maxi(lclipMinZ, lclipMaxZ));
            const sseb lhit   = maxi(lnearP,ray_tnear) <= mini(lfarP,ray_tfar);      
#else
            const ssef lnearP = max(max(min(lclipMinX, lclipMaxX), min(lclipMinY, lclipMaxY)), min(lclipMinZ, lclipMaxZ));
            const ssef lfarP  = min(min(max(lclipMinX, lclipMaxX), max(lclipMinY, lclipMaxY)), max(lclipMinZ, lclipMaxZ));
            const sseb lhit   = max(lnearP,ray_tnear) <= min(lfarP,ray_tfar);      
#endif
            
            /* if we hit the child we choose to continue with that child if it 
               is closer than the current next child, or we push it onto the stack */
            if (likely(any(lhit)))
            {
              assert(sptr_node < stackEnd);
              assert(child != BVH4::emptyNode);
              const ssef childDist = select(lhit,lnearP,inf);
              sptr_node++;
              sptr_near++;
              
              /* push cur node onto stack and continue with hit child */
              if (any(childDist < curDist))
              {
                *(sptr_node-1) = curNode;
                *(sptr_near-1) = curDist; 
                curDist = childDist;
                curNode = child;
              }
              
              /* push hit child onto stack */
              else {
                *(sptr_node-1) = child;
                *(sptr_near-1) = childDist; 
              }
            }	      
          }
        }
        
        /* return if stack is empty */
        if (unlikely(curNode == BVH4::invalidNode)) {
          assert(sptr_node == stack_node);
          break;
        }
        
        /* intersect leaf */
        const sseb valid_leaf = ray_tfar > curDist;
        STAT3(shadow.trav_leaves,1,popcnt(valid_leaf),4);
        size_t items; const Primitive* prim = (Primitive*) curNode.leaf(items);
        terminated |= PrimitiveIntersector4::occluded(!terminated,ray,prim,items,bvh->geometry);
        if (all(terminated)) break;
        ray_tfar = select(terminated,ssef(neg_inf),ray_tfar);
      }
      store4i(valid & terminated,&ray.geomID,0);
      AVX_ZERO_UPPER();
    }
开发者ID:dboogert,项目名称:embree,代码行数:101,代码来源:bvh4_intersector4_hybrid.cpp

示例2: rayNear


//.........这里部分代码省略.........
      const sse3f rdir(ray_rdir.x[k],ray_rdir.y[k],ray_rdir.z[k]);
      const sse3f norg = -org, org_rdir(org*rdir);
      const ssef rayNear(ray_tnear[k]), rayFar(ray_tfar[k]); 
      
      /* pop loop */
      while (true) pop:
      {
        /*! pop next node */
        if (unlikely(stackPtr == stack)) break;
        stackPtr--;
        NodeRef cur = (NodeRef) *stackPtr;
        
        /* downtraversal loop */
        while (true)
        {
          /*! stop if we found a leaf */
          if (unlikely(cur.isLeaf())) break;
          STAT3(shadow.trav_nodes,1,1,1);
          
          /*! single ray intersection with 4 boxes */
          const Node* node = cur.node();
          const size_t farX  = nearX ^ 16, farY  = nearY ^ 16, farZ  = nearZ ^ 16;
#if defined (__AVX2__)
          const ssef tNearX = msub(load4f((const char*)node+nearX), rdir.x, org_rdir.x);
          const ssef tNearY = msub(load4f((const char*)node+nearY), rdir.y, org_rdir.y);
          const ssef tNearZ = msub(load4f((const char*)node+nearZ), rdir.z, org_rdir.z);
          const ssef tFarX  = msub(load4f((const char*)node+farX ), rdir.x, org_rdir.x);
          const ssef tFarY  = msub(load4f((const char*)node+farY ), rdir.y, org_rdir.y);
          const ssef tFarZ  = msub(load4f((const char*)node+farZ ), rdir.z, org_rdir.z);
#else
          const ssef tNearX = (norg.x + load4f((const char*)node+nearX)) * rdir.x;
          const ssef tNearY = (norg.y + load4f((const char*)node+nearY)) * rdir.y;
          const ssef tNearZ = (norg.z + load4f((const char*)node+nearZ)) * rdir.z;
          const ssef tFarX  = (norg.x + load4f((const char*)node+farX )) * rdir.x;
          const ssef tFarY  = (norg.y + load4f((const char*)node+farY )) * rdir.y;
          const ssef tFarZ  = (norg.z + load4f((const char*)node+farZ )) * rdir.z;
#endif
          
#if defined(__SSE4_1__)
          const ssef tNear = maxi(maxi(tNearX,tNearY),maxi(tNearZ,rayNear));
          const ssef tFar  = mini(mini(tFarX ,tFarY ),mini(tFarZ ,rayFar ));
          const sseb vmask = cast(tNear) > cast(tFar);
          size_t mask = movemask(vmask)^0xf;
#else
          const ssef tNear = max(tNearX,tNearY,tNearZ,rayNear);
          const ssef tFar  = min(tFarX ,tFarY ,tFarZ ,rayFar);
          const sseb vmask = tNear <= tFar;
          size_t mask = movemask(vmask);
#endif
          
          /*! if no child is hit, pop next node */
          if (unlikely(mask == 0))
            goto pop;
          
          /*! one child is hit, continue with that child */
          size_t r = bitscan(mask); mask = __btc(mask,r);
          if (likely(mask == 0)) {
            cur = node->child(r);
            assert(cur != BVH4::emptyNode);
            continue;
          }
          
          /*! two children are hit, push far child, and continue with closer child */
          NodeRef c0 = node->child(r); const float d0 = tNear[r];
          r = bitscan(mask); mask = __btc(mask,r);
          NodeRef c1 = node->child(r); const float d1 = tNear[r];
          assert(c0 != BVH4::emptyNode);
          assert(c1 != BVH4::emptyNode);
          if (likely(mask == 0)) {
            assert(stackPtr < stackEnd);
            if (d0 < d1) { *stackPtr = c1; stackPtr++; cur = c0; continue; }
            else         { *stackPtr = c0; stackPtr++; cur = c1; continue; }
          }
          assert(stackPtr < stackEnd);
          *stackPtr = c0; stackPtr++;
          assert(stackPtr < stackEnd);
          *stackPtr = c1; stackPtr++;
          
          /*! three children are hit */
          r = bitscan(mask); mask = __btc(mask,r); cur = node->child(r); 
          assert(cur != BVH4::emptyNode);
          if (likely(mask == 0)) continue;
          assert(stackPtr < stackEnd);
          *stackPtr = cur; stackPtr++;
          
          /*! four children are hit */
          cur = node->child(3);
          assert(cur != BVH4::emptyNode);
        }
        
        /*! this is a leaf node */
        STAT3(shadow.trav_leaves,1,1,1);
        size_t num; Primitive* prim = (Primitive*) cur.leaf(num);
        if (PrimitiveIntersector4::occluded(ray,k,prim,num,bvh->geometry)) {
          ray.geomID[k] = 0;
          return true;
        }
      }
      return false;
    }
开发者ID:dboogert,项目名称:embree,代码行数:101,代码来源:bvh4_intersector4_hybrid.cpp

示例3: select


//.........这里部分代码省略.........
    stack_near[1] = ray_near;
    NodeRef* sptr_node = stack_node+2;
    ssef * sptr_near = stack_near+2;
 
    while (1)
    {
      /* pop next node from stack */
      sptr_node--;
      sptr_near--;
      ssef  curDist = *sptr_near;
      NodeRef curNode = *sptr_node;
      if (unlikely(curNode == invalid))
        break;

      /* cull node if behind closest hit point */
      const sseb m_dist = curDist < ray_far;
      if (unlikely(none(m_dist))) 
        continue;

      while (1)
      {
        /* test if this is a leaf node */
        if (unlikely(curNode.isLeaf())) 
          break;
        
        const Node* const node = curNode.node(bvh->nodePtr()); //NodeRef(curNode).node(nodes);
        //prefetch<PFHINT_L1>((ssef*)node + 1); // depth first order prefetch 
        
        /* pop of next node */
        sptr_node--;
        sptr_near--;
        curNode = *sptr_node;
        curDist = *sptr_near;
                
        for (unsigned i=0;i<4;i++)
  {
          const ssef dminx = (ssef(node->lower_x[i]) - ray.org.x) * rdir.x;
          const ssef dmaxx = (ssef(node->upper_x[i]) - ray.org.x) * rdir.x;
          const ssef dminy = (ssef(node->lower_y[i]) - ray.org.y) * rdir.y;
          const ssef dmaxy = (ssef(node->upper_y[i]) - ray.org.y) * rdir.y;
          const ssef dminz = (ssef(node->lower_z[i]) - ray.org.z) * rdir.z;
          const ssef dmaxz = (ssef(node->upper_z[i]) - ray.org.z) * rdir.z;
          
          const ssef dlowerx = min(dminx,dmaxx);
          const ssef dupperx = max(dminx,dmaxx);
          const ssef dlowery = min(dminy,dmaxy);
          const ssef duppery = max(dminy,dmaxy);
          const ssef dlowerz = min(dminz,dmaxz);
          const ssef dupperz = max(dminz,dmaxz);
          
          const ssef near = max(dlowerx,dlowery,dlowerz,ray_near);
          const ssef far  = min(dupperx,duppery,dupperz,ray_far );
          const sseb mhit = near <= far;
          
          const ssef childDist = select(mhit,near,inf);
          const sseb closer = childDist < curDist;

          /* if we hit the child we choose to continue with that child if it 
             is closer than the current next child, or we push it onto the stack */
          if (likely(any(mhit)))
          {
            const NodeRef child = node->child(i);
            //if (child != invalid)
            {
              sptr_node++;
              sptr_near++;
            
              /* push cur node onto stack and continue with hit child */
              if (any(closer)) {
                *(sptr_node-1) = curNode;
                *(sptr_near-1) = curDist; 
                curDist = childDist;
                curNode = child;
              } 
              
              /* push hit child onto stack*/
              else {
                *(sptr_node-1) = child;
                *(sptr_near-1) = childDist; 
              }          
            }       
          }
        }
      }
      
      /* return if stack is empty */
      if (unlikely(curNode == invalid)) 
        break;
      
      /* decode leaf node */
      size_t num;
      Triangle* tri = (Triangle*) curNode.leaf(bvh->triPtr(),num);
      
      /* intersect triangles */
      for (size_t i=0; i<num; i++)
        TriangleIntersector4::intersect(valid,ray,tri[i],bvh->vertices);
      
      ray_far = ray.tfar;
    }
  }
开发者ID:deepankarsharma,项目名称:drst,代码行数:101,代码来源:bvh4_intersector4_chunk.cpp

示例4: pre


//.........这里部分代码省略.........
          continue;
        
        /* downtraversal loop */
        while (true)
        {
          /*! stop if we found a leaf */
          if (unlikely(cur.isLeaf())) break;
          STAT3(normal.trav_nodes,1,1,1);
          
          /*! single ray intersection with 4 boxes */
          const Node* node = cur.node();
          const size_t farX  = nearX ^ 16, farY  = nearY ^ 16, farZ  = nearZ ^ 16;

          const ssef tFarX0  = abs((norg.x + load4f((const char*)node+farX )) * rdir.x);
          const ssef tFarY0  = abs((norg.y + load4f((const char*)node+farY )) * rdir.y);
          const ssef tFarZ0  = abs((norg.z + load4f((const char*)node+farZ )) * rdir.z);
          const ssef tFar0  = min(tFarX0 ,tFarY0 ,tFarZ0);
          const ssef radius = abs(ssef(ray.org.w) + tFar0 * ssef(ray.dir.w));
          //const ssef radius = zero;
          //PRINT2(tFar0,radius);

          const ssef tLowerX = (norg.x + node->lower_x - radius) * rdir.x;
          const ssef tLowerY = (norg.y + node->lower_y - radius) * rdir.y;
          const ssef tLowerZ = (norg.z + node->lower_z - radius) * rdir.z;

          const ssef tUpperX = (norg.x + node->upper_x + radius) * rdir.x;
          const ssef tUpperY = (norg.y + node->upper_y + radius) * rdir.y;
          const ssef tUpperZ = (norg.z + node->upper_z + radius) * rdir.z;

          const ssef tNearX = min(tLowerX,tUpperX);
          const ssef tNearY = min(tLowerY,tUpperY);
          const ssef tNearZ = min(tLowerZ,tUpperZ);

          const ssef tFarX = max(tLowerX,tUpperX);
          const ssef tFarY = max(tLowerY,tUpperY);
          const ssef tFarZ = max(tLowerZ,tUpperZ);

          const ssef tNear = max(tNearX,tNearY,tNearZ,ray_near);
          const ssef tFar  = min(tFarX ,tFarY ,tFarZ ,ray_far);
          const sseb vmask = tNear <= tFar;
          size_t mask = movemask(vmask);
          
          /*! if no child is hit, pop next node */
          if (unlikely(mask == 0))
            goto pop;
          
          /*! one child is hit, continue with that child */
          size_t r = __bscf(mask);
          if (likely(mask == 0)) {
            cur = node->child(r);
            //assert(cur != BVH4::emptyNode); // FIXME: enable these assertions again, currently traversing empty children
            continue;
          }
          
          /*! two children are hit, push far child, and continue with closer child */
          NodeRef c0 = node->child(r); const unsigned int d0 = ((unsigned int*)&tNear)[r];
          r = __bscf(mask);
          NodeRef c1 = node->child(r); const unsigned int d1 = ((unsigned int*)&tNear)[r];
          //assert(c0 != BVH4::emptyNode);
          //assert(c1 != BVH4::emptyNode);
          if (likely(mask == 0)) {
            assert(stackPtr < stackEnd); 
            if (d0 < d1) { stackPtr->ptr = c1; stackPtr->dist = d1; stackPtr++; cur = c0; continue; }
            else         { stackPtr->ptr = c0; stackPtr->dist = d0; stackPtr++; cur = c1; continue; }
          }
          
          /*! Here starts the slow path for 3 or 4 hit children. We push
           *  all nodes onto the stack to sort them there. */
          assert(stackPtr < stackEnd); 
          stackPtr->ptr = c0; stackPtr->dist = d0; stackPtr++;
          assert(stackPtr < stackEnd); 
          stackPtr->ptr = c1; stackPtr->dist = d1; stackPtr++;
          
          /*! three children are hit, push all onto stack and sort 3 stack items, continue with closest child */
          assert(stackPtr < stackEnd); 
          r = __bscf(mask);
          NodeRef c = node->child(r); unsigned int d = ((unsigned int*)&tNear)[r]; stackPtr->ptr = c; stackPtr->dist = d; stackPtr++;
          //assert(c != BVH4::emptyNode);
          if (likely(mask == 0)) {
            sort(stackPtr[-1],stackPtr[-2],stackPtr[-3]);
            cur = (NodeRef) stackPtr[-1].ptr; stackPtr--;
            continue;
          }
          
          /*! four children are hit, push all onto stack and sort 4 stack items, continue with closest child */
          assert(stackPtr < stackEnd); 
          r = __bscf(mask);
          c = node->child(r); d = *(unsigned int*)&tNear[r]; stackPtr->ptr = c; stackPtr->dist = d; stackPtr++;
          //assert(c != BVH4::emptyNode);
          sort(stackPtr[-1],stackPtr[-2],stackPtr[-3],stackPtr[-4]);
          cur = (NodeRef) stackPtr[-1].ptr; stackPtr--;
        }
        
        /*! this is a leaf node */
        STAT3(normal.trav_leaves,1,1,1);
        size_t num; Primitive* prim = (Primitive*) cur.leaf(num);
        PrimitiveIntersector::intersect(pre,ray,prim,num,bvh->geometry);
        ray_far = ray.tfar;
      }
    }
开发者ID:cpaalman,项目名称:embree,代码行数:101,代码来源:bvh4_intersector1_bezier.cpp


注:本文中的NodeRef::leaf方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。