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C++ NodeRef::nodeMB方法代码示例

本文整理汇总了C++中NodeRef::nodeMB方法的典型用法代码示例。如果您正苦于以下问题:C++ NodeRef::nodeMB方法的具体用法?C++ NodeRef::nodeMB怎么用?C++ NodeRef::nodeMB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::nodeMB方法的6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: if

  void BVHNStatistics<N>::statistics(NodeRef node, const float A, size_t& depth)
  {
    if (node.isNode())
    {
      numAlignedNodes++;
      AlignedNode* n = node.node();
      bvhSAH += A*travCostAligned;
      depth = 0;
      for (size_t i=0; i<N; i++) {
        if (n->child(i) == BVH::emptyNode) continue;
        childrenAlignedNodes++;
        const float Ai = max(0.0f,halfArea(n->extend(i)));
        size_t cdepth; statistics(n->child(i),Ai,cdepth); 
        depth=max(depth,cdepth);
      }
      depth++;
    }
    else if (node.isUnalignedNode())
    {
      numUnalignedNodes++;
      UnalignedNode* n = node.unalignedNode();
      bvhSAH += A*travCostUnaligned;
      
      depth = 0;
      for (size_t i=0; i<N; i++) {
        if (n->child(i) == BVH::emptyNode) continue;
        childrenUnalignedNodes++;
        const float Ai = max(0.0f,halfArea(n->extend(i)));
        size_t cdepth; statistics(n->child(i),Ai,cdepth); 
        depth=max(depth,cdepth);
      }
      depth++;
    }
    else if (node.isNodeMB())
    {
      numAlignedNodesMB++;
      AlignedNodeMB* n = node.nodeMB();
      bvhSAH += A*travCostAligned;
      
      depth = 0;
      for (size_t i=0; i<N; i++) {
        if (n->child(i) == BVH::emptyNode) continue;
        childrenAlignedNodesMB++;
        const float Ai = max(0.0f,halfArea(n->extend0(i)));
        size_t cdepth; statistics(n->child(i),Ai,cdepth); 
        depth=max(depth,cdepth);
      }
      depth++;
    }
    else if (node.isUnalignedNodeMB())
    {
      numUnalignedNodesMB++;
      UnalignedNodeMB* n = node.unalignedNodeMB();
      bvhSAH += A*travCostUnaligned;
      
      depth = 0;
      for (size_t i=0; i<N; i++) {
        if (n->child(i) == BVH::emptyNode) continue;
        childrenUnalignedNodesMB++;
        const float Ai = max(0.0f,halfArea(n->extend0(i)));
        size_t cdepth; statistics(n->child(i),Ai,cdepth); 
        depth=max(depth,cdepth);
      }
      depth++;
    }
    else if (node.isTransformNode())
    {
      numTransformNodes++;
      TransformNode* n = node.transformNode();
      bvhSAH += A*travCostTransform;

      depth = 0;
      const BBox3fa worldBounds = xfmBounds(n->local2world,n->localBounds);
      const float Ai = max(0.0f,halfArea(worldBounds));
      //size_t cdepth; statistics(n->child,Ai,cdepth); 
      //depth=max(depth,cdepth)+1;
    }
    else
    {
      depth = 0;
      size_t num; const char* tri = node.leaf(num);
      if (!num) return;
      
      numLeaves++;
      numPrimBlocks += num;
      for (size_t i=0; i<num; i++)
        numPrims += bvh->primTy.size(tri+i*bvh->primTy.bytes);
      
      float sah = A * intCost * num;
      leafSAH += sah;
    }
  } 
开发者ID:Dade916,项目名称:embree,代码行数:92,代码来源:bvh_statistics.cpp

示例2: pre


//.........这里部分代码省略.........
	      if (unlikely(child == BVH4::emptyNode)) break;
	      float4 lnearP; const bool4 lhit = intersect_node<robust>(node,i,org,rdir,org_rdir,ray_tnear,ray_tfar,lnearP);
	      
	      /* 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 float4 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) = cur;
		  *(sptr_near-1) = curDist; 
		  curDist = childDist;
		  cur = child;
		}
		
		/* push hit child onto stack */
		else {
		  *(sptr_node-1) = child;
		  *(sptr_near-1) = childDist; 
		}
	      }     
	    }
#if SWITCH_DURING_DOWN_TRAVERSAL == 1
          // seems to be the best place for testing utilization
          if (unlikely(popcnt(ray_tfar > curDist) <= SWITCH_THRESHOLD))
            {
              *sptr_node++ = cur;
              *sptr_near++ = curDist;
              goto pop;
            }
#endif
	  }
	  
	  /* process motion blur nodes */
          else if (likely((types & 0x10) && cur.isNodeMB()))
	  {
	    const bool4 valid_node = ray_tfar > curDist;
	    STAT3(normal.trav_nodes,1,popcnt(valid_node),4);
	    const BVH4::NodeMB* __restrict__ const node = cur.nodeMB();
          
	    /* pop of next node */
	    assert(sptr_node > stack_node);
	    sptr_node--;
	    sptr_near--;
	    cur = *sptr_node; 
	    curDist = *sptr_near;
	    
#pragma unroll(4)
	    for (unsigned i=0; i<BVH4::N; i++)
	    {
	      const NodeRef child = node->child(i);
	      if (unlikely(child == BVH4::emptyNode)) break;
	      float4 lnearP; const bool4 lhit = intersect_node(node,i,org,rdir,org_rdir,ray_tnear,ray_tfar,ray.time,lnearP);
	      
	      /* 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 float4 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) = cur;
		  *(sptr_near-1) = curDist; 
		  curDist = childDist;
		  cur = child;
		}
		
		/* push hit child onto stack */
		else {
		  *(sptr_node-1) = child;
		  *(sptr_near-1) = childDist; 
		}
	      }	      
	    }
#if SWITCH_DURING_DOWN_TRAVERSAL == 1
          // seems to be the best place for testing utilization
          if (unlikely(popcnt(ray_tfar > curDist) <= SWITCH_THRESHOLD))
            {
              *sptr_node++ = cur;
              *sptr_near++ = curDist;
              goto pop;
            }
#endif
	  }
	  else 
	    break;
	}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:101,代码来源:bvh4_intersector4_hybrid.cpp

示例3: pre

    void BVH4Intersector4Chunk<types,robust,PrimitiveIntersector4>::intersect(sseb* valid_i, BVH4* bvh, Ray4& ray)
    {
      /* load ray */
      const sseb valid0 = *valid_i;
      const sse3f rdir = rcp_safe(ray.dir);
      const sse3f org(ray.org), org_rdir = org * rdir;
      ssef ray_tnear = select(valid0,ray.tnear,ssef(pos_inf));
      ssef ray_tfar  = select(valid0,ray.tfar ,ssef(neg_inf));
      const ssef inf = ssef(pos_inf);
      Precalculations pre(valid0,ray);
      
      /* allocate stack and push root node */
      ssef    stack_near[stackSize];
      NodeRef stack_node[stackSize];
      stack_node[0] = BVH4::invalidNode;
      stack_near[0] = inf;
      stack_node[1] = bvh->root;
      stack_near[1] = ray_tnear; 
      NodeRef* stackEnd = stack_node+stackSize;
      NodeRef* __restrict__ sptr_node = stack_node + 2;
      ssef*    __restrict__ sptr_near = stack_near + 2;
      
      while (1)
      {
        /* pop next node from stack */
        assert(sptr_node > stack_node);
        sptr_node--;
        sptr_near--;
        NodeRef cur = *sptr_node;
        if (unlikely(cur == BVH4::invalidNode)) {
          assert(sptr_node == stack_node);
          break;
        }
        
        /* cull node if behind closest hit point */
        ssef curDist = *sptr_near;
        if (unlikely(none(ray_tfar > curDist))) 
          continue;
        
        while (1)
        {
	  /* process normal nodes */
          if (likely((types & 0x1) && cur.isNode()))
          {
	    const sseb valid_node = ray_tfar > curDist;
	    STAT3(normal.trav_nodes,1,popcnt(valid_node),8);
	    const Node* __restrict__ const node = cur.node();
	    
	    /* pop of next node */
	    assert(sptr_node > stack_node);
	    sptr_node--;
	    sptr_near--;
	    cur = *sptr_node; 
	    curDist = *sptr_near;
          
#pragma unroll(4)
	    for (unsigned i=0; i<BVH4::N; i++)
	    {
	      const NodeRef child = node->children[i];
	      if (unlikely(child == BVH4::emptyNode)) break;
	      ssef lnearP; const sseb lhit = node->intersect<robust>(i,org,rdir,org_rdir,ray_tnear,ray_tfar,lnearP);
	      	      
	      /* 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);
		const ssef childDist = select(lhit,lnearP,inf);
		const NodeRef child = node->children[i];
		assert(child != BVH4::emptyNode);
		sptr_node++;
		sptr_near++;
		
		/* push cur node onto stack and continue with hit child */
		if (any(childDist < curDist))
		{
		  *(sptr_node-1) = cur;
		  *(sptr_near-1) = curDist; 
		  curDist = childDist;
		  cur = child;
		}
		
		/* push hit child onto stack */
		else {
		  *(sptr_node-1) = child;
		  *(sptr_near-1) = childDist; 
		}
	      }	      
	    }
	  }
	  /* process motion blur nodes */
          else if (likely((types & 0x10) && cur.isNodeMB()))
	  {
	    const sseb valid_node = ray_tfar > curDist;
	    STAT3(normal.trav_nodes,1,popcnt(valid_node),8);
	    const BVH4::NodeMB* __restrict__ const node = cur.nodeMB();
          
	    /* pop of next node */
	    assert(sptr_node > stack_node);
	    sptr_node--;
//.........这里部分代码省略.........
开发者ID:D-POWER,项目名称:embree,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.........
          /* process normal nodes */
          if (likely((types & 0x1) && cur.isNode()))
          {
	    const bool8 valid_node = ray_tfar > curDist;
	    STAT3(normal.trav_nodes,1,popcnt(valid_node),8);
	    const Node* __restrict__ const node = cur.node();
	    
	    /* pop of next node */
	    assert(sptr_node > stack_node);
	    sptr_node--;
	    sptr_near--;
	    cur = *sptr_node; 
	    curDist = *sptr_near;
	    
#pragma unroll(4)
	    for (unsigned i=0; i<BVH4::N; i++)
	    {
	      const NodeRef child = node->children[i];
	      if (unlikely(child == BVH4::emptyNode)) break;
	      float8 lnearP; const bool8 lhit = intersect8_node<robust>(node,i,org,rdir,org_rdir,ray_tnear,ray_tfar,lnearP);
	      
	      /* 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 float8 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) = cur;
		  *(sptr_near-1) = curDist; 
		  curDist = childDist;
		  cur = child;
		}
		
		/* push hit child onto stack */
		else {
		  *(sptr_node-1) = child;
		  *(sptr_near-1) = childDist; 
		}
	      }     
	    }
	  }
	  
	  /* process motion blur nodes */
          else if (likely((types & 0x10) && cur.isNodeMB()))
	  {
	    const bool8 valid_node = ray_tfar > curDist;
	    STAT3(normal.trav_nodes,1,popcnt(valid_node),8);
	    const BVH4::NodeMB* __restrict__ const node = cur.nodeMB();
          
	    /* pop of next node */
	    assert(sptr_node > stack_node);
	    sptr_node--;
	    sptr_near--;
	    cur = *sptr_node; 
	    curDist = *sptr_near;
	    
#pragma unroll(4)
	    for (unsigned i=0; i<BVH4::N; i++)
	    {
	      const NodeRef child = node->child(i);
	      if (unlikely(child == BVH4::emptyNode)) break;
	      float8 lnearP; const bool8 lhit = intersect_node(node,i,org,rdir,org_rdir,ray_tnear,ray_tfar,ray.time,lnearP);
	      	      
	      /* 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 float8 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) = cur;
		  *(sptr_near-1) = curDist; 
		  curDist = childDist;
		  cur = child;
		}
		
		/* push hit child onto stack */
		else {
		  *(sptr_node-1) = child;
		  *(sptr_near-1) = childDist; 
		}
	      }	      
	    }
	  }
	  else 
	    break;
	}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:101,代码来源:bvh4_intersector8_chunk.cpp

示例5: pre

    void BVH4Intersector1<types,robust,PrimitiveIntersector>::intersect(const BVH4* bvh, Ray& ray)
    {
      /*! perform per ray precalculations required by the primitive intersector */
      Precalculations pre(ray);
      BVH4::UnalignedNodeMB::Precalculations pre1(ray);

      /*! stack state */
      StackItemInt32<NodeRef> stack[stackSize];            //!< stack of nodes 
      StackItemInt32<NodeRef>* stackPtr = stack+1;        //!< current stack pointer
      StackItemInt32<NodeRef>* stackEnd = stack+stackSize;
      stack[0].ptr  = bvh->root;
      stack[0].dist = neg_inf;
            
      /*! load the ray into SIMD registers */
      const Vec3fa ray_rdir = rcp_safe(ray.dir);
      const Vec3fa ray_org_rdir = ray.org*ray_rdir;
      const sse3f org(ray.org.x,ray.org.y,ray.org.z);
      const sse3f dir(ray.dir.x,ray.dir.y,ray.dir.z);
      const sse3f rdir(ray_rdir.x,ray_rdir.y,ray_rdir.z);
      const sse3f org_rdir(ray_org_rdir.x,ray_org_rdir.y,ray_org_rdir.z);
      const ssef  ray_near(ray.tnear);
      ssef ray_far(ray.tfar);

      /*! offsets to select the side that becomes the lower or upper bound */
      const size_t nearX = ray_rdir.x >= 0.0f ? 0*sizeof(ssef) : 1*sizeof(ssef);
      const size_t nearY = ray_rdir.y >= 0.0f ? 2*sizeof(ssef) : 3*sizeof(ssef);
      const size_t nearZ = ray_rdir.z >= 0.0f ? 4*sizeof(ssef) : 5*sizeof(ssef);

      /* pop loop */
      while (true) pop:
      {
        /*! pop next node */
        if (unlikely(stackPtr == stack)) break;
        stackPtr--;
        NodeRef cur = NodeRef(stackPtr->ptr);
        
        /*! if popped node is too far, pop next one */
        if (unlikely(*(float*)&stackPtr->dist > ray.tfar))
          continue;
        
        /* downtraversal loop */
        while (true)
        {
	  size_t mask; 
	  ssef tNear;

	  /*! stop if we found a leaf node */
	  if (unlikely(cur.isLeaf(types))) break;
	  STAT3(normal.trav_nodes,1,1,1);

	  /* process standard nodes */
          if (likely(cur.isNode(types)))
	    mask = cur.node()->intersect<robust>(nearX,nearY,nearZ,org,rdir,org_rdir,ray_near,ray_far,tNear); 

	  /* process motion blur nodes */
	  else if (likely(cur.isNodeMB(types)))
	    mask = cur.nodeMB()->intersect(nearX,nearY,nearZ,org,rdir,org_rdir,ray_near,ray_far,ray.time,tNear); 

	  /*! process nodes with unaligned bounds */
          else if (unlikely(cur.isUnalignedNode(types)))
            mask = cur.unalignedNode()->intersect(org,dir,ray_near,ray_far,tNear);

          /*! process nodes with unaligned bounds and motion blur */
          else if (unlikely(cur.isUnalignedNodeMB(types)))
            mask = cur.unalignedNodeMB()->intersect(pre1,org,dir,ray_near,ray_far,ray.time,tNear);

          /*! if no child is hit, pop next node */
	  const BVH4::BaseNode* node = cur.baseNode(types);
          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); cur.prefetch(types);
            assert(cur != BVH4::emptyNode);
            continue;
          }
          
          /*! two children are hit, push far child, and continue with closer child */
          NodeRef c0 = node->child(r); c0.prefetch(types); const unsigned int d0 = ((unsigned int*)&tNear)[r];
          r = __bscf(mask);
          NodeRef c1 = node->child(r); c1.prefetch(types); 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); 
//.........这里部分代码省略.........
开发者ID:D-POWER,项目名称:embree,代码行数:101,代码来源:bvh4_intersector1.cpp

示例6: if

  void BVH4Statistics::statistics(NodeRef node, const float A, size_t& depth)
  {
    if (node.isNode())
      {
	hash += 0x1234;
	numAlignedNodes++;
	AlignedNode* n = node.node();
	bvhSAH += A*BVH4::travCostAligned;
	depth = 0;
	for (size_t i=0; i<BVH4::N; i++) {
	  if (n->child(i) == BVH4::emptyNode) continue;
	  childrenAlignedNodes++;
	  const float Ai = max(0.0f,halfArea(n->extend(i)));
	  size_t cdepth; statistics(n->child(i),Ai,cdepth); 
	  depth=max(depth,cdepth);
	}
	depth++;
	hash += 0x76767*depth;
      }
    else if (node.isUnalignedNode())
      {
	hash += 0x1232344;
	numUnalignedNodes++;
	UnalignedNode* n = node.unalignedNode();
	bvhSAH += A*BVH4::travCostUnaligned;

	depth = 0;
	for (size_t i=0; i<BVH4::N; i++) {
	  if (n->child(i) == BVH4::emptyNode) continue;
	  childrenUnalignedNodes++;
	  const float Ai = max(0.0f,halfArea(n->extend(i)));
	  size_t cdepth; statistics(n->child(i),Ai,cdepth); 
	  depth=max(depth,cdepth);
	}
	depth++;
	hash += 0x76767*depth;
      }
    else if (node.isNodeMB())
      {
	hash += 0xEF343;
	numAlignedNodesMB++;
	BVH4::NodeMB* n = node.nodeMB();
	bvhSAH += A*BVH4::travCostAligned;

	depth = 0;
	for (size_t i=0; i<BVH4::N; i++) {
	  if (n->child(i) == BVH4::emptyNode) continue;
	  childrenAlignedNodesMB++;
	  const float Ai = max(0.0f,halfArea(n->extend0(i)));
	  size_t cdepth; statistics(n->child(i),Ai,cdepth); 
	  depth=max(depth,cdepth);
	}
	depth++;
	hash += 0x76767*depth;
      }
    else if (node.isUnalignedNodeMB())
      {
	hash += 0x1EEF4;
	numUnalignedNodesMB++;
	BVH4::UnalignedNodeMB* n = node.unalignedNodeMB();
	bvhSAH += A*BVH4::travCostUnaligned;

	depth = 0;
	for (size_t i=0; i<BVH4::N; i++) {
	  if (n->child(i) == BVH4::emptyNode) continue;
	  childrenUnalignedNodesMB++;
	  const float Ai = max(0.0f,halfArea(n->extend0(i)));
	  size_t cdepth; statistics(n->child(i),Ai,cdepth); 
	  depth=max(depth,cdepth);
	}
	depth++;
	hash += 0x76767*depth;
      }
    else
      {
	depth = 0;
	size_t num; const char* tri = node.leaf(num);
	hash += 0xDD776*num+0x878;
	if (!num) return;

	hash += bvh->primTy.hash(tri,num);
      
	numLeaves++;
	numPrims += num;
	float sah = A * BVH4::intCost * num;
	bvhSAH += sah;
      }
  }
开发者ID:davenso,项目名称:embree,代码行数:88,代码来源:bvh4_statistics.cpp


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