1 // Copyright 2009-2021 Intel Corporation
2 // SPDX-License-Identifier: Apache-2.0
3 
4 #pragma once
5 
6 #include "../common/default.h"
7 //#include "../common/scene_curves.h"
8 #include "../common/context.h"
9 
10 namespace embree
11 {
12   class BezierBasis
13   {
14   public:
15 
16     template<typename T>
eval(const T & u)17       static __forceinline Vec4<T> eval(const T& u)
18     {
19       const T t1 = u;
20       const T t0 = 1.0f-t1;
21       const T B0 = t0 * t0 * t0;
22       const T B1 = 3.0f * t1 * (t0 * t0);
23       const T B2 = 3.0f * (t1 * t1) * t0;
24       const T B3 = t1 * t1 * t1;
25       return Vec4<T>(B0,B1,B2,B3);
26     }
27 
28     template<typename T>
derivative(const T & u)29       static __forceinline Vec4<T>  derivative(const T& u)
30     {
31       const T t1 = u;
32       const T t0 = 1.0f-t1;
33       const T B0 = -(t0*t0);
34       const T B1 = madd(-2.0f,t0*t1,t0*t0);
35       const T B2 = msub(+2.0f,t0*t1,t1*t1);
36       const T B3 = +(t1*t1);
37       return T(3.0f)*Vec4<T>(B0,B1,B2,B3);
38     }
39 
40     template<typename T>
derivative2(const T & u)41       static __forceinline Vec4<T>  derivative2(const T& u)
42     {
43       const T t1 = u;
44       const T t0 = 1.0f-t1;
45       const T B0 = t0;
46       const T B1 = madd(-2.0f,t0,t1);
47       const T B2 = madd(-2.0f,t1,t0);
48       const T B3 = t1;
49       return T(6.0f)*Vec4<T>(B0,B1,B2,B3);
50     }
51   };
52 
53   struct PrecomputedBezierBasis
54   {
55     enum { N = 16 };
56   public:
PrecomputedBezierBasisPrecomputedBezierBasis57     PrecomputedBezierBasis() {}
58     PrecomputedBezierBasis(int shift);
59 
60     /* basis for bezier evaluation */
61   public:
62     float c0[N+1][N+1];
63     float c1[N+1][N+1];
64     float c2[N+1][N+1];
65     float c3[N+1][N+1];
66 
67     /* basis for bezier derivative evaluation */
68   public:
69     float d0[N+1][N+1];
70     float d1[N+1][N+1];
71     float d2[N+1][N+1];
72     float d3[N+1][N+1];
73   };
74   extern PrecomputedBezierBasis bezier_basis0;
75   extern PrecomputedBezierBasis bezier_basis1;
76 
77 
78   template<typename V>
79     struct LinearBezierCurve
80     {
81       V v0,v1;
82 
LinearBezierCurveLinearBezierCurve83       __forceinline LinearBezierCurve () {}
84 
LinearBezierCurveLinearBezierCurve85       __forceinline LinearBezierCurve (const LinearBezierCurve& other)
86         : v0(other.v0), v1(other.v1) {}
87 
88       __forceinline LinearBezierCurve& operator= (const LinearBezierCurve& other) {
89         v0 = other.v0; v1 = other.v1; return *this;
90       }
91 
LinearBezierCurveLinearBezierCurve92         __forceinline LinearBezierCurve (const V& v0, const V& v1)
93           : v0(v0), v1(v1) {}
94 
beginLinearBezierCurve95       __forceinline V begin() const { return v0; }
endLinearBezierCurve96       __forceinline V end  () const { return v1; }
97 
98       bool hasRoot() const;
99 
100       friend embree_ostream operator<<(embree_ostream cout, const LinearBezierCurve& a) {
101         return cout << "LinearBezierCurve (" << a.v0 << ", " << a.v1 << ")";
102       }
103     };
104 
hasRoot()105   template<> __forceinline bool LinearBezierCurve<Interval1f>::hasRoot() const {
106     return numRoots(v0,v1);
107   }
108 
109   template<typename V>
110     struct QuadraticBezierCurve
111     {
112       V v0,v1,v2;
113 
QuadraticBezierCurveQuadraticBezierCurve114       __forceinline QuadraticBezierCurve () {}
115 
QuadraticBezierCurveQuadraticBezierCurve116       __forceinline QuadraticBezierCurve (const QuadraticBezierCurve& other)
117         : v0(other.v0), v1(other.v1), v2(other.v2) {}
118 
119       __forceinline QuadraticBezierCurve& operator= (const QuadraticBezierCurve& other) {
120         v0 = other.v0; v1 = other.v1; v2 = other.v2; return *this;
121       }
122 
QuadraticBezierCurveQuadraticBezierCurve123         __forceinline QuadraticBezierCurve (const V& v0, const V& v1, const V& v2)
124           : v0(v0), v1(v1), v2(v2) {}
125 
beginQuadraticBezierCurve126       __forceinline V begin() const { return v0; }
endQuadraticBezierCurve127       __forceinline V end  () const { return v2; }
128 
intervalQuadraticBezierCurve129       __forceinline V interval() const {
130         return merge(v0,v1,v2);
131       }
132 
boundsQuadraticBezierCurve133       __forceinline BBox<V> bounds() const {
134         return merge(BBox<V>(v0),BBox<V>(v1),BBox<V>(v2));
135       }
136 
137       friend embree_ostream operator<<(embree_ostream cout, const QuadraticBezierCurve& a) {
138         return cout << "QuadraticBezierCurve ( (" << a.u.lower << ", " << a.u.upper << "), " << a.v0 << ", " << a.v1 << ", " << a.v2 << ")";
139       }
140     };
141 
142 
143   typedef QuadraticBezierCurve<float> QuadraticBezierCurve1f;
144   typedef QuadraticBezierCurve<Vec2fa> QuadraticBezierCurve2fa;
145   typedef QuadraticBezierCurve<Vec3fa> QuadraticBezierCurve3fa;
146 
147   template<typename Vertex>
148     struct CubicBezierCurve
149     {
150       Vertex v0,v1,v2,v3;
151 
CubicBezierCurveCubicBezierCurve152       __forceinline CubicBezierCurve() {}
153 
154       template<typename T1>
CubicBezierCurveCubicBezierCurve155       __forceinline CubicBezierCurve (const CubicBezierCurve<T1>& other)
156       : v0(other.v0), v1(other.v1), v2(other.v2), v3(other.v3) {}
157 
158       __forceinline CubicBezierCurve& operator= (const CubicBezierCurve& other) {
159         v0 = other.v0; v1 = other.v1; v2 = other.v2; v3 = other.v3; return *this;
160       }
161 
CubicBezierCurveCubicBezierCurve162       __forceinline CubicBezierCurve(const Vertex& v0, const Vertex& v1, const Vertex& v2, const Vertex& v3)
163         : v0(v0), v1(v1), v2(v2), v3(v3) {}
164 
beginCubicBezierCurve165       __forceinline Vertex begin() const {
166         return v0;
167       }
168 
endCubicBezierCurve169       __forceinline Vertex end() const {
170         return v3;
171       }
172 
centerCubicBezierCurve173       __forceinline Vertex center() const {
174         return 0.25f*(v0+v1+v2+v3);
175       }
176 
begin_directionCubicBezierCurve177       __forceinline Vertex begin_direction() const {
178         return v1-v0;
179       }
180 
end_directionCubicBezierCurve181       __forceinline Vertex end_direction() const {
182         return v3-v2;
183       }
184 
xfmCubicBezierCurve185       __forceinline CubicBezierCurve<float> xfm(const Vertex& dx) const {
186         return CubicBezierCurve<float>(dot(v0,dx),dot(v1,dx),dot(v2,dx),dot(v3,dx));
187       }
188 
vxfmCubicBezierCurve189       __forceinline CubicBezierCurve<vfloatx> vxfm(const Vertex& dx) const {
190         return CubicBezierCurve<vfloatx>(dot(v0,dx),dot(v1,dx),dot(v2,dx),dot(v3,dx));
191       }
192 
xfmCubicBezierCurve193       __forceinline CubicBezierCurve<float> xfm(const Vertex& dx, const Vertex& p) const {
194         return CubicBezierCurve<float>(dot(v0-p,dx),dot(v1-p,dx),dot(v2-p,dx),dot(v3-p,dx));
195       }
196 
xfmCubicBezierCurve197        __forceinline CubicBezierCurve<Vec3fa> xfm(const LinearSpace3fa& space) const
198       {
199         const Vec3fa q0 = xfmVector(space,v0);
200         const Vec3fa q1 = xfmVector(space,v1);
201         const Vec3fa q2 = xfmVector(space,v2);
202         const Vec3fa q3 = xfmVector(space,v3);
203         return CubicBezierCurve<Vec3fa>(q0,q1,q2,q3);
204       }
205 
xfmCubicBezierCurve206       __forceinline CubicBezierCurve<Vec3fa> xfm(const LinearSpace3fa& space, const Vec3fa& p) const
207       {
208         const Vec3fa q0 = xfmVector(space,v0-p);
209         const Vec3fa q1 = xfmVector(space,v1-p);
210         const Vec3fa q2 = xfmVector(space,v2-p);
211         const Vec3fa q3 = xfmVector(space,v3-p);
212         return CubicBezierCurve<Vec3fa>(q0,q1,q2,q3);
213       }
214 
xfm_prCubicBezierCurve215       __forceinline CubicBezierCurve<Vec3ff> xfm_pr(const LinearSpace3fa& space, const Vec3fa& p) const
216       {
217         const Vec3ff q0(xfmVector(space,(Vec3fa)v0-p), v0.w);
218         const Vec3ff q1(xfmVector(space,(Vec3fa)v1-p), v1.w);
219         const Vec3ff q2(xfmVector(space,(Vec3fa)v2-p), v2.w);
220         const Vec3ff q3(xfmVector(space,(Vec3fa)v3-p), v3.w);
221         return CubicBezierCurve<Vec3ff>(q0,q1,q2,q3);
222       }
223 
xfmCubicBezierCurve224       __forceinline CubicBezierCurve<Vec3fa> xfm(const LinearSpace3fa& space, const Vec3fa& p, const float s) const
225       {
226         const Vec3fa q0 = xfmVector(space,s*(v0-p));
227         const Vec3fa q1 = xfmVector(space,s*(v1-p));
228         const Vec3fa q2 = xfmVector(space,s*(v2-p));
229         const Vec3fa q3 = xfmVector(space,s*(v3-p));
230         return CubicBezierCurve<Vec3fa>(q0,q1,q2,q3);
231       }
232 
233       __forceinline int maxRoots() const;
234 
boundsCubicBezierCurve235       __forceinline BBox<Vertex> bounds() const {
236         return merge(BBox<Vertex>(v0),BBox<Vertex>(v1),BBox<Vertex>(v2),BBox<Vertex>(v3));
237       }
238 
239       __forceinline friend CubicBezierCurve operator +( const CubicBezierCurve& a, const CubicBezierCurve& b ) {
240         return CubicBezierCurve(a.v0+b.v0,a.v1+b.v1,a.v2+b.v2,a.v3+b.v3);
241       }
242 
243       __forceinline friend CubicBezierCurve operator -( const CubicBezierCurve& a, const CubicBezierCurve& b ) {
244         return CubicBezierCurve(a.v0-b.v0,a.v1-b.v1,a.v2-b.v2,a.v3-b.v3);
245       }
246 
247       __forceinline friend CubicBezierCurve operator -( const CubicBezierCurve& a, const Vertex& b ) {
248         return CubicBezierCurve(a.v0-b,a.v1-b,a.v2-b,a.v3-b);
249       }
250 
251       __forceinline friend CubicBezierCurve operator *( const Vertex& a, const CubicBezierCurve& b ) {
252         return CubicBezierCurve(a*b.v0,a*b.v1,a*b.v2,a*b.v3);
253       }
254 
cmaddCubicBezierCurve255       __forceinline friend CubicBezierCurve cmadd( const Vertex& a, const CubicBezierCurve& b,  const CubicBezierCurve& c) {
256         return CubicBezierCurve(madd(a,b.v0,c.v0),madd(a,b.v1,c.v1),madd(a,b.v2,c.v2),madd(a,b.v3,c.v3));
257       }
258 
clerpCubicBezierCurve259       __forceinline friend CubicBezierCurve clerp ( const CubicBezierCurve& a, const CubicBezierCurve& b, const Vertex& t ) {
260         return cmadd((Vertex(1.0f)-t),a,t*b);
261       }
262 
mergeCubicBezierCurve263       __forceinline friend CubicBezierCurve merge ( const CubicBezierCurve& a, const CubicBezierCurve& b ) {
264         return CubicBezierCurve(merge(a.v0,b.v0),merge(a.v1,b.v1),merge(a.v2,b.v2),merge(a.v3,b.v3));
265       }
266 
267       __forceinline void split(CubicBezierCurve& left, CubicBezierCurve& right, const float t = 0.5f) const
268       {
269         const Vertex p00 = v0;
270         const Vertex p01 = v1;
271         const Vertex p02 = v2;
272         const Vertex p03 = v3;
273 
274         const Vertex p10 = lerp(p00,p01,t);
275         const Vertex p11 = lerp(p01,p02,t);
276         const Vertex p12 = lerp(p02,p03,t);
277         const Vertex p20 = lerp(p10,p11,t);
278         const Vertex p21 = lerp(p11,p12,t);
279         const Vertex p30 = lerp(p20,p21,t);
280 
281         new (&left ) CubicBezierCurve(p00,p10,p20,p30);
282         new (&right) CubicBezierCurve(p30,p21,p12,p03);
283       }
284 
splitCubicBezierCurve285       __forceinline CubicBezierCurve<Vec2vfx> split() const
286       {
287         const float u0 = 0.0f, u1 = 1.0f;
288         const float dscale = (u1-u0)*(1.0f/(3.0f*(VSIZEX-1)));
289         const vfloatx vu0 = lerp(u0,u1,vfloatx(step)*(1.0f/(VSIZEX-1)));
290         Vec2vfx P0, dP0du; evalN(vu0,P0,dP0du); dP0du = dP0du * Vec2vfx(dscale);
291         const Vec2vfx P3 = shift_right_1(P0);
292         const Vec2vfx dP3du = shift_right_1(dP0du);
293         const Vec2vfx P1 = P0 + dP0du;
294         const Vec2vfx P2 = P3 - dP3du;
295         return CubicBezierCurve<Vec2vfx>(P0,P1,P2,P3);
296       }
297 
splitCubicBezierCurve298       __forceinline CubicBezierCurve<Vec2vfx> split(const BBox1f& u) const
299       {
300         const float u0 = u.lower, u1 = u.upper;
301         const float dscale = (u1-u0)*(1.0f/(3.0f*(VSIZEX-1)));
302         const vfloatx vu0 = lerp(u0,u1,vfloatx(step)*(1.0f/(VSIZEX-1)));
303         Vec2vfx P0, dP0du; evalN(vu0,P0,dP0du); dP0du = dP0du * Vec2vfx(dscale);
304         const Vec2vfx P3 = shift_right_1(P0);
305         const Vec2vfx dP3du = shift_right_1(dP0du);
306         const Vec2vfx P1 = P0 + dP0du;
307         const Vec2vfx P2 = P3 - dP3du;
308         return CubicBezierCurve<Vec2vfx>(P0,P1,P2,P3);
309       }
310 
evalCubicBezierCurve311       __forceinline void eval(float t, Vertex& p, Vertex& dp) const
312       {
313         const Vertex p00 = v0;
314         const Vertex p01 = v1;
315         const Vertex p02 = v2;
316         const Vertex p03 = v3;
317 
318         const Vertex p10 = lerp(p00,p01,t);
319         const Vertex p11 = lerp(p01,p02,t);
320         const Vertex p12 = lerp(p02,p03,t);
321         const Vertex p20 = lerp(p10,p11,t);
322         const Vertex p21 = lerp(p11,p12,t);
323         const Vertex p30 = lerp(p20,p21,t);
324 
325         p = p30;
326         dp = Vertex(3.0f)*(p21-p20);
327       }
328 
329 #if 0
330       __forceinline Vertex eval(float t) const
331       {
332         const Vertex p00 = v0;
333         const Vertex p01 = v1;
334         const Vertex p02 = v2;
335         const Vertex p03 = v3;
336 
337         const Vertex p10 = lerp(p00,p01,t);
338         const Vertex p11 = lerp(p01,p02,t);
339         const Vertex p12 = lerp(p02,p03,t);
340         const Vertex p20 = lerp(p10,p11,t);
341         const Vertex p21 = lerp(p11,p12,t);
342         const Vertex p30 = lerp(p20,p21,t);
343 
344         return p30;
345       }
346 #else
evalCubicBezierCurve347       __forceinline Vertex eval(const float t) const
348       {
349         const Vec4<float> b = BezierBasis::eval(t);
350         return madd(b.x,v0,madd(b.y,v1,madd(b.z,v2,b.w*v3)));
351       }
352 #endif
353 
eval_dtCubicBezierCurve354       __forceinline Vertex eval_dt(float t) const
355       {
356         const Vertex p00 = v1-v0;
357         const Vertex p01 = v2-v1;
358         const Vertex p02 = v3-v2;
359         const Vertex p10 = lerp(p00,p01,t);
360         const Vertex p11 = lerp(p01,p02,t);
361         const Vertex p20 = lerp(p10,p11,t);
362         return Vertex(3.0f)*p20;
363       }
364 
eval_duCubicBezierCurve365       __forceinline Vertex eval_du(const float t) const
366       {
367         const Vec4<float> b = BezierBasis::derivative(t);
368         return madd(b.x,v0,madd(b.y,v1,madd(b.z,v2,b.w*v3)));
369       }
370 
eval_duduCubicBezierCurve371       __forceinline Vertex eval_dudu(const float t) const
372       {
373         const Vec4<float> b = BezierBasis::derivative2(t);
374         return madd(b.x,v0,madd(b.y,v1,madd(b.z,v2,b.w*v3)));
375       }
376 
evalNCubicBezierCurve377       __forceinline void evalN(const vfloatx& t, Vec2vfx& p, Vec2vfx& dp) const
378       {
379         const Vec2vfx p00 = v0;
380         const Vec2vfx p01 = v1;
381         const Vec2vfx p02 = v2;
382         const Vec2vfx p03 = v3;
383 
384         const Vec2vfx p10 = lerp(p00,p01,t);
385         const Vec2vfx p11 = lerp(p01,p02,t);
386         const Vec2vfx p12 = lerp(p02,p03,t);
387 
388         const Vec2vfx p20 = lerp(p10,p11,t);
389         const Vec2vfx p21 = lerp(p11,p12,t);
390 
391         const Vec2vfx p30 = lerp(p20,p21,t);
392 
393         p = p30;
394         dp = vfloatx(3.0f)*(p21-p20);
395       }
396 
evalCubicBezierCurve397       __forceinline void eval(const float t, Vertex& p, Vertex& dp, Vertex& ddp) const
398       {
399         const Vertex p00 = v0;
400         const Vertex p01 = v1;
401         const Vertex p02 = v2;
402         const Vertex p03 = v3;
403         const Vertex p10 = lerp(p00,p01,t);
404         const Vertex p11 = lerp(p01,p02,t);
405         const Vertex p12 = lerp(p02,p03,t);
406         const Vertex p20 = lerp(p10,p11,t);
407         const Vertex p21 = lerp(p11,p12,t);
408         const Vertex p30 = lerp(p20,p21,t);
409         p = p30;
410         dp = 3.0f*(p21-p20);
411         ddp = eval_dudu(t);
412       }
413 
clipCubicBezierCurve414       __forceinline CubicBezierCurve clip(const Interval1f& u1) const
415       {
416         Vertex f0,df0; eval(u1.lower,f0,df0);
417         Vertex f1,df1; eval(u1.upper,f1,df1);
418         float s = u1.upper-u1.lower;
419         return CubicBezierCurve(f0,f0+s*(1.0f/3.0f)*df0,f1-s*(1.0f/3.0f)*df1,f1);
420       }
421 
derivativeCubicBezierCurve422       __forceinline QuadraticBezierCurve<Vertex> derivative() const
423       {
424         const Vertex q0 = 3.0f*(v1-v0);
425         const Vertex q1 = 3.0f*(v2-v1);
426         const Vertex q2 = 3.0f*(v3-v2);
427         return QuadraticBezierCurve<Vertex>(q0,q1,q2);
428       }
429 
derivative_boundsCubicBezierCurve430       __forceinline BBox<Vertex> derivative_bounds(const Interval1f& u1) const
431       {
432         Vertex f0,df0; eval(u1.lower,f0,df0);
433         Vertex f3,df3; eval(u1.upper,f3,df3);
434         const float s = u1.upper-u1.lower;
435         const Vertex f1 = f0+s*(1.0f/3.0f)*df0;
436         const Vertex f2 = f3-s*(1.0f/3.0f)*df3;
437         const Vertex q0 = s*df0;
438         const Vertex q1 = 3.0f*(f2-f1);
439         const Vertex q2 = s*df3;
440         return merge(BBox<Vertex>(q0),BBox<Vertex>(q1),BBox<Vertex>(q2));
441       }
442 
443       template<int M>
vevalCubicBezierCurve444       __forceinline Vec4vf<M> veval(const vfloat<M>& t) const
445       {
446         const Vec4vf<M> b = BezierBasis::eval(t);
447         return madd(b.x, Vec4vf<M>(v0), madd(b.y, Vec4vf<M>(v1), madd(b.z, Vec4vf<M>(v2), b.w * Vec4vf<M>(v3))));
448       }
449 
450       template<int M>
veval_duCubicBezierCurve451       __forceinline Vec4vf<M> veval_du(const vfloat<M>& t) const
452       {
453         const Vec4vf<M> b = BezierBasis::derivative(t);
454         return madd(b.x, Vec4vf<M>(v0), madd(b.y, Vec4vf<M>(v1), madd(b.z, Vec4vf<M>(v2), b.w * Vec4vf<M>(v3))));
455       }
456 
457       template<int M>
veval_duduCubicBezierCurve458       __forceinline Vec4vf<M> veval_dudu(const vfloat<M>& t) const
459       {
460         const Vec4vf<M> b = BezierBasis::derivative2(t);
461         return madd(b.x, Vec4vf<M>(v0), madd(b.y, Vec4vf<M>(v1), madd(b.z, Vec4vf<M>(v2), b.w * Vec4vf<M>(v3))));
462       }
463 
464       template<int M>
vevalCubicBezierCurve465       __forceinline void veval(const vfloat<M>& t, Vec4vf<M>& p, Vec4vf<M>& dp) const
466       {
467         const Vec4vf<M> p00 = v0;
468         const Vec4vf<M> p01 = v1;
469         const Vec4vf<M> p02 = v2;
470         const Vec4vf<M> p03 = v3;
471 
472         const Vec4vf<M> p10 = lerp(p00,p01,t);
473         const Vec4vf<M> p11 = lerp(p01,p02,t);
474         const Vec4vf<M> p12 = lerp(p02,p03,t);
475         const Vec4vf<M> p20 = lerp(p10,p11,t);
476         const Vec4vf<M> p21 = lerp(p11,p12,t);
477         const Vec4vf<M> p30 = lerp(p20,p21,t);
478 
479         p = p30;
480         dp = vfloat<M>(3.0f)*(p21-p20);
481       }
482 
483       template<int M, typename Vec = Vec4vf<M>>
eval0CubicBezierCurve484       __forceinline Vec eval0(const int ofs, const int size) const
485       {
486         assert(size <= PrecomputedBezierBasis::N);
487         assert(ofs <= size);
488         return madd(vfloat<M>::loadu(&bezier_basis0.c0[size][ofs]), Vec(v0),
489                     madd(vfloat<M>::loadu(&bezier_basis0.c1[size][ofs]), Vec(v1),
490                          madd(vfloat<M>::loadu(&bezier_basis0.c2[size][ofs]), Vec(v2),
491                               vfloat<M>::loadu(&bezier_basis0.c3[size][ofs]) * Vec(v3))));
492       }
493 
494       template<int M, typename Vec = Vec4vf<M>>
eval1CubicBezierCurve495       __forceinline Vec eval1(const int ofs, const int size) const
496       {
497         assert(size <= PrecomputedBezierBasis::N);
498         assert(ofs <= size);
499         return madd(vfloat<M>::loadu(&bezier_basis1.c0[size][ofs]), Vec(v0),
500                     madd(vfloat<M>::loadu(&bezier_basis1.c1[size][ofs]), Vec(v1),
501                          madd(vfloat<M>::loadu(&bezier_basis1.c2[size][ofs]), Vec(v2),
502                               vfloat<M>::loadu(&bezier_basis1.c3[size][ofs]) * Vec(v3))));
503       }
504 
505       template<int M, typename Vec = Vec4vf<M>>
derivative0CubicBezierCurve506       __forceinline Vec derivative0(const int ofs, const int size) const
507       {
508         assert(size <= PrecomputedBezierBasis::N);
509         assert(ofs <= size);
510         return madd(vfloat<M>::loadu(&bezier_basis0.d0[size][ofs]), Vec(v0),
511                     madd(vfloat<M>::loadu(&bezier_basis0.d1[size][ofs]), Vec(v1),
512                          madd(vfloat<M>::loadu(&bezier_basis0.d2[size][ofs]), Vec(v2),
513                               vfloat<M>::loadu(&bezier_basis0.d3[size][ofs]) * Vec(v3))));
514       }
515 
516       template<int M, typename Vec = Vec4vf<M>>
derivative1CubicBezierCurve517       __forceinline Vec derivative1(const int ofs, const int size) const
518       {
519         assert(size <= PrecomputedBezierBasis::N);
520         assert(ofs <= size);
521         return madd(vfloat<M>::loadu(&bezier_basis1.d0[size][ofs]), Vec(v0),
522                     madd(vfloat<M>::loadu(&bezier_basis1.d1[size][ofs]), Vec(v1),
523                          madd(vfloat<M>::loadu(&bezier_basis1.d2[size][ofs]), Vec(v2),
524                               vfloat<M>::loadu(&bezier_basis1.d3[size][ofs]) * Vec(v3))));
525       }
526 
527       /* calculates bounds of bezier curve geometry */
accurateBoundsCubicBezierCurve528       __forceinline BBox3fa accurateBounds() const
529       {
530         const int N = 7;
531         const float scale = 1.0f/(3.0f*(N-1));
532         Vec3vfx pl(pos_inf), pu(neg_inf);
533         for (int i=0; i<=N; i+=VSIZEX)
534         {
535           vintx vi = vintx(i)+vintx(step);
536           vboolx valid = vi <= vintx(N);
537           const Vec3vfx p  = eval0<VSIZEX,Vec3vf<VSIZEX>>(i,N);
538           const Vec3vfx dp = derivative0<VSIZEX,Vec3vf<VSIZEX>>(i,N);
539           const Vec3vfx pm = p-Vec3vfx(scale)*select(vi!=vintx(0),dp,Vec3vfx(zero));
540           const Vec3vfx pp = p+Vec3vfx(scale)*select(vi!=vintx(N),dp,Vec3vfx(zero));
541           pl = select(valid,min(pl,p,pm,pp),pl); // FIXME: use masked min
542           pu = select(valid,max(pu,p,pm,pp),pu); // FIXME: use masked min
543         }
544         const Vec3fa lower(reduce_min(pl.x),reduce_min(pl.y),reduce_min(pl.z));
545         const Vec3fa upper(reduce_max(pu.x),reduce_max(pu.y),reduce_max(pu.z));
546         return BBox3fa(lower,upper);
547       }
548 
549       /* calculates bounds of bezier curve geometry */
accurateRoundBoundsCubicBezierCurve550       __forceinline BBox3fa accurateRoundBounds() const
551       {
552         const int N = 7;
553         const float scale = 1.0f/(3.0f*(N-1));
554         Vec4vfx pl(pos_inf), pu(neg_inf);
555         for (int i=0; i<=N; i+=VSIZEX)
556         {
557           vintx vi = vintx(i)+vintx(step);
558           vboolx valid = vi <= vintx(N);
559           const Vec4vfx p  = eval0<VSIZEX>(i,N);
560           const Vec4vfx dp = derivative0<VSIZEX>(i,N);
561           const Vec4vfx pm = p-Vec4vfx(scale)*select(vi!=vintx(0),dp,Vec4vfx(zero));
562           const Vec4vfx pp = p+Vec4vfx(scale)*select(vi!=vintx(N),dp,Vec4vfx(zero));
563           pl = select(valid,min(pl,p,pm,pp),pl); // FIXME: use masked min
564           pu = select(valid,max(pu,p,pm,pp),pu); // FIXME: use masked min
565         }
566         const Vec3fa lower(reduce_min(pl.x),reduce_min(pl.y),reduce_min(pl.z));
567         const Vec3fa upper(reduce_max(pu.x),reduce_max(pu.y),reduce_max(pu.z));
568         const float r_min = reduce_min(pl.w);
569         const float r_max = reduce_max(pu.w);
570         const Vec3fa upper_r = Vec3fa(max(abs(r_min),abs(r_max)));
571         return enlarge(BBox3fa(lower,upper),upper_r);
572       }
573 
574       /* calculates bounds when tessellated into N line segments */
accurateFlatBoundsCubicBezierCurve575       __forceinline BBox3fa accurateFlatBounds(int N) const
576       {
577         if (likely(N == 4))
578         {
579           const Vec4vf4 pi = eval0<4>(0,4);
580           const Vec3fa lower(reduce_min(pi.x),reduce_min(pi.y),reduce_min(pi.z));
581           const Vec3fa upper(reduce_max(pi.x),reduce_max(pi.y),reduce_max(pi.z));
582           const Vec3fa upper_r = Vec3fa(reduce_max(abs(pi.w)));
583           return enlarge(BBox3fa(min(lower,v3),max(upper,v3)),max(upper_r,Vec3fa(abs(v3.w))));
584         }
585         else
586         {
587           Vec3vfx pl(pos_inf), pu(neg_inf); vfloatx ru(0.0f);
588           for (int i=0; i<N; i+=VSIZEX)
589           {
590             vboolx valid = vintx(i)+vintx(step) < vintx(N);
591             const Vec4vfx pi = eval0<VSIZEX>(i,N);
592 
593             pl.x = select(valid,min(pl.x,pi.x),pl.x); // FIXME: use masked min
594             pl.y = select(valid,min(pl.y,pi.y),pl.y);
595             pl.z = select(valid,min(pl.z,pi.z),pl.z);
596 
597             pu.x = select(valid,max(pu.x,pi.x),pu.x); // FIXME: use masked min
598             pu.y = select(valid,max(pu.y,pi.y),pu.y);
599             pu.z = select(valid,max(pu.z,pi.z),pu.z);
600 
601             ru   = select(valid,max(ru,abs(pi.w)),ru);
602           }
603           const Vec3fa lower(reduce_min(pl.x),reduce_min(pl.y),reduce_min(pl.z));
604           const Vec3fa upper(reduce_max(pu.x),reduce_max(pu.y),reduce_max(pu.z));
605           const Vec3fa upper_r(reduce_max(ru));
606           return enlarge(BBox3fa(min(lower,v3),max(upper,v3)),max(upper_r,Vec3fa(abs(v3.w))));
607         }
608       }
609 
610       friend __forceinline embree_ostream operator<<(embree_ostream cout, const CubicBezierCurve& curve) {
611         return cout << "CubicBezierCurve { v0 = " << curve.v0 << ", v1 = " << curve.v1 << ", v2 = " << curve.v2 << ", v3 = " << curve.v3 << " }";
612       }
613     };
614 
615 #if defined(__AVX__)
616   template<>
clip(const Interval1f & u1)617     __forceinline CubicBezierCurve<vfloat4> CubicBezierCurve<vfloat4>::clip(const Interval1f& u1) const
618   {
619     const vfloat8 p00 = vfloat8(v0);
620     const vfloat8 p01 = vfloat8(v1);
621     const vfloat8 p02 = vfloat8(v2);
622     const vfloat8 p03 = vfloat8(v3);
623 
624     const vfloat8 t(vfloat4(u1.lower),vfloat4(u1.upper));
625     const vfloat8 p10 = lerp(p00,p01,t);
626     const vfloat8 p11 = lerp(p01,p02,t);
627     const vfloat8 p12 = lerp(p02,p03,t);
628     const vfloat8 p20 = lerp(p10,p11,t);
629     const vfloat8 p21 = lerp(p11,p12,t);
630     const vfloat8 p30 = lerp(p20,p21,t);
631 
632     const vfloat8 f01  = p30;
633     const vfloat8 df01 = vfloat8(3.0f)*(p21-p20);
634 
635     const vfloat4 f0  = extract4<0>(f01),  f1  = extract4<1>(f01);
636     const vfloat4 df0 = extract4<0>(df01), df1 = extract4<1>(df01);
637     const float s = u1.upper-u1.lower;
638     return CubicBezierCurve(f0,f0+s*(1.0f/3.0f)*df0,f1-s*(1.0f/3.0f)*df1,f1);
639   }
640 #endif
641 
642   template<typename Vertex> using BezierCurveT = CubicBezierCurve<Vertex>;
643 
644   typedef CubicBezierCurve<float> CubicBezierCurve1f;
645   typedef CubicBezierCurve<Vec2fa> CubicBezierCurve2fa;
646   typedef CubicBezierCurve<Vec3fa> CubicBezierCurve3fa;
647   typedef CubicBezierCurve<Vec3fa> BezierCurve3fa;
648 
maxRoots()649   template<> __forceinline int CubicBezierCurve<float>::maxRoots() const
650   {
651     float eps = 1E-4f;
652     bool neg0 = v0 <= 0.0f; bool zero0 = fabs(v0) < eps;
653     bool neg1 = v1 <= 0.0f; bool zero1 = fabs(v1) < eps;
654     bool neg2 = v2 <= 0.0f; bool zero2 = fabs(v2) < eps;
655     bool neg3 = v3 <= 0.0f; bool zero3 = fabs(v3) < eps;
656     return (neg0 != neg1 || zero0) + (neg1 != neg2 || zero1) + (neg2 != neg3 || zero2 || zero3);
657   }
658 
maxRoots()659   template<> __forceinline int CubicBezierCurve<Interval1f>::maxRoots() const {
660     return numRoots(v0,v1) + numRoots(v1,v2) + numRoots(v2,v3);
661   }
662 
663   template<typename CurveGeometry>
enlargeRadiusToMinWidth(const IntersectContext * context,const CurveGeometry * geom,const Vec3fa & ray_org,const CubicBezierCurve<Vec3ff> & curve)664   __forceinline CubicBezierCurve<Vec3ff> enlargeRadiusToMinWidth(const IntersectContext* context, const CurveGeometry* geom, const Vec3fa& ray_org, const CubicBezierCurve<Vec3ff>& curve)
665   {
666     return CubicBezierCurve<Vec3ff>(enlargeRadiusToMinWidth(context,geom,ray_org,curve.v0),
667                                     enlargeRadiusToMinWidth(context,geom,ray_org,curve.v1),
668                                     enlargeRadiusToMinWidth(context,geom,ray_org,curve.v2),
669                                     enlargeRadiusToMinWidth(context,geom,ray_org,curve.v3));
670   }
671 }
672