Eliminated some unnecessary left drift in BVH4 code.

IMO this is much easier to read.
This commit is contained in:
Nathan Vegdahl 2017-04-16 17:27:29 -07:00
parent 92fd83a766
commit 725bbca6a1

View File

@ -83,113 +83,109 @@ impl<'a> BVH4<'a> {
pub fn traverse<T, F>(&self, rays: &mut [AccelRay], objects: &[T], mut obj_ray_test: F)
where F: FnMut(&T, &mut [AccelRay])
{
match self.root {
None => {}
if self.root.is_none() {
return;
}
Some(root) => {
// +2 of max depth for root and last child
let mut node_stack = [Some(root); BVH_MAX_DEPTH + 2];
let mut ray_i_stack = [rays.len(); BVH_MAX_DEPTH + 2];
let mut stack_ptr = 1;
let mut first_loop = true;
// +2 of max depth for root and last child
let mut node_stack = [self.root; BVH_MAX_DEPTH + 2];
let mut ray_i_stack = [rays.len(); BVH_MAX_DEPTH + 2];
let mut stack_ptr = 1;
let mut first_loop = true;
let ray_code = (rays[0].dir_inv.x().is_sign_negative() as u8) |
((rays[0].dir_inv.y().is_sign_negative() as u8) << 1) |
((rays[0].dir_inv.z().is_sign_negative() as u8) << 2);
let ray_code = (rays[0].dir_inv.x().is_sign_negative() as u8) |
((rays[0].dir_inv.y().is_sign_negative() as u8) << 1) |
((rays[0].dir_inv.z().is_sign_negative() as u8) << 2);
while stack_ptr > 0 {
match node_stack[stack_ptr] {
Some(&BVH4Node::Internal { bounds, children, traversal_code }) => {
let node_order_code = {
TRAVERSAL_TABLE[ray_code as usize][traversal_code as usize]
};
let noc1 = node_order_code & 3;
let noc2 = (node_order_code >> 2) & 3;
let noc3 = (node_order_code >> 4) & 3;
let noc4 = (node_order_code >> 6) & 3;
while stack_ptr > 0 {
match node_stack[stack_ptr] {
Some(&BVH4Node::Internal { bounds, children, traversal_code }) => {
let node_order_code = {
TRAVERSAL_TABLE[ray_code as usize][traversal_code as usize]
};
let noc1 = node_order_code & 3;
let noc2 = (node_order_code >> 2) & 3;
let noc3 = (node_order_code >> 4) & 3;
let noc4 = (node_order_code >> 6) & 3;
let mut all_hits = 0;
let mut all_hits = 0;
// Ray testing
let part = partition(&mut rays[..ray_i_stack[stack_ptr]], |r| {
if (!r.is_done()) && (first_loop || r.trav_stack.pop()) {
let hits = lerp_slice(bounds, r.time)
.intersect_accel_ray(r)
.to_bitmask();
// Ray testing
let part = partition(&mut rays[..ray_i_stack[stack_ptr]], |r| {
if (!r.is_done()) && (first_loop || r.trav_stack.pop()) {
let hits = lerp_slice(bounds, r.time)
.intersect_accel_ray(r)
.to_bitmask();
all_hits |= hits;
all_hits |= hits;
if hits != 0 {
// Push hit bits onto ray's traversal stack
let shuffled_hits = match children.len() {
4 => {
((hits >> noc1) & 1) | (((hits >> noc2) & 1) << 1) |
(((hits >> noc3) & 1) << 2) |
(((hits >> noc4) & 1) << 3)
}
3 => {
((hits >> noc1) & 1) | (((hits >> noc2) & 1) << 1) |
(((hits >> noc3) & 1) << 2)
}
2 => ((hits >> noc1) & 1) | (((hits >> noc2) & 1) << 1),
_ => unreachable!(),
};
r.trav_stack.push_n(shuffled_hits, children.len() as u8);
return true;
if hits != 0 {
// Push hit bits onto ray's traversal stack
let shuffled_hits = match children.len() {
4 => {
((hits >> noc1) & 1) | (((hits >> noc2) & 1) << 1) |
(((hits >> noc3) & 1) << 2) |
(((hits >> noc4) & 1) << 3)
}
}
return false;
});
3 => {
((hits >> noc1) & 1) | (((hits >> noc2) & 1) << 1) |
(((hits >> noc3) & 1) << 2)
}
2 => ((hits >> noc1) & 1) | (((hits >> noc2) & 1) << 1),
_ => unreachable!(),
};
r.trav_stack.push_n(shuffled_hits, children.len() as u8);
// Update stack based on ray testing results
if part > 0 {
for i in 0..children.len() {
let inv_i = (children.len() - 1) - i;
let child_i = ((node_order_code >> (inv_i * 2)) & 3) as usize;
node_stack[stack_ptr + i] = if ((all_hits >> child_i) & 1) ==
0 {
None
} else {
Some(&children[child_i])
};
ray_i_stack[stack_ptr + i] = part;
}
stack_ptr += children.len() - 1;
} else {
stack_ptr -= 1;
return true;
}
}
return false;
});
Some(&BVH4Node::Leaf { object_range }) => {
let part = if !first_loop {
partition(&mut rays[..ray_i_stack[stack_ptr]],
|r| r.trav_stack.pop())
// Update stack based on ray testing results
if part > 0 {
for i in 0..children.len() {
let inv_i = (children.len() - 1) - i;
let child_i = ((node_order_code >> (inv_i * 2)) & 3) as usize;
node_stack[stack_ptr + i] = if ((all_hits >> child_i) & 1) == 0 {
None
} else {
ray_i_stack[stack_ptr]
Some(&children[child_i])
};
for obj in &objects[object_range.0..object_range.1] {
obj_ray_test(obj, &mut rays[..part]);
}
stack_ptr -= 1;
ray_i_stack[stack_ptr + i] = part;
}
None => {
if !first_loop {
for r in (&mut rays[..ray_i_stack[stack_ptr]]).iter_mut() {
r.trav_stack.pop();
}
}
stack_ptr -= 1;
}
stack_ptr += children.len() - 1;
} else {
stack_ptr -= 1;
}
}
Some(&BVH4Node::Leaf { object_range }) => {
let part = if !first_loop {
partition(&mut rays[..ray_i_stack[stack_ptr]], |r| r.trav_stack.pop())
} else {
ray_i_stack[stack_ptr]
};
for obj in &objects[object_range.0..object_range.1] {
obj_ray_test(obj, &mut rays[..part]);
}
first_loop = false;
stack_ptr -= 1;
}
None => {
if !first_loop {
for r in (&mut rays[..ray_i_stack[stack_ptr]]).iter_mut() {
r.trav_stack.pop();
}
}
stack_ptr -= 1;
}
}
first_loop = false;
}
}